diff options
Diffstat (limited to 'doc/classes')
90 files changed, 1955 insertions, 500 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 72cf48359c..658a13d05b 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -413,7 +413,7 @@ <argument index="1" name="to" type="float" /> <argument index="2" name="weight" type="float" /> <description> - Returns an interpolation or extrapolation factor considering the range specified in [code]from[/code] and [code]to[/code], and the interpolated value specified in [code]weight[/code]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between [code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). + Returns an interpolation or extrapolation factor considering the range specified in [code]from[/code] and [code]to[/code], and the interpolated value specified in [code]weight[/code]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between [code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on the result of [method inverse_lerp] if this is not desired. [codeblock] # The interpolation ratio in the `lerp()` call below is 0.75. var middle = lerp(20, 30, 0.75) @@ -422,7 +422,7 @@ var ratio = inverse_lerp(20, 30, 27.5) # `ratio` is now 0.75. [/codeblock] - See also [method lerp] which performs the reverse of this operation. + See also [method lerp] which performs the reverse of this operation, and [method range_lerp] to map a continuous series of values to another. </description> </method> <method name="is_equal_approx"> @@ -472,16 +472,18 @@ </description> </method> <method name="lerp"> - <return type="float" /> - <argument index="0" name="from" type="float" /> - <argument index="1" name="to" type="float" /> - <argument index="2" name="weight" type="float" /> + <return type="Variant" /> + <argument index="0" name="from" type="Variant" /> + <argument index="1" name="to" type="Variant" /> + <argument index="2" name="weight" type="Variant" /> <description> - Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. + Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. Use [method clamp] on the result of [method lerp] if this is not desired. + Both [code]from[/code] and [code]to[/code] must have matching types. Supported types: [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis]. [codeblock] lerp(0, 4, 0.75) # Returns 3.0 [/codeblock] - See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. + See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method range_lerp] to map a continuous series of values to another. + [b]Note:[/b] For better type safety, you can use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp] instead. </description> </method> <method name="lerp_angle"> @@ -504,6 +506,19 @@ [b]Note:[/b] This method lerps through the shortest path between [code]from[/code] and [code]to[/code]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise. </description> </method> + <method name="lerpf"> + <return type="float" /> + <argument index="0" name="from" type="float" /> + <argument index="1" name="to" type="float" /> + <argument index="2" name="weight" type="float" /> + <description> + Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. + [codeblock] + lerp(0, 4, 0.75) # Returns 3.0 + [/codeblock] + See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. + </description> + </method> <method name="linear2db"> <return type="float" /> <argument index="0" name="lin" type="float" /> @@ -840,10 +855,11 @@ <argument index="3" name="ostart" type="float" /> <argument index="4" name="ostop" type="float" /> <description> - Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. + Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [code]value[/code] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. Use [method clamp] on the result of [method range_lerp] if this is not desired. [codeblock] range_lerp(75, 0, 100, -1, 1) # Returns 0.5 [/codeblock] + For complex use cases where you need multiple ranges, consider using [Curve] or [Gradient] instead. </description> </method> <method name="rid_allocate_id"> @@ -1261,6 +1277,7 @@ The [ResourceSaver] singleton. </member> <member name="ResourceUID" type="ResourceUID" setter="" getter=""> + The [ResourceUID] singleton. </member> <member name="TextServerManager" type="TextServerManager" setter="" getter=""> The [TextServerManager] singleton. @@ -2780,24 +2797,6 @@ <constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags"> Default method flags. </constant> - <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode"> - Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. - </constant> - <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. - </constant> - <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority]. - </constant> - <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode"> - Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters. - </constant> - <constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode"> - Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data. - </constant> - <constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode"> - Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly. - </constant> <constant name="TYPE_NIL" value="0" enum="Variant.Type"> Variable is [code]null[/code]. </constant> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index a92b237624..f40f11944d 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -391,13 +391,13 @@ </description> </method> <method name="track_insert_key"> - <return type="void" /> + <return type="int" /> <argument index="0" name="track_idx" type="int" /> <argument index="1" name="time" type="float" /> <argument index="2" name="key" type="Variant" /> <argument index="3" name="transition" type="float" default="1" /> <description> - Insert a generic key in a given track. + Inserts a generic key in a given track. Returns the key index. </description> </method> <method name="track_is_compressed" qualifiers="const"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 653607610d..d3c8bdac3a 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AnimationPlayer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Container and player of [Animation] resources. + Player of [Animation] resources. </brief_description> <description> - An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. - [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween] node, but it requires doing everything by code. + An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions. + Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library. + [AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code. Updating the target properties of animations occurs at process time. </description> <tutorials> @@ -19,6 +20,7 @@ <argument index="0" name="name" type="StringName" /> <argument index="1" name="library" type="AnimationLibrary" /> <description> + Adds [code]library[/code] to the animation player, under the key [code]name[/code]. </description> </method> <method name="advance"> @@ -32,7 +34,7 @@ <return type="StringName" /> <argument index="0" name="anim_from" type="StringName" /> <description> - Returns the name of the next animation in the queue. + Returns the key of the animation which is queued to play after the [code]anim_from[/code] animation. </description> </method> <method name="animation_set_next"> @@ -59,13 +61,14 @@ <return type="StringName" /> <argument index="0" name="animation" type="Animation" /> <description> - Returns the name of [code]animation[/code] or an empty string if not found. + Returns the key of [code]animation[/code] or an empty [StringName] if not found. </description> </method> <method name="find_animation_library" qualifiers="const"> <return type="StringName" /> <argument index="0" name="animation" type="Animation" /> <description> + Returns the key for the [AnimationLibrary] that contains [code]animation[/code] or an empty [StringName] if not found. </description> </method> <method name="get_animation" qualifiers="const"> @@ -79,17 +82,19 @@ <return type="AnimationLibrary" /> <argument index="0" name="name" type="StringName" /> <description> + Returns the first [AnimationLibrary] with key [code]name[/code] or [code]null[/code] if not found. </description> </method> <method name="get_animation_library_list" qualifiers="const"> <return type="StringName[]" /> <description> + Returns the list of stored library keys. </description> </method> <method name="get_animation_list" qualifiers="const"> <return type="PackedStringArray" /> <description> - Returns the list of stored animation names. + Returns the list of stored animation keys. </description> </method> <method name="get_blend_time" qualifiers="const"> @@ -97,7 +102,7 @@ <argument index="0" name="anim_from" type="StringName" /> <argument index="1" name="anim_to" type="StringName" /> <description> - Gets the blend time (in seconds) between two animations, referenced by their names. + Gets the blend time (in seconds) between two animations, referenced by their keys. </description> </method> <method name="get_playing_speed" qualifiers="const"> @@ -109,7 +114,7 @@ <method name="get_queue"> <return type="PackedStringArray" /> <description> - Returns a list of the animation names that are currently queued to play. + Returns a list of the animation keys that are currently queued to play. </description> </method> <method name="has_animation" qualifiers="const"> @@ -123,6 +128,7 @@ <return type="bool" /> <argument index="0" name="name" type="StringName" /> <description> + Returns [code]true[/code] if the [AnimationPlayer] stores an [AnimationLibrary] with key [code]name[/code]. </description> </method> <method name="is_playing" qualifiers="const"> @@ -164,6 +170,7 @@ <return type="void" /> <argument index="0" name="name" type="StringName" /> <description> + Removes the [AnimationLibrary] assosiated with the key [code]name[/code]. </description> </method> <method name="rename_animation_library"> @@ -171,6 +178,7 @@ <argument index="0" name="name" type="StringName" /> <argument index="1" name="newname" type="StringName" /> <description> + Moves the [AnimationLibrary] associated with the key [code]name[/code] to the key [code]newname[/code]. </description> </method> <method name="seek"> @@ -188,7 +196,7 @@ <argument index="1" name="anim_to" type="StringName" /> <argument index="2" name="sec" type="float" /> <description> - Specifies a blend time (in seconds) between two animations, referenced by their names. + Specifies a blend time (in seconds) between two animations, referenced by their keys. </description> </method> <method name="stop"> @@ -202,17 +210,17 @@ </methods> <members> <member name="assigned_animation" type="String" setter="set_assigned_animation" getter="get_assigned_animation"> - If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also [member current_animation]. + If playing, the the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also [member current_animation]. </member> <member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default=""""> - The name of the animation to play when the scene loads. + The key of the animation to play when the scene loads. </member> <member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default=""""> - The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. + The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. [b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. </member> <member name="current_animation_length" type="float" setter="" getter="get_current_animation_length"> - The length (in seconds) of the currently being played animation. + The length (in seconds) of the currently playing animation. </member> <member name="current_animation_position" type="float" setter="" getter="get_current_animation_position"> The position (in seconds) of the currently playing animation. @@ -220,6 +228,10 @@ <member name="method_call_mode" type="int" setter="set_method_call_mode" getter="get_method_call_mode" enum="AnimationPlayer.AnimationMethodCallMode" default="0"> The call mode to use for Call Method tracks. </member> + <member name="movie_quit_on_finish" type="bool" setter="set_movie_quit_on_finish_enabled" getter="is_movie_quit_on_finish_enabled" default="false"> + If [code]true[/code] and the engine is running in Movie Maker mode (see [MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an animation is done playing in this [AnimationPlayer]. A message is printed when the engine quits for this reason. + [b]Note:[/b] This obeys the same logic as the [signal animation_finished] signal, so it will not quit the engine if the animation is set to be looping. + </member> <member name="playback_active" type="bool" setter="set_active" getter="is_active"> If [code]true[/code], updates animations in response to process-related notifications. </member> @@ -233,8 +245,8 @@ The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. </member> <member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true"> - This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving. - In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving. + This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving. + This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation. </member> <member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath("..")"> The node from which node path references will travel. @@ -245,14 +257,15 @@ <argument index="0" name="old_name" type="StringName" /> <argument index="1" name="new_name" type="StringName" /> <description> - Emitted when a queued animation plays after the previous animation was finished. See [method queue]. - [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or from [AnimationTree]. + Emitted when a queued animation plays after the previous animation finished. See [method queue]. + [b]Note:[/b] The signal is not emitted when the animation is changed via [method play] or by an [AnimationTree]. </description> </signal> <signal name="animation_finished"> <argument index="0" name="anim_name" type="StringName" /> <description> Notifies when an animation finished playing. + [b]Note:[/b] This signal is not emitted if an animation is looping. </description> </signal> <signal name="animation_started"> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 0f2dd6587a..f5c799d4de 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -67,7 +67,7 @@ <description> Creates a new surface. Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (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 Mesh.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 [constant Mesh.ARRAY_INDEX] if it is used. + The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. </description> </method> <method name="clear_blend_shapes"> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index 9728011bb2..32a6aea340 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -14,7 +14,7 @@ </tutorials> <methods> <method name="get_recording" qualifiers="const"> - <return type="AudioStreamSample" /> + <return type="AudioStreamWAV" /> <description> Returns the recorded sample. </description> @@ -34,8 +34,8 @@ </method> </methods> <members> - <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamSample.Format" default="1"> - Specifies the format in which the sample will be recorded. See [enum AudioStreamSample.Format] for available formats. + <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.Format" default="1"> + Specifies the format in which the sample will be recorded. See [enum AudioStreamWAV.Format] for available formats. </member> </members> </class> diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index 68f64505d0..7645cafe86 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -4,7 +4,7 @@ Base class for audio streams. </brief_description> <description> - 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. + Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via [AudioStreamOggVorbis]) file formats. </description> <tutorials> <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link> diff --git a/doc/classes/AudioStreamPlayback.xml b/doc/classes/AudioStreamPlayback.xml index d3d97e0c8a..f1a1c18c1c 100644 --- a/doc/classes/AudioStreamPlayback.xml +++ b/doc/classes/AudioStreamPlayback.xml @@ -4,7 +4,7 @@ Meta class for playing back audio. </brief_description> <description> - Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOGGVorbis] for usage. + Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOggVorbis] for usage. </description> <tutorials> <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> diff --git a/doc/classes/AudioStreamSample.xml b/doc/classes/AudioStreamWAV.xml index 62f27ce876..17595aec2f 100644 --- a/doc/classes/AudioStreamSample.xml +++ b/doc/classes/AudioStreamWAV.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="AudioStreamSample" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="AudioStreamWAV" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Stores audio data loaded from WAV files. </brief_description> <description> - AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped. + AudioStreamWAV stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped. This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation. </description> <tutorials> @@ -14,7 +14,7 @@ <return type="int" enum="Error" /> <argument index="0" name="path" type="String" /> <description> - Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved. + Saves the AudioStreamWAV as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved. [b]Note:[/b] A [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing. </description> </method> @@ -24,7 +24,7 @@ Contains the audio data in bytes. [b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte. </member> - <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamSample.Format" default="0"> + <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.Format" default="0"> Audio format. See [enum Format] constants for values. </member> <member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0"> @@ -33,7 +33,7 @@ <member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0"> The loop end point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present. </member> - <member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamSample.LoopMode" default="0"> + <member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamWAV.LoopMode" default="0"> The loop mode. This information will be imported automatically from the WAV file if present. See [enum LoopMode] constants for values. </member> <member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index b3cea7217e..d0290ff5fd 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -218,30 +218,44 @@ Grows object vertices in the direction of their normals. </member> <member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false"> + If [code]true[/code], uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see [member heightmap_enabled]). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference. </member> <member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. + If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. Height mapping is a demanding feature on the GPU, so it should only be used on materials where it makes a significant visual difference. [b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled. </member> <member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal" default="false"> + If [code]true[/code], flips the mesh's binormal vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code]. </member> <member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent" default="false"> + If [code]true[/code], flips the mesh's tangent vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code]. </member> <member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], interprets the height map texture as a depth map, with brighter values appearing to be "lower" in altitude compared to darker values. + This can be enabled for compatibility with some materials authored for Godot 3.x. This is not necessary if the Invert import option was used to invert the depth map in Godot 3.x, in which case [member heightmap_flip_texture] should remain [code]false[/code]. </member> <member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers"> + The number of layers to use for parallax occlusion mapping when the camera is up close to the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference. + [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code]. </member> <member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers"> + The number of layers to use for parallax occlusion mapping when the camera is far away from the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference. + [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code]. </member> - <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="0.05"> + <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="5.0"> + The heightmap scale to use for the parallax effect (see [member heightmap_enabled]). The default value is tuned so that the highest point (value = 255) appears to be 5 cm higher than the lowest point (value = 0). Higher values result in a deeper appearance, but may result in artifacts appearing when looking at the material from oblique angles, especially when the camera moves. Negative values can be used to invert the parallax effect, but this is different from inverting the texture using [member heightmap_flip_texture] as the material will also appear to be "closer" to the camera. In most cases, [member heightmap_scale] should be kept to a positive value. + [b]Note:[/b] If the height map effect looks strange regardless of this value, try adjusting [member heightmap_flip_binormal] and [member heightmap_flip_tangent]. See also [member heightmap_texture] for recommendations on authoring heightmap textures, as the way the heightmap texture is authored affects how [member heightmap_scale] behaves. </member> <member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The texture to use as a height map. See also [member heightmap_enabled]. + For best results, the texture should be normalized (with [member heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only uses a small part of its available range, the parallax effect may look strange, especially when the camera moves. + [b]Note:[/b] To reduce memory usage and improve loading times, you may be able to use a lower-resolution heightmap texture as most heightmaps are only comprised of low-frequency data. </member> <member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0"> A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness]. </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> - Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. + Adjusts the strength of specular reflections. Specular reflections are composed of scene reflections and the specular lobe which is the bright spot that is reflected from light sources. When set to [code]0.0[/code], no specular reflections will be visible. This differs from the [constant SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only applies to the specular lobe from the light source. [b]Note:[/b] 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="Texture2D" setter="set_texture" getter="get_texture"> diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index dacdca1cee..b0282e4107 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -192,8 +192,8 @@ </member> <member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> </member> - <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> - If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. + <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false"> + If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index f2a0040ed4..d8faf8e91d 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -224,8 +224,8 @@ <member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> Minimum linear acceleration. </member> - <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> - If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. + <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false"> + If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated. </member> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> The [Mesh] used for each particle. If [code]null[/code], particles will be spheres. diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 3aedbbd1e6..643351efc0 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -113,7 +113,7 @@ <argument index="2" name="z_near" type="float" /> <argument index="3" name="z_far" type="float" /> <description> - Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. + Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset]. </description> </method> <method name="set_orthogonal"> @@ -144,7 +144,7 @@ # This code block is part of a script that inherits from Node3D. # `control` is a reference to a node inheriting from Control. control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin) - control.rect_position = get_viewport().get_camera_3d().unproject_position(global_transform.origin) + control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin) [/codeblock] </description> </method> @@ -179,6 +179,7 @@ </member> <member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2(0, 0)"> The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url]. + [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM]. </member> <member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0"> The horizontal (X) offset of the camera viewport. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 6c5cd62fe1..795bd7a429 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -159,10 +159,10 @@ Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. </member> <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> - Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. + Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity. </member> <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0"> - Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored. + Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored. </member> <member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true"> If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index 5d025985cc..95d99855f6 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -16,7 +16,8 @@ <argument index="1" name="event" type="InputEvent" /> <argument index="2" name="shape_idx" type="int" /> <description> - Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be [code]true[/code]. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events. + Accepts unhandled [InputEvent]s. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events. + [b]Note:[/b] [method _input_event] requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </method> <method name="create_shape_owner"> @@ -218,17 +219,19 @@ <argument index="1" name="event" type="InputEvent" /> <argument index="2" name="shape_idx" type="int" /> <description> - Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details. + Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. See [method _input_event] for details. </description> </signal> <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> <signal name="mouse_shape_entered"> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index 2aac5528f4..7284a7e341 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -18,6 +18,7 @@ <argument index="4" name="shape_idx" type="int" /> <description> Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events. + [b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. </description> </method> <method name="create_shape_owner"> @@ -199,12 +200,14 @@ </signal> <signal name="mouse_entered"> <description> - Emitted when the mouse pointer enters any of this object's shapes. + Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> <signal name="mouse_exited"> <description> - Emitted when the mouse pointer exits all this object's shapes. + Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. </description> </signal> </signals> diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml index 383d33532b..179b0344c2 100644 --- a/doc/classes/Curve.xml +++ b/doc/classes/Curve.xml @@ -5,6 +5,7 @@ </brief_description> <description> A curve that can be saved and re-used for other objects. By default, it ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions points relative to the [code]0.5[/code] Y position. + See also [Gradient] which is designed for color interpolation. See also [Curve2D] and [Curve3D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index b86104a5e3..3322ab4c66 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -58,7 +58,7 @@ </methods> <members> <member name="albedo_mix" type="float" setter="set_albedo_mix" getter="get_albedo_mix" default="1.0"> - Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. + Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. This can be set to [code]0.0[/code] to create a decal that only affects normal or ORM. In this case, an albedo texture is still required as its alpha channel will determine where the normal and ORM will be overridden. See also [member modulate]. </member> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575"> Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them. @@ -70,22 +70,23 @@ If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance. </member> <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0"> - The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. + The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast. </member> <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0"> - Energy multiplier for the emission texture. This will make the decal emit light at a higher intensity. + Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also [member modulate]. </member> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> Sets the size of the [AABB] used by the decal. The AABB goes from [code]-extents[/code] to [code]extents[/code]. </member> <member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_fade" default="0.3"> - Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). + Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member upper_fade]. </member> <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> - Changes the [Color] of the Decal by multiplying it with this value. + Changes the [Color] of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also [member emission_energy] and [member albedo_mix] to change the emission and albedo intensity independently of each other. </member> <member name="normal_fade" type="float" setter="set_normal_fade" getter="get_normal_fade" default="0.0"> Fades the Decal if the angle between the Decal's [AABB] and the target surface becomes too large. A value of [code]0[/code] projects the Decal regardless of angle, a value of [code]1[/code] limits the Decal to surfaces that are nearly perpendicular. + [b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations. </member> <member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object. @@ -98,13 +99,15 @@ <member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals. [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. + [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a normal-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's normal map should be overridden (and its intensity). </member> <member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals. [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. + [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a ORM-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's ORM map should be overridden (and its intensity). </member> <member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3"> - Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). + Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member lower_fade]. </member> </members> <constants> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index cec504584c..bc6cd88fa5 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -930,7 +930,7 @@ <return type="void" /> <argument index="0" name="existing_text" type="String" /> <argument index="1" name="position" type="Rect2" default="Rect2(0, 0, 0, 0)" /> - <argument index="2" name="multiline" type="bool" default="false" /> + <argument index="2" name="type" type="int" enum="DisplayServer.VirtualKeyboardType" default="0" /> <argument index="3" name="max_length" type="int" default="-1" /> <argument index="4" name="cursor_start" type="int" default="-1" /> <argument index="5" name="cursor_end" type="int" default="-1" /> @@ -938,11 +938,11 @@ Shows the virtual keyboard if the platform has one. [code]existing_text[/code] parameter is useful for implementing your own [LineEdit] or [TextEdit], as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). [code]position[/code] parameter is the screen space [Rect2] of the edited text. - [code]multiline[/code] parameter needs to be set to [code]true[/code] to be able to enter multiple lines of text, as in [TextEdit]. + [code]type[/code] parameter allows configuring which type of virtual keyboard to show. [code]max_length[/code] limits the number of characters that can be entered if different from [code]-1[/code]. [code]cursor_start[/code] can optionally define the current text cursor position if [code]cursor_end[/code] is not set. [code]cursor_start[/code] and [code]cursor_end[/code] can optionally define the current text selection. - [b]Note:[/b] This method is implemented on Android, iOS and UWP. + [b]Note:[/b] This method is implemented on Android, iOS and HTML5. </description> </method> <method name="warp_mouse"> @@ -1049,7 +1049,7 @@ <return type="int" enum="DisplayServer.VSyncMode" /> <argument index="0" name="window_id" type="int" default="0" /> <description> - Returns the VSync mode of the given window. + Returns the V-Sync mode of the given window. </description> </method> <method name="window_move_to_foreground"> @@ -1234,7 +1234,7 @@ <argument index="0" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" /> <argument index="1" name="window_id" type="int" default="0" /> <description> - Sets the VSync mode of the given window. + Sets the V-Sync mode of the given window. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED], if the desired mode is not supported. </description> @@ -1323,6 +1323,31 @@ </constant> <constant name="SCREEN_SENSOR" value="6" enum="ScreenOrientation"> </constant> + <constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType"> + Default text virtual keyboard. + </constant> + <constant name="KEYBOARD_TYPE_MULTILINE" value="1" enum="VirtualKeyboardType"> + Multiline virtual keyboard. + </constant> + <constant name="KEYBOARD_TYPE_NUMBER" value="2" enum="VirtualKeyboardType"> + Virtual number keypad, useful for PIN entry. + </constant> + <constant name="KEYBOARD_TYPE_NUMBER_DECIMAL" value="3" enum="VirtualKeyboardType"> + Virtual number keypad, useful for entering fractional numbers. + </constant> + <constant name="KEYBOARD_TYPE_PHONE" value="4" enum="VirtualKeyboardType"> + Virtual phone number keypad. + </constant> + <constant name="KEYBOARD_TYPE_EMAIL_ADDRESS" value="5" enum="VirtualKeyboardType"> + Virtual keyboard with additional keys to assist with typing email addresses. + </constant> + <constant name="KEYBOARD_TYPE_PASSWORD" value="6" enum="VirtualKeyboardType"> + Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization. + [b]Note:[/b] This is not supported on HTML5. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT]. + </constant> + <constant name="KEYBOARD_TYPE_URL" value="7" enum="VirtualKeyboardType"> + Virtual keyboard with additional keys to assist with typing URLs. + </constant> <constant name="CURSOR_ARROW" value="0" enum="CursorShape"> </constant> <constant name="CURSOR_IBEAM" value="1" enum="CursorShape"> diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml index 2ab87b0dd1..a6bdc294ac 100644 --- a/doc/classes/EditorFeatureProfile.xml +++ b/doc/classes/EditorFeatureProfile.xml @@ -57,7 +57,7 @@ <return type="int" enum="Error" /> <argument index="0" name="path" type="String" /> <description> - Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] button. + Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] method. </description> </method> <method name="set_disable_class"> diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index d44c08cb0f..2975ea6d75 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -48,6 +48,12 @@ [/codeblock] </description> </method> + <method name="get_project_settings_dir" qualifiers="const"> + <return type="String" /> + <description> + Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved. + </description> + </method> <method name="get_self_contained_file" qualifiers="const"> <return type="String" /> <description> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 84f8523da3..586458bd28 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -101,6 +101,13 @@ Used by sub-inspectors. Emit it if what was selected was an Object ID. </description> </signal> + <signal name="property_can_revert_changed"> + <argument index="0" name="property" type="StringName" /> + <argument index="1" name="can_revert" type="bool" /> + <description> + Emitted when the revertability (i.e., whether it has a non-default value and thus is displayed with a revert icon) of a property has changed. + </description> + </signal> <signal name="property_changed"> <argument index="0" name="property" type="StringName" /> <argument index="1" name="value" type="Variant" /> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index ac2250ab6d..ade7bc1256 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -105,12 +105,6 @@ Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata]. </description> </method> - <method name="get_project_settings_dir" qualifiers="const"> - <return type="String" /> - <description> - Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved. - </description> - </method> <method name="get_recent_dirs" qualifiers="const"> <return type="PackedStringArray" /> <description> @@ -157,6 +151,7 @@ <argument index="0" name="name" type="String" /> <argument index="1" name="actions_list" type="Array" /> <description> + Overrides the built-in editor action [code]name[/code] with the input actions defined in [code]actions_list[/code]. </description> </method> <method name="set_favorites"> @@ -200,6 +195,730 @@ </description> </method> </methods> + <members> + <member name="debugger/profiler_frame_history_size" type="int" setter="" getter=""> + The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates. + </member> + <member name="docks/filesystem/always_show_folders" type="bool" setter="" getter=""> + If [code]true[/code], displays folders in the FileSystem dock's bottom pane when split mode is enabled. If [code]false[/code], only files will be displayed in the bottom pane. Split mode can be toggled by pressing the icon next to the [code]res://[/code] folder path. + [b]Note:[/b] This setting has no effect when split mode is disabled (which is the default). + </member> + <member name="docks/filesystem/textfile_extensions" type="String" setter="" getter=""> + List of file extensions to consider as editable text files in the FileSystem dock (by double-clicking on the files). + </member> + <member name="docks/filesystem/thumbnail_size" type="int" setter="" getter=""> + The thumbnail size to use in the FileSystem dock (in pixels). See also [member filesystem/file_dialog/thumbnail_size]. + </member> + <member name="docks/property_editor/auto_refresh_interval" type="float" setter="" getter=""> + The refresh interval to use for the inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time. + </member> + <member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter=""> + The tint intensity to use for the subresources background in the inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference. + </member> + <member name="docks/scene_tree/auto_expand_to_selected" type="bool" setter="" getter=""> + If [code]true[/code], the scene tree dock will automatically unfold nodes when a node that has folded parents is selected. + </member> + <member name="docks/scene_tree/start_create_dialog_fully_expanded" type="bool" setter="" getter=""> + If [code]true[/code], the Create dialog (Create New Node/Create New Resource) will start with all its sections expanded. Otherwise, sections will be collapsed until the user starts searching (which will automatically expand sections as needed). + </member> + <member name="editors/2d/bone_color1" type="Color" setter="" getter=""> + The "start" stop of the color gradient to use for bones in the 2D skeleton editor. + </member> + <member name="editors/2d/bone_color2" type="Color" setter="" getter=""> + The "end" stop of the color gradient to use for bones in the 2D skeleton editor. + </member> + <member name="editors/2d/bone_ik_color" type="Color" setter="" getter=""> + The color to use for inverse kinematics-enabled bones in the 2D skeleton editor. + </member> + <member name="editors/2d/bone_outline_color" type="Color" setter="" getter=""> + The outline color to use for non-selected bones in the 2D skeleton editor. See also [member editors/2d/bone_selected_color]. + </member> + <member name="editors/2d/bone_outline_size" type="int" setter="" getter=""> + The outline size in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_width]. + </member> + <member name="editors/2d/bone_selected_color" type="Color" setter="" getter=""> + The color to use for selected bones in the 2D skeleton editor. See also [member editors/2d/bone_outline_color]. + </member> + <member name="editors/2d/bone_width" type="int" setter="" getter=""> + The bone width in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_outline_size]. + </member> + <member name="editors/2d/constrain_editor_view" type="bool" setter="" getter=""> + If [code]true[/code], prevents the 2D editor viewport from leaving the scene. Limits are calculated dynamically based on nodes present in the current scene. If [code]false[/code], the 2D editor viewport will be able to move freely, but you risk getting lost when zooming out too far. You can refocus on the scene by selecting a node then pressing [kbd]F[/kbd]. + </member> + <member name="editors/2d/grid_color" type="Color" setter="" getter=""> + The grid color to use in the 2D editor. + </member> + <member name="editors/2d/guides_color" type="Color" setter="" getter=""> + The guides color to use in the 2D editor. Guides can be created by dragging the mouse cursor from the rulers. + </member> + <member name="editors/2d/smart_snapping_line_color" type="Color" setter="" getter=""> + The color to use when drawing smart snapping lines in the 2D editor. The smart snapping lines will automatically display when moving 2D nodes if smart snapping is enabled in the Snapping Options menu at the top of the 2D editor viewport. + </member> + <member name="editors/2d/viewport_border_color" type="Color" setter="" getter=""> + The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a [Camera2D] node is used, or unless the window is resized and the stretch mode is set to [code]disabled[/code]. + </member> + <member name="editors/3d/default_fov" type="float" setter="" getter=""> + The default camera field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor. + </member> + <member name="editors/3d/default_z_far" type="float" setter="" getter=""> + The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor. + </member> + <member name="editors/3d/default_z_near" type="float" setter="" getter=""> + The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor. + </member> + <member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter=""> + The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button). + [b]Note:[/b] Regardless of this setting, the freelook toggle keyboard shortcut ([kbd]Shift + F[/kbd] by default) is always available. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + </member> + <member name="editors/3d/freelook/freelook_base_speed" type="float" setter="" getter=""> + The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, respectively). + </member> + <member name="editors/3d/freelook/freelook_inertia" type="float" setter="" getter=""> + The inertia of the 3D freelook camera. Higher values make the camera start and stop slower, which looks smoother but adds latency. + </member> + <member name="editors/3d/freelook/freelook_navigation_scheme" type="int" setter="" getter=""> + The navigation scheme to use when freelook is enabled in the 3D editor. Some of the navigation schemes below may be more convenient when designing specific levels in the 3D editor. + - [b]Default:[/b] The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move relative to the camera, taking its pitch angle into account for the movement. + - [b]Partially Axis-Locked:[/b] The "Freelook Forward" and "Freelook Backward" keys will move relative to the camera, taking its pitch angle into account for the movement. The "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, [i]not[/i] taking the camera's pitch angle into account for the movement. + - [b]Fully Axis-Locked:[/b] The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, [i]not[/i] taking the camera's pitch angle into account for the movement. + See also [member editors/3d/navigation/navigation_scheme]. + </member> + <member name="editors/3d/freelook/freelook_sensitivity" type="float" setter="" getter=""> + The mouse sensitivity to use while freelook mode is active in the 3D editor. See also [member editors/3d/navigation_feel/orbit_sensitivity]. + </member> + <member name="editors/3d/freelook/freelook_speed_zoom_link" type="bool" setter="" getter=""> + If [code]true[/code], freelook speed is linked to the zoom value used in the camera orbit mode in the 3D editor. + </member> + <member name="editors/3d/grid_division_level_bias" type="float" setter="" getter=""> + The grid division bias to use in the 3D editor. Negative values will cause small grid divisions to appear earlier, whereas positive values will cause small grid divisions to appear later. + </member> + <member name="editors/3d/grid_division_level_max" type="int" setter="" getter=""> + The smallest grid division to use in the 3D editor, specified as a power of 2. The grid will not be able to get larger than [code]1 ^ grid_division_level_max[/code] units. By default, this means grid divisions cannot get smaller than 100 units each, no matter how far away the camera is from the grid. + </member> + <member name="editors/3d/grid_division_level_min" type="int" setter="" getter=""> + The smallest grid division to use in the 3D editor, specified as a power of 2. The grid will not be able to get smaller than [code]1 ^ grid_division_level_min[/code] units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid. + </member> + <member name="editors/3d/grid_size" type="int" setter="" getter=""> + The grid size in units. Higher values prevent the grid from appearing "cut off" at certain angles, but make the grid more demanding to render. Depending on the camera's position, the grid may not be fully visible since a shader is used to fade it progressively. + </member> + <member name="editors/3d/grid_xy_plane" type="bool" setter="" getter=""> + If [code]true[/code], render the grid on an XY plane. This can be useful for 3D side-scrolling games. + </member> + <member name="editors/3d/grid_xz_plane" type="bool" setter="" getter=""> + If [code]true[/code], render the grid on an XZ plane. + </member> + <member name="editors/3d/grid_yz_plane" type="bool" setter="" getter=""> + If [code]true[/code], render the grid on an YZ plane. This can be useful for 3D side-scrolling games. + </member> + <member name="editors/3d/navigation/emulate_3_button_mouse" type="bool" setter="" getter=""> + If [code]true[/code], enables 3-button mouse emulation mode. This is useful on laptops when using a trackpad. + When 3-button mouse emulation mode is enabled, the pan, zoom and orbit modifiers can always be used in the 3D editor viewport, even when not holding down any mouse button. + [b]Note:[/b] No matter the orbit modifier configured in [member editors/3d/navigation/orbit_modifier], [kbd]Alt[/kbd] will always remain usable for orbiting in this mode to improve usability with graphics tablets. + </member> + <member name="editors/3d/navigation/emulate_numpad" type="bool" setter="" getter=""> + If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys to function as their equivalent numpad keys for 3D editor navigation. This should be enabled on keyboards that have no numeric keypad available. + </member> + <member name="editors/3d/navigation/invert_x_axis" type="bool" setter="" getter=""> + If [code]true[/code], invert the horizontal mouse axis when panning or orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook mode. + </member> + <member name="editors/3d/navigation/invert_y_axis" type="bool" setter="" getter=""> + If [code]true[/code], invert the vertical mouse axis when panning, orbiting, or using freelook mode in the 3D editor. + </member> + <member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter=""> + The navigation scheme to use in the 3D editor. Changing this setting will affect the mouse buttons that must be held down to perform certain operations in the 3D editor viewport. + - [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom. + - [b]Maya:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom. + - [b]Modo:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom. + See also [member editors/3d/freelook/freelook_navigation_scheme]. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + </member> + <member name="editors/3d/navigation/orbit_modifier" type="int" setter="" getter=""> + The modifier key that must be held to orbit in the 3D editor. + [b]Note:[/b] If [member editors/3d/navigation/emulate_3_button_mouse] is [code]true[/code], [kbd]Alt[/kbd] will always remain usable for orbiting to improve usability with graphics tablets. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + </member> + <member name="editors/3d/navigation/pan_modifier" type="int" setter="" getter=""> + The modifier key that must be held to pan in the 3D editor. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + </member> + <member name="editors/3d/navigation/warped_mouse_panning" type="bool" setter="" getter=""> + If [code]true[/code], warps the mouse around the 3D viewport while panning in the 3D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly. + </member> + <member name="editors/3d/navigation/zoom_modifier" type="int" setter="" getter=""> + The modifier key that must be held to zoom in the 3D editor. + [b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed. + </member> + <member name="editors/3d/navigation/zoom_style" type="int" setter="" getter=""> + The mouse cursor movement direction to use when zooming by moving the mouse. This does not affect zooming with the mouse wheel. + </member> + <member name="editors/3d/navigation_feel/orbit_inertia" type="float" setter="" getter=""> + The inertia to use when orbiting in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency. + </member> + <member name="editors/3d/navigation_feel/orbit_sensitivity" type="float" setter="" getter=""> + The mouse sensitivity to use when orbiting in the 3D editor. See also [member editors/3d/freelook/freelook_sensitivity]. + </member> + <member name="editors/3d/navigation_feel/translation_inertia" type="float" setter="" getter=""> + The inertia to use when panning in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency. + </member> + <member name="editors/3d/navigation_feel/zoom_inertia" type="float" setter="" getter=""> + The inertia to use when zooming in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency. + </member> + <member name="editors/3d/primary_grid_color" type="Color" setter="" getter=""> + The color to use for the primary 3D grid. The color's alpha channel affects the grid's opacity. + </member> + <member name="editors/3d/primary_grid_steps" type="int" setter="" getter=""> + If set above 0, where a primary grid line should be drawn. By default, primary lines are configured to be more visible than secondary lines. This helps with measurements in the 3D editor. See also [member editors/3d/primary_grid_color] and [member editors/3d/secondary_grid_color]. + </member> + <member name="editors/3d/secondary_grid_color" type="Color" setter="" getter=""> + The color to use for the secondary 3D grid. This is generally a less visible color than [member editors/3d/primary_grid_color]. The color's alpha channel affects the grid's opacity. + </member> + <member name="editors/3d/selection_box_color" type="Color" setter="" getter=""> + The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity. + </member> + <member name="editors/3d_gizmos/gizmo_colors/instantiated" type="Color" setter="" getter=""> + The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instanced scene file (from the perspective of the current scene). + </member> + <member name="editors/3d_gizmos/gizmo_colors/joint" type="Color" setter="" getter=""> + The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s. + </member> + <member name="editors/3d_gizmos/gizmo_colors/shape" type="Color" setter="" getter=""> + The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, [RayCast3D]s and [SpringArm3D]s. + </member> + <member name="editors/animation/autorename_animation_tracks" type="bool" setter="" getter=""> + If [code]true[/code], automatically updates animation tracks' target paths when renaming or reparenting nodes in the Scene tree dock. + </member> + <member name="editors/animation/confirm_insert_track" type="bool" setter="" getter=""> + If [code]true[/code], display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. + </member> + <member name="editors/animation/default_create_bezier_tracks" type="bool" setter="" getter=""> + If [code]true[/code], create a Bezier track instead of a standard track when pressing the "key" icon next to a property. Bezier tracks provide more control over animation curves, but are more difficult to adjust quickly. + </member> + <member name="editors/animation/default_create_reset_tracks" type="bool" setter="" getter=""> + If [code]true[/code], create a [code]RESET[/code] track when creating a new animation track. This track can be used to restore the animation to a "default" state. + </member> + <member name="editors/animation/onion_layers_future_color" type="Color" setter="" getter=""> + The modulate color to use for "future" frames displayed in the animation editor's onion skinning feature. + </member> + <member name="editors/animation/onion_layers_past_color" type="Color" setter="" getter=""> + The modulate color to use for "past" frames displayed in the animation editor's onion skinning feature. + </member> + <member name="editors/grid_map/pick_distance" type="float" setter="" getter=""> + The maximum distance at which tiles can be placed on a GridMap, relative to the camera position (in 3D units). + </member> + <member name="editors/panning/2d_editor_pan_speed" type="int" setter="" getter=""> + The panning speed when using the mouse wheel or touchscreen events in the 2D editor. This setting does not apply to panning by holding down the middle or right mouse buttons. + </member> + <member name="editors/panning/2d_editor_panning_scheme" type="int" setter="" getter=""> + Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See also [member editors/panning/sub_editors_panning_scheme] and [member editors/panning/animation_editors_panning_scheme]. + </member> + <member name="editors/panning/animation_editors_panning_scheme" type="int" setter="" getter=""> + Controls whether the mouse wheel scroll zooms or pans in the animation track and Bezier editors. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/sub_editors_panning_scheme] (which controls the animation blend tree editor's pan behavior). + </member> + <member name="editors/panning/simple_panning" type="bool" setter="" getter=""> + If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport. + </member> + <member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter=""> + Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor, visual shader editor and visual script editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme]. + </member> + <member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter=""> + If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly. + </member> + <member name="editors/polygon_editor/point_grab_radius" type="int" setter="" getter=""> + The radius in which points can be selected in the [Polygon2D] and [CollisionPolygon2D] editors (in pixels). Higher values make it easier to select points quickly, but can make it more difficult to select the expected point when several points are located close to each other. + </member> + <member name="editors/polygon_editor/show_previous_outline" type="bool" setter="" getter=""> + If [code]true[/code], displays the polygon's previous shape in the 2D polygon editors with an opaque gray outline. This outline is displayed while dragging a point until the left mouse button is released. + </member> + <member name="editors/tiles_editor/display_grid" type="bool" setter="" getter=""> + If [code]true[/code], displays a grid while the TileMap editor is active. See also [member editors/tiles_editor/grid_color]. + </member> + <member name="editors/tiles_editor/grid_color" type="Color" setter="" getter=""> + The color to use for the TileMap editor's grid. + [b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code]. + </member> + <member name="editors/visual_editors/lines_curvature" type="float" setter="" getter=""> + The curvature to use for connection lines in the visual script and visual shader editors. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines. + </member> + <member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter=""> + The opacity of the minimap displayed in the bottom-right corner of the visual script and visual shader editors. + </member> + <member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter=""> + The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically. + </member> + <member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter=""> + The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b]button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience. + [b]Note:[/b] Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible. + </member> + <member name="filesystem/directories/default_project_path" type="String" setter="" getter=""> + The folder where new projects should be created by default when clicking the project manager's [b]New Project[/b] button. This can be set to the same value as [member filesystem/directories/autoscan_project_path] for convenience. + </member> + <member name="filesystem/file_dialog/display_mode" type="int" setter="" getter=""> + The display mode to use in the editor's file dialogs. + - [b]Thumbnails[/b] takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them. + - [b]List[/b] is more compact but doesn't display dynamic resource thumbnails. Instead, it displays static icons based on the file extension. + </member> + <member name="filesystem/file_dialog/show_hidden_files" type="bool" setter="" getter=""> + If [code]true[/code], display hidden files in the editor's file dialogs. Files that have names starting with [code].[/code] are considered hidden (e.g. [code].hidden_file[/code]). + </member> + <member name="filesystem/file_dialog/thumbnail_size" type="int" setter="" getter=""> + The thumbnail size to use in the editor's file dialogs (in pixels). See also [member docks/filesystem/thumbnail_size]. + </member> + <member name="filesystem/on_save/compress_binary_resources" type="bool" setter="" getter=""> + If [code]true[/code], uses lossless compression for binary resources. + </member> + <member name="filesystem/on_save/safe_save_on_backup_then_rename" type="bool" setter="" getter=""> + If [code]true[/code], when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage). + [b]Note:[/b] On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to [code]false[/code] to prevent file locking issues. + </member> + <member name="interface/editor/automatically_open_screenshots" type="bool" setter="" getter=""> + If [code]true[/code], automatically opens screenshots with the default program associated to [code].png[/code] files after a screenshot is taken using the [b]Editor > Take Screenshot[/b] action. + </member> + <member name="interface/editor/code_font" type="String" setter="" getter=""> + The font to use for the script editor. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file. + </member> + <member name="interface/editor/code_font_contextual_ligatures" type="int" setter="" getter=""> + The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures. + [b]Note:[/b] The default editor code font (Hack) does not have contextual ligatures in its font file. + </member> + <member name="interface/editor/code_font_custom_opentype_features" type="String" setter="" getter=""> + List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification. + [b]Note:[/b] The default editor code font (Hack) does not have custom OpenType features in its font file. + </member> + <member name="interface/editor/code_font_custom_variations" type="String" setter="" getter=""> + List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification. + [b]Note:[/b] The default editor code font (Hack) does not have alternate characters in its font file. + </member> + <member name="interface/editor/code_font_size" type="int" setter="" getter=""> + The size of the font in the script editor. This setting does not impact the font size of the Output panel (see [member run/output/font_size]). + </member> + <member name="interface/editor/custom_display_scale" type="float" setter="" getter=""> + The custom editor scale factor to use. This can be used for displays with very high DPI where a scale factor of 200% is not sufficient. + [b]Note:[/b] Only effective if [member interface/editor/display_scale] is set to [b]Custom[/b]. + </member> + <member name="interface/editor/debug/enable_pseudolocalization" type="bool" setter="" getter=""> + If [code]true[/code], lengthens the editor's localizable strings and replaces their characters with accented variants. This allows spotting non-localizable strings easily, while also ensuring the UI layout doesn't break when strings are made longer (as many languages require strings to be longer). + This is a debugging feature and should only be enabled when working on the editor itself. + </member> + <member name="interface/editor/display_scale" type="int" setter="" getter=""> + The display scale factor to use for the editor interface. Higher values are more suited to hiDPI/Retina displays. + If set to [b]Auto[/b], the editor scale is automatically determined based on the screen resolution and reported display DPI. This heuristic is not always ideal, which means you can get better results by setting the editor scale manually. + If set to [b]Custom[/b], the scaling value in [member interface/editor/custom_display_scale] will be used. + </member> + <member name="interface/editor/editor_language" type="String" setter="" getter=""> + The language to use for the editor interface. + Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] + </member> + <member name="interface/editor/font_antialiased" type="bool" setter="" getter=""> + If [code]true[/code], enables FreeType's font antialiasing on the editor fonts. Most fonts are not designed to look good with antialiasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font. + </member> + <member name="interface/editor/font_hinting" type="int" setter="" getter=""> + The font hinting mode to use for the editor fonts. FreeType supports the following font hinting modes: + - [b]None:[/b] Don't use font hinting when rasterizing the font. This results in a smooth font, but it can look blurry. + - [b]Light:[/b] Use hinting on the X axis only. This is a compromise between font sharpness and smoothness. + - [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp font, but it doesn't look very smooth. + If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS. + </member> + <member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter=""> + The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One half of a pixel[/b] and [b]One quarter of a pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One quarter of a pixel[/b] being the highest-quality option). + </member> + <member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter=""> + The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec]. + </member> + <member name="interface/editor/main_font" type="String" setter="" getter=""> + The font to use for the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file. + </member> + <member name="interface/editor/main_font_bold" type="String" setter="" getter=""> + The font to use for bold text in the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file. + </member> + <member name="interface/editor/main_font_size" type="int" setter="" getter=""> + The size of the font in the editor interface. + </member> + <member name="interface/editor/mouse_extra_buttons_navigate_history" type="bool" setter="" getter=""> + If [code]true[/code], the mouse's additional side buttons will be usable to navigate in the script editor's file history. Set this to [code]false[/code] if you're using the side buttons for other purposes (such as a push-to-talk button in a VoIP program). + </member> + <member name="interface/editor/save_each_scene_on_quit" type="bool" setter="" getter=""> + If [code]true[/code], the editor will save all scenes when confirming the [b]Save[/b] action when quitting the editor or quitting to the project list. If [code]false[/code], the editor will ask to save each scene individually. + </member> + <member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter=""> + If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs. + </member> + <member name="interface/editor/show_internal_errors_in_toast_notifications" type="int" setter="" getter=""> + If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications. + The default [b]Auto[/b] value will only enable this if the editor was compiled with the [code]dev=yes[/code] option (the default is [code]dev=no[/code]). + </member> + <member name="interface/editor/single_window_mode" type="bool" setter="" getter=""> + If [code]true[/code], embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window. + </member> + <member name="interface/editor/unfocused_low_processor_mode_sleep_usec" type="float" setter="" getter=""> + When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also [member interface/editor/low_processor_mode_sleep_usec]. + </member> + <member name="interface/inspector/max_array_dictionary_items_per_page" type="int" setter="" getter=""> + The number of [Array] or [Dictionary] items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor. + </member> + <member name="interface/inspector/show_low_level_opentype_features" type="bool" setter="" getter=""> + If [code]true[/code], display OpenType features marked as [code]hidden[/code] by the font file in the [Font] editor. + </member> + <member name="interface/scene_tabs/display_close_button" type="int" setter="" getter=""> + Controls when the Close (X) button is displayed on scene tabs at the top of the editor. + </member> + <member name="interface/scene_tabs/maximum_width" type="int" setter="" getter=""> + The maximum width of each scene tab at the top editor (in pixels). + </member> + <member name="interface/scene_tabs/show_script_button" type="bool" setter="" getter=""> + If [code]true[/code], show a button next to each scene tab that opens the scene's "dominant" script when clicked. The "dominant" script is the one that is at the highest level in the scene's hierarchy. + </member> + <member name="interface/scene_tabs/show_thumbnail_on_hover" type="bool" setter="" getter=""> + If [code]true[/code], display an automatically-generated thumbnail when hovering scene tabs with the mouse. Scene thumbnails are generated when saving the scene. + </member> + <member name="interface/theme/accent_color" type="Color" setter="" getter=""> + The color to use for "highlighted" user interface elements in the editor (pressed and hovered items). + </member> + <member name="interface/theme/additional_spacing" type="float" setter="" getter=""> + The spacing to add for buttons and list items in the editor (in pixels). Increasing this value is useful to improve usability on touch screens, at the cost of reducing the amount of usable screen real estate. + </member> + <member name="interface/theme/base_color" type="Color" setter="" getter=""> + The base color to use for user interface elements in the editor. Secondary colors (such as darker/lighter variants) are derived from this color. + </member> + <member name="interface/theme/border_size" type="int" setter="" getter=""> + The border size to use for interface elements (in pixels). + </member> + <member name="interface/theme/contrast" type="float" setter="" getter=""> + The contrast factor to use when deriving the editor theme's base color (see [member interface/theme/base_color]). When using a positive values, the derived colors will be [i]darker[/i] than the base color. This contrast factor can be set to a negative value, which will make the derived colors [i]brighter[/i] than the base color. Negative contrast rates often look better for light themes. + </member> + <member name="interface/theme/corner_radius" type="int" setter="" getter=""> + The corner radius to use for interface elements (in pixels). [code]0[/code] is square. + </member> + <member name="interface/theme/custom_theme" type="String" setter="" getter=""> + The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format. + </member> + <member name="interface/theme/icon_and_font_color" type="int" setter="" getter=""> + The icon and font color scheme to use in the editor. + - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color]. + - [b]Dark[/b] makes fonts and icons light (suitable for dark themes). + - [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following [url=https://github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this set of rules[/url]. + </member> + <member name="interface/theme/icon_saturation" type="float" setter="" getter=""> + The saturation to use for editor icons. Higher values result in more vibrant colors. + [b]Note:[/b] The default editor icon saturation was increased by 30% in Godot 4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/theme/icon_saturation] to [code]0.77[/code]. + </member> + <member name="interface/theme/preset" type="String" setter="" getter=""> + The editor theme preset to use. + </member> + <member name="interface/theme/relationship_line_opacity" type="float" setter="" getter=""> + The opacity to use when drawing relationship lines in the editor's [Tree]-based GUIs (such as the Scene tree dock). + </member> + <member name="network/debug/remote_host" type="String" setter="" getter=""> + The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]). + </member> + <member name="network/debug/remote_port" type="int" setter="" getter=""> + The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application. + </member> + <member name="network/http_proxy/host" type="String" setter="" getter=""> + The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/port]. + [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. + </member> + <member name="network/http_proxy/port" type="int" setter="" getter=""> + The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host]. + [b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed. + </member> + <member name="network/ssl/editor_ssl_certificates" type="String" setter="" getter=""> + The SSL certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used. + </member> + <member name="project_manager/sorting_order" type="int" setter="" getter=""> + The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings. + </member> + <member name="run/auto_save/save_before_running" type="bool" setter="" getter=""> + If [code]true[/code], saves all scenes and scripts automatically before running the project. Setting this to [code]false[/code] prevents the editor from saving if there are no changes which can speed up the project startup slightly, but it makes it possible to run a project that has unsaved changes. (Unsaved changes will not be visible in the running project.) + </member> + <member name="run/output/always_clear_output_on_play" type="bool" setter="" getter=""> + If [code]true[/code], the editor will clear the Output panel when running the project. + </member> + <member name="run/output/always_close_output_on_stop" type="bool" setter="" getter=""> + If [code]true[/code], the editor will collapse the Output panel when stopping the project. + </member> + <member name="run/output/always_open_output_on_play" type="bool" setter="" getter=""> + If [code]true[/code], the editor will expand the Output panel when running the project. + </member> + <member name="run/output/font_size" type="int" setter="" getter=""> + The size of the font in the [b]Output[/b] panel at the bottom of the editor. This setting does not impact the font size of the script editor (see [member interface/editor/code_font_size]). + </member> + <member name="run/window_placement/rect" type="int" setter="" getter=""> + The window mode to use to display the project when starting the project from the editor. + </member> + <member name="run/window_placement/rect_custom_position" type="Vector2" setter="" getter=""> + The custom position to use when starting the project from the editor (in pixels from the top-left corner). Only effective if [member run/window_placement/rect] is set to [b]Custom Position[/b]. + </member> + <member name="run/window_placement/screen" type="int" setter="" getter=""> + The monitor to display the project on when starting the project from the editor. + </member> + <member name="text_editor/appearance/caret/caret_blink" type="bool" setter="" getter=""> + If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_speed]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn. + </member> + <member name="text_editor/appearance/caret/caret_blink_speed" type="float" setter="" getter=""> + The interval at which to blink the caret (in seconds). See also [member text_editor/appearance/caret/caret_blink]. + </member> + <member name="text_editor/appearance/caret/highlight_all_occurrences" type="bool" setter="" getter=""> + If [code]true[/code], highlights all occurrences of the currently selected text in the script editor. See also [member text_editor/theme/highlighting/word_highlighted_color]. + </member> + <member name="text_editor/appearance/caret/highlight_current_line" type="bool" setter="" getter=""> + If [code]true[/code], colors the background of the line the caret is currently on with [member text_editor/theme/highlighting/current_line_color]. + </member> + <member name="text_editor/appearance/caret/type" type="int" setter="" getter=""> + The shape of the caret to use in the script editor. [b]Line[/b] displays a vertical line to the left of the current character, whereas [b]Block[/b] displays a outline over the current character. + </member> + <member name="text_editor/appearance/guidelines/line_length_guideline_hard_column" type="int" setter="" getter=""> + The column at which to display a subtle line as a line length guideline for scripts. This should generally be greater than [member text_editor/appearance/guidelines/line_length_guideline_soft_column]. + </member> + <member name="text_editor/appearance/guidelines/line_length_guideline_soft_column" type="int" setter="" getter=""> + The column at which to display a [i]very[/i] subtle line as a line length guideline for scripts. This should generally be lower than [member text_editor/appearance/guidelines/line_length_guideline_hard_column]. + </member> + <member name="text_editor/appearance/guidelines/show_line_length_guidelines" type="bool" setter="" getter=""> + If [code]true[/code], displays line length guidelines to help you keep line lengths in check. See also [member text_editor/appearance/guidelines/line_length_guideline_soft_column] and [member text_editor/appearance/guidelines/line_length_guideline_hard_column]. + </member> + <member name="text_editor/appearance/gutters/highlight_type_safe_lines" type="bool" setter="" getter=""> + If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines will run faster in Godot 4.0 and later thanks to typed instructions. + </member> + <member name="text_editor/appearance/gutters/line_numbers_zero_padded" type="bool" setter="" getter=""> + If [code]true[/code], displays line numbers with zero padding (e.g. [code]007[/code] instead of [code]7[/code]). + </member> + <member name="text_editor/appearance/gutters/show_bookmark_gutter" type="bool" setter="" getter=""> + If [code]true[/code], displays a gutter at the left containing icons for bookmarks. + </member> + <member name="text_editor/appearance/gutters/show_info_gutter" type="bool" setter="" getter=""> + If [code]true[/code], displays a gutter at the left containing icons for methods with signal connections. + </member> + <member name="text_editor/appearance/gutters/show_line_numbers" type="bool" setter="" getter=""> + If [code]true[/code], displays line numbers in the gutter at the left. + </member> + <member name="text_editor/appearance/lines/code_folding" type="bool" setter="" getter=""> + If [code]true[/code], displays the folding arrows next to indented code sections and allows code folding. If [code]false[/code], hides the folding arrows next to indented code sections and disallows code folding. + </member> + <member name="text_editor/appearance/lines/word_wrap" type="int" setter="" getter=""> + If [code]true[/code], wraps long lines over multiple lines to avoid horizontal scrolling. This is a display-only feature; it does not actually insert line breaks in your scripts. + </member> + <member name="text_editor/appearance/minimap/minimap_width" type="int" setter="" getter=""> + The width of the minimap in the script editor (in pixels). + </member> + <member name="text_editor/appearance/minimap/show_minimap" type="bool" setter="" getter=""> + If [code]true[/code], draws an overview of the script near the scroll bar. The minimap can be left-clicked to scroll directly to a location in an "absolute" manner. + </member> + <member name="text_editor/appearance/whitespace/draw_spaces" type="bool" setter="" getter=""> + If [code]true[/code], draws space characters as centered points. + </member> + <member name="text_editor/appearance/whitespace/draw_tabs" type="bool" setter="" getter=""> + If [code]true[/code], draws tab characters as chevrons. + </member> + <member name="text_editor/appearance/whitespace/line_spacing" type="int" setter="" getter=""> + The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying less lines on screen. + </member> + <member name="text_editor/behavior/files/auto_reload_scripts_on_external_change" type="bool" setter="" getter=""> + If [code]true[/code], automatically reloads scripts in the editor when they have been modified and saved by external editors. + </member> + <member name="text_editor/behavior/files/autosave_interval_secs" type="int" setter="" getter=""> + If set to a value greater than [code]0[/code], automatically saves the current script following the specified interval (in seconds). This can be used to prevent data loss if the editor crashes. + </member> + <member name="text_editor/behavior/files/convert_indent_on_save" type="bool" setter="" getter=""> + If [code]true[/code], converts indentation to match the script editor's indentation settings when saving a script. See also [member text_editor/behavior/indent/type]. + </member> + <member name="text_editor/behavior/files/restore_scripts_on_load" type="bool" setter="" getter=""> + If [code]true[/code], reopens scripts that were opened in the last session when the editor is reopened on a given project. + </member> + <member name="text_editor/behavior/files/trim_trailing_whitespace_on_save" type="bool" setter="" getter=""> + If [code]true[/code], trims trailing whitespace when saving a script. Trailing whitespace refers to tab and space characters placed at the end of lines. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy. + </member> + <member name="text_editor/behavior/indent/auto_indent" type="bool" setter="" getter=""> + If [code]true[/code], automatically indents code when pressing the [kbd]Enter[/kbd] key based on blocks above the new line. + </member> + <member name="text_editor/behavior/indent/size" type="int" setter="" getter=""> + When using tab indentation, determines the length of each tab. When using space indentation, determines how many spaces are inserted when pressing [kbd]Tab[/kbd] and when automatic indentation is performed. + </member> + <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> + The indentation style to use (tabs or spaces). + [b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. + </member> + <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> + If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor. + </member> + <member name="text_editor/behavior/navigation/move_caret_on_right_click" type="bool" setter="" getter=""> + If [code]true[/code], the caret will be moved when right-clicking somewhere in the script editor (like when left-clicking or middle-clicking). If [code]false[/code], the caret will only be moved when left-clicking or middle-clicking somewhere. + </member> + <member name="text_editor/behavior/navigation/scroll_past_end_of_file" type="bool" setter="" getter=""> + If [code]true[/code], allows scrolling past the end of the file. + </member> + <member name="text_editor/behavior/navigation/smooth_scrolling" type="bool" setter="" getter=""> + If [code]true[/code], allows scrolling in sub-line intervals and enables a smooth scrolling animation when using the mouse wheel to scroll. + [b]Note:[/b] [member text_editor/behavior/navigation/smooth_scrolling] currently behaves poorly in projects where [member ProjectSettings.physics/common/physics_ticks_per_second] has been increased significantly from its default value ([code]60[/code]). In this case, it is recommended to disable this setting. + </member> + <member name="text_editor/behavior/navigation/stay_in_script_editor_on_node_selected" type="bool" setter="" getter=""> + If [code]true[/code], prevents automatically switching between the Script and 2D/3D screens when selecting a node in the Scene tree dock. + </member> + <member name="text_editor/behavior/navigation/v_scroll_speed" type="int" setter="" getter=""> + The number of pixels to scroll with every mouse wheel increment. Higher values make the script scroll by faster when using the mouse wheel. + [b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to temporarily scroll 5 times faster. + </member> + <member name="text_editor/completion/add_type_hints" type="bool" setter="" getter=""> + If [code]true[/code], adds static typing hints such as [code]-> void[/code] and [code]: int[/code] when performing method definition autocompletion. + </member> + <member name="text_editor/completion/auto_brace_complete" type="bool" setter="" getter=""> + If [code]true[/code], automatically completes braces when making use of code completion. + </member> + <member name="text_editor/completion/code_complete_delay" type="float" setter="" getter=""> + The delay in seconds after which autocompletion suggestions should be displayed when the user stops typing. + </member> + <member name="text_editor/completion/complete_file_paths" type="bool" setter="" getter=""> + If [code]true[/code], provides autocompletion suggestions for file paths in methods such as [code]load()[/code] and [code]preload()[/code]. + </member> + <member name="text_editor/completion/idle_parse_delay" type="float" setter="" getter=""> + The delay in seconds after which the script editor should check for errors when the user stops typing. + </member> + <member name="text_editor/completion/put_callhint_tooltip_below_current_line" type="bool" setter="" getter=""> + If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line. + </member> + <member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter=""> + If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). + </member> + <member name="text_editor/help/class_reference_examples" type="int" setter="" getter=""> + Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help. + </member> + <member name="text_editor/help/help_font_size" type="int" setter="" getter=""> + The font size to use for the editor help (built-in class reference). + </member> + <member name="text_editor/help/help_source_font_size" type="int" setter="" getter=""> + The font size to use for code samples in the editor help (built-in class reference). + </member> + <member name="text_editor/help/help_title_font_size" type="int" setter="" getter=""> + The font size to use for headings in the editor help (built-in class reference). + </member> + <member name="text_editor/help/show_help_index" type="bool" setter="" getter=""> + If [code]true[/code], displays a table of contents at the left of the editor help (at the location where the members overview would appear when editing a script). + </member> + <member name="text_editor/script_list/show_members_overview" type="bool" setter="" getter=""> + If [code]true[/code], displays an overview of the current script's member variables and functions at the left of the script editor. See also [member text_editor/script_list/sort_members_outline_alphabetically]. + </member> + <member name="text_editor/script_list/sort_members_outline_alphabetically" type="bool" setter="" getter=""> + If [code]true[/code], sorts the members outline (located at the left of the script editor) using alphabetical order. If [code]false[/code], sorts the members outline depending on the order in which members are found in the script. + [b]Note:[/b] Only effective if [member text_editor/script_list/show_members_overview] is [code]true[/code]. + </member> + <member name="text_editor/theme/color_theme" type="String" setter="" getter=""> + The syntax theme to use in the script editor. + You can save your own syntax theme from your current settings by using [b]File > Theme > Save As...[/b] at the top of the script editor. The syntax theme will then be available locally in the list of color themes. + You can find additional syntax themes to install in the [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] repository. + </member> + <member name="text_editor/theme/highlighting/background_color" type="Color" setter="" getter=""> + The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind. + </member> + <member name="text_editor/theme/highlighting/base_type_color" type="Color" setter="" getter=""> + The script editor's base type color (used for types like [Vector2], [Vector3], ...). + </member> + <member name="text_editor/theme/highlighting/bookmark_color" type="Color" setter="" getter=""> + The script editor's bookmark icon color (displayed in the gutter). + </member> + <member name="text_editor/theme/highlighting/brace_mismatch_color" type="Color" setter="" getter=""> + The script editor's brace mismatch color. Used when the caret is currently on a mismatched brace, parenthesis or bracket character. + </member> + <member name="text_editor/theme/highlighting/breakpoint_color" type="Color" setter="" getter=""> + The script editor's breakpoint icon color (displayed in the gutter). + </member> + <member name="text_editor/theme/highlighting/caret_background_color" type="Color" setter="" getter=""> + The script editor's caret background color. + [b]Note:[/b] This setting has no effect as it's currently unused. + </member> + <member name="text_editor/theme/highlighting/caret_color" type="Color" setter="" getter=""> + The script editor's caret color. + </member> + <member name="text_editor/theme/highlighting/code_folding_color" type="Color" setter="" getter=""> + The script editor's color for the code folding icon (displayed in the gutter). + </member> + <member name="text_editor/theme/highlighting/comment_color" type="Color" setter="" getter=""> + The script editor's comment color. + [b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered to be comments, and will use the string highlighting color instead. + </member> + <member name="text_editor/theme/highlighting/completion_background_color" type="Color" setter="" getter=""> + The script editor's autocompletion box background color. + </member> + <member name="text_editor/theme/highlighting/completion_existing_color" type="Color" setter="" getter=""> + The script editor's autocompletion box background color to highlight existing characters in the completion results. This should be a translucent color so that [member text_editor/theme/highlighting/completion_selected_color] can be seen behind. + </member> + <member name="text_editor/theme/highlighting/completion_font_color" type="Color" setter="" getter=""> + The script editor's autocompletion box text color. + </member> + <member name="text_editor/theme/highlighting/completion_scroll_color" type="Color" setter="" getter=""> + The script editor's autocompletion box scroll bar color. + </member> + <member name="text_editor/theme/highlighting/completion_scroll_hovered_color" type="Color" setter="" getter=""> + The script editor's autocompletion box scroll bar color when hovered or pressed with the mouse. + </member> + <member name="text_editor/theme/highlighting/completion_selected_color" type="Color" setter="" getter=""> + The script editor's autocompletion box background color for the currently selected line. + </member> + <member name="text_editor/theme/highlighting/control_flow_keyword_color" type="Color" setter="" getter=""> + The script editor's control flow keyword color (used for keywords like [code]if[/code], [code]for[/code], [code]return[/code], ...). + </member> + <member name="text_editor/theme/highlighting/current_line_color" type="Color" setter="" getter=""> + The script editor's background color for the line the caret is currently on. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/mark_color]. + </member> + <member name="text_editor/theme/highlighting/engine_type_color" type="Color" setter="" getter=""> + The script editor's engine type color ([Vector2], [Vector3], [Color], ...). + </member> + <member name="text_editor/theme/highlighting/executing_line_color" type="Color" setter="" getter=""> + The script editor's color for the debugger's executing line icon (displayed in the gutter). + </member> + <member name="text_editor/theme/highlighting/function_color" type="Color" setter="" getter=""> + The script editor's function call color. + [b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by the function declaration color configured in the syntax theme for function declarations (e.g. [code]func _ready():[/code]). + </member> + <member name="text_editor/theme/highlighting/keyword_color" type="Color" setter="" getter=""> + The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], some built-in methods, ...). + </member> + <member name="text_editor/theme/highlighting/line_length_guideline_color" type="Color" setter="" getter=""> + The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with an opacity twice as low. + </member> + <member name="text_editor/theme/highlighting/line_number_color" type="Color" setter="" getter=""> + The script editor's color for line numbers. See also [member text_editor/theme/highlighting/safe_line_number_color]. + </member> + <member name="text_editor/theme/highlighting/mark_color" type="Color" setter="" getter=""> + The script editor's background color for lines with errors. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color]. + </member> + <member name="text_editor/theme/highlighting/member_variable_color" type="Color" setter="" getter=""> + The script editor's color for member variables on objects (e.g. [code]self.some_property[/code]). + [b]Note:[/b] This color is not used for local variable declaration and access. + </member> + <member name="text_editor/theme/highlighting/number_color" type="Color" setter="" getter=""> + The script editor's color for numbers (integer and floating-point). + </member> + <member name="text_editor/theme/highlighting/safe_line_number_color" type="Color" setter="" getter=""> + The script editor's color for type-safe line numbers. See also [member text_editor/theme/highlighting/line_number_color]. + [b]Note:[/b] Only displayed if [member text_editor/appearance/gutters/highlight_type_safe_lines] is [code]true[/code]. + </member> + <member name="text_editor/theme/highlighting/search_result_border_color" type="Color" setter="" getter=""> + The script editor's color for the border of search results. This border helps bring further attention to the search result. Set this color's opacity to 0 to disable the border. + </member> + <member name="text_editor/theme/highlighting/search_result_color" type="Color" setter="" getter=""> + The script editor's background color for search results. + </member> + <member name="text_editor/theme/highlighting/selection_color" type="Color" setter="" getter=""> + The script editor's background color for the currently selected text. + </member> + <member name="text_editor/theme/highlighting/string_color" type="Color" setter="" getter=""> + The script editor's color for strings (single-line and multi-line). + </member> + <member name="text_editor/theme/highlighting/symbol_color" type="Color" setter="" getter=""> + The script editor's color for operators ([code]( ) [ ] { } + - * /[/code], ...). + </member> + <member name="text_editor/theme/highlighting/text_color" type="Color" setter="" getter=""> + The script editor's color for text not highlighted by any syntax highlighting rule. + </member> + <member name="text_editor/theme/highlighting/text_selected_color" type="Color" setter="" getter=""> + The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color]. + </member> + <member name="text_editor/theme/highlighting/user_type_color" type="Color" setter="" getter=""> + The script editor's color for user-defined types (using [code]@class_name[/code]). + </member> + <member name="text_editor/theme/highlighting/word_highlighted_color" type="Color" setter="" getter=""> + The script editor's color for words highlighted by selecting them. Only visible if [member text_editor/appearance/caret/highlight_all_occurrences] is [code]true[/code]. + </member> + </members> <signals> <signal name="settings_changed"> <description> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 506992e3af..36dfee833b 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -151,6 +151,12 @@ [/codeblocks] </description> </method> + <method name="get_write_movie_path" qualifiers="const"> + <return type="String" /> + <description> + Returns the path to the [MovieWriter]'s output file, or an empty string if the engine wasn't started in Movie Maker mode. This path can be absolute or relative depending on how the user specified it. + </description> + </method> <method name="has_singleton" qualifiers="const"> <return type="bool" /> <argument index="0" name="name" type="StringName" /> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 9da360915b..f662a07825 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -97,7 +97,7 @@ Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY]. This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled. </member> - <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001"> + <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01"> The exponential fog density to use. Higher values result in a more dense fog. </member> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> @@ -109,7 +109,7 @@ <member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0"> The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value. </member> - <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)"> + <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.518, 0.553, 0.608, 1)"> The fog's color. </member> <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> @@ -320,8 +320,9 @@ <member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false"> Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission. </member> - <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="0.0"> - Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0[/code] means that Global Illumination will not impact the volumetric fog. + <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0"> + Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. + [b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog. </member> <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 0b4a8fa46e..3a2776ff21 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -115,9 +115,10 @@ </method> <method name="get_as_text" qualifiers="const"> <return type="String" /> + <argument index="0" name="skip_cr" type="bool" default="false" /> <description> - Returns the whole file as a [String]. - Text is interpreted as being UTF-8 encoded. + Returns the whole file as a [String]. Text is interpreted as being UTF-8 encoded. + If [code]skip_cr[/code] is [code]true[/code], carriage return characters ([code]\r[/code], CR) will be ignored when parsing the UTF-8, so that only line feed characters ([code]\n[/code], LF) represent a new line (Unix convention). </description> </method> <method name="get_buffer" qualifiers="const"> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 53894bad87..e60ab094c6 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -63,8 +63,8 @@ <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0"> Amount of time each particle will exist. </member> - <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> - If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. + <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false"> + If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index c4bd18db69..b415c56154 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -95,8 +95,8 @@ <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0"> Amount of time each particle will exist. </member> - <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> - If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. + <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false"> + If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only [code]amount[/code] particles will be emitted. diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml index b84e221d1c..a4cfa1ddff 100644 --- a/doc/classes/Geometry2D.xml +++ b/doc/classes/Geometry2D.xml @@ -126,7 +126,7 @@ <return type="Dictionary" /> <argument index="0" name="sizes" type="PackedVector2Array" /> <description> - Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. + Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is an array of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. </description> </method> <method name="merge_polygons"> @@ -188,6 +188,16 @@ Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. </description> </method> + <method name="segment_intersects_circle"> + <return type="float" /> + <argument index="0" name="segment_from" type="Vector2" /> + <argument index="1" name="segment_to" type="Vector2" /> + <argument index="2" name="circle_position" type="Vector2" /> + <argument index="3" name="circle_radius" type="float" /> + <description> + Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not). + </description> + </method> <method name="segment_intersects_segment"> <return type="Variant" /> <argument index="0" name="from_a" type="Vector2" /> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index c803f43fb0..365efa6761 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -9,7 +9,7 @@ <tutorials> </tutorials> <methods> - <method name="get_shader_instance_uniform" qualifiers="const"> + <method name="get_instance_shader_uniform" qualifiers="const"> <return type="Variant" /> <argument index="0" name="uniform" type="StringName" /> <description> @@ -22,7 +22,7 @@ Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero. </description> </method> - <method name="set_shader_instance_uniform"> + <method name="set_instance_shader_uniform"> <return type="void" /> <argument index="0" name="uniform" type="StringName" /> <argument index="1" name="value" type="Variant" /> diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml index 89c968cc9e..8c5373216a 100644 --- a/doc/classes/Gradient.xml +++ b/doc/classes/Gradient.xml @@ -5,6 +5,7 @@ </brief_description> <description> Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the gradient will interpolate from color 1 to color 2 and from color 2 to color 3. The gradient will initially have 2 colors (black and white), one (black) at gradient lower offset 0 and the other (white) at the gradient higher offset 1. + See also [Curve] which supports more complex easing methods, but does not support colors. </description> <tutorials> </tutorials> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 965dbe7449..33145dccd0 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -55,6 +55,29 @@ [/codeblock] </description> </method> + <method name="_is_node_hover_valid" qualifiers="virtual"> + <return type="bool" /> + <argument index="0" name="from" type="StringName" /> + <argument index="1" name="from_slot" type="int" /> + <argument index="2" name="to" type="StringName" /> + <argument index="3" name="to_slot" type="int" /> + <description> + This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port. + Return [code]true[/code] if the connection is indeed valid or return [code]false[/code] if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen. + In this example a connection to same node is suppressed: + [codeblocks] + [gdscript] + func _is_node_hover_valid(from, from_slot, to, to_slot): + return from != to + [/gdscript] + [csharp] + public override bool _IsNodeHoverValid(String from, int fromSlot, String to, int toSlot) { + return from != to; + } + [/csharp] + [/codeblocks] + </description> + </method> <method name="add_valid_connection_type"> <return type="void" /> <argument index="0" name="from_type" type="int" /> diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index 00601cec75..201c0ddd38 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -30,7 +30,7 @@ <description> Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays]. Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (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 Mesh.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 [constant Mesh.ARRAY_INDEX] if it is used. + The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. </description> </method> <method name="clear"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index e73021ead4..796a80873f 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -354,9 +354,11 @@ <return type="void" /> <argument index="0" name="duration_ms" type="int" default="500" /> <description> - Vibrate Android and iOS devices. + Vibrate handheld devices. + [b]Note:[/b] This method is implemented on Android, iOS, and HTML5. [b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset. [b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later. + [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method. </description> </method> <method name="warp_mouse"> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 15c97b0838..97ee946acd 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -445,7 +445,7 @@ <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> Text [Color] used when the item is selected. </theme_item> - <theme_item name="guide_color" data_type="color" type="Color" default="Color(0, 0, 0, 0.1)"> + <theme_item name="guide_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 0.25)"> [Color] of the guideline. The guideline is a line drawn between each row of items. </theme_item> <theme_item name="h_separation" data_type="constant" type="int" default="4"> diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index 2c3c27079a..5ba0a2d79a 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -79,7 +79,7 @@ </member> <member name="outline_render_priority" type="int" setter="set_outline_render_priority" getter="get_outline_render_priority" default="-1"> Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects. - [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). + [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). </member> <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0"> @@ -90,7 +90,7 @@ </member> <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0"> Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects. - [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). + [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). </member> <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> @@ -126,7 +126,7 @@ If set, lights in the environment affect the label. </constant> <constant name="FLAG_DOUBLE_SIDED" value="1" enum="DrawFlags"> - If set, text can be seen from the back as well. If not, the texture is invisible when looking at it from behind. + If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind. </constant> <constant name="FLAG_DISABLE_DEPTH_TEST" value="2" enum="DrawFlags"> Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml index 227313d3b3..aa972f2cf3 100644 --- a/doc/classes/LabelSettings.xml +++ b/doc/classes/LabelSettings.xml @@ -9,21 +9,21 @@ <members> <member name="font" type="Font" setter="set_font" getter="get_font"> </member> - <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(0.875, 0.875, 0.875, 1)"> + <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(1, 1, 1, 1)"> </member> <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16"> </member> - <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0"> + <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="3.0"> </member> <member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)"> </member> <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0"> </member> - <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(1, 1, 1, 1)"> + <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)"> </member> <member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)"> </member> - <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0"> + <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="1"> </member> </members> </class> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 84471bafc0..2ff13a676b 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -246,6 +246,9 @@ <member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true"> If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it. </member> + <member name="virtual_keyboard_type" type="int" setter="set_virtual_keyboard_type" getter="get_virtual_keyboard_type" enum="LineEdit.VirtualKeyboardType" default="0"> + Specifies the type of virtual keyboard to show. + </member> </members> <signals> <signal name="text_change_rejected"> @@ -356,6 +359,31 @@ <constant name="MENU_MAX" value="28" enum="MenuItems"> Represents the size of the [enum MenuItems] enum. </constant> + <constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType"> + Default text virtual keyboard. + </constant> + <constant name="KEYBOARD_TYPE_MULTILINE" value="1" enum="VirtualKeyboardType"> + Multiline virtual keyboard. + </constant> + <constant name="KEYBOARD_TYPE_NUMBER" value="2" enum="VirtualKeyboardType"> + Virtual number keypad, useful for PIN entry. + </constant> + <constant name="KEYBOARD_TYPE_NUMBER_DECIMAL" value="3" enum="VirtualKeyboardType"> + Virtual number keypad, useful for entering fractional numbers. + </constant> + <constant name="KEYBOARD_TYPE_PHONE" value="4" enum="VirtualKeyboardType"> + Virtual phone number keypad. + </constant> + <constant name="KEYBOARD_TYPE_EMAIL_ADDRESS" value="5" enum="VirtualKeyboardType"> + Virtual keyboard with additional keys to assist with typing email addresses. + </constant> + <constant name="KEYBOARD_TYPE_PASSWORD" value="6" enum="VirtualKeyboardType"> + Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization. + [b]Note:[/b] This is not supported on HTML5. Instead, this behaves identically to [constant KEYBOARD_TYPE_DEFAULT]. + </constant> + <constant name="KEYBOARD_TYPE_URL" value="7" enum="VirtualKeyboardType"> + Virtual keyboard with additional keys to assist with typing URLs. + </constant> </constants> <theme_items> <theme_item name="caret_color" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)"> diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml index f368190a29..24f1f9918b 100644 --- a/doc/classes/MeshInstance3D.xml +++ b/doc/classes/MeshInstance3D.xml @@ -4,7 +4,7 @@ Node that instances meshes into a scenario. </brief_description> <description> - MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead. + MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead. </description> <tutorials> <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 059d147979..06658bf004 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -1,88 +1,108 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="MultiplayerAPI" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - High-level multiplayer API. + High-level multiplayer API interface. </brief_description> <description> - This class implements the high-level multiplayer API. See also [MultiplayerPeer]. - By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene. + Base class for high-level multiplayer API implementations. See also [MultiplayerPeer]. + By default, [SceneTree] has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene. It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the [method SceneTree.set_multiplayer] method, effectively allowing to run both client and server in the same scene. - [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. - [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. + It is also possible to extend or replace the default implementation via scripting or native extensions. See [MultiplayerAPIExtension] for details about extensions, [SceneMultiplayer] for the details about the default implementation. </description> <tutorials> </tutorials> <methods> - <method name="clear"> - <return type="void" /> + <method name="create_default_interface" qualifiers="static"> + <return type="MultiplayerAPI" /> + <description> + Returns a new instance of the default MultiplayerAPI. + </description> + </method> + <method name="get_default_interface" qualifiers="static"> + <return type="StringName" /> <description> - Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing). + Returns the default MultiplayerAPI implementation class name. This is usually [code]"SceneMultiplayer"[/code] when [SceneMultiplayer] is available. See [method set_default_interface]. </description> </method> - <method name="get_peers" qualifiers="const"> + <method name="get_peers"> <return type="PackedInt32Array" /> <description> Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer]. </description> </method> - <method name="get_remote_sender_id" qualifiers="const"> + <method name="get_remote_sender_id"> <return type="int" /> <description> Returns the sender's peer ID for the RPC currently being executed. [b]Note:[/b] If not inside an RPC this method will return 0. </description> </method> - <method name="get_unique_id" qualifiers="const"> + <method name="get_unique_id"> <return type="int" /> <description> Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]. </description> </method> - <method name="has_multiplayer_peer" qualifiers="const"> + <method name="has_multiplayer_peer"> <return type="bool" /> <description> Returns [code]true[/code] if there is a [member multiplayer_peer] set. </description> </method> - <method name="is_server" qualifiers="const"> + <method name="is_server"> <return type="bool" /> <description> Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections). </description> </method> + <method name="object_configuration_add"> + <return type="int" enum="Error" /> + <argument index="0" name="object" type="Object" /> + <argument index="1" name="configuration" type="Variant" /> + <description> + Notifies the MultiplayerAPI of a new [code]configuration[/code] for the given [code]object[/code]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and a valid [NodePath] as [code]configuration[/code]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it. + [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension]. + </description> + </method> + <method name="object_configuration_remove"> + <return type="int" enum="Error" /> + <argument index="0" name="object" type="Object" /> + <argument index="1" name="configuration" type="Variant" /> + <description> + Notifies the MultiplayerAPI to remove a [code]configuration[/code] for the given [code]object[/code]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and an empty [NodePath] as [code]configuration[/code]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it. + [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension]. + </description> + </method> <method name="poll"> - <return type="void" /> + <return type="int" enum="Error" /> <description> Method used for polling the MultiplayerAPI. You only need to worry about this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI(s) for you. [b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]). </description> </method> - <method name="send_bytes"> + <method name="rpc"> <return type="int" enum="Error" /> - <argument index="0" name="bytes" type="PackedByteArray" /> - <argument index="1" name="id" type="int" default="0" /> - <argument index="2" name="mode" type="int" enum="TransferMode" default="2" /> - <argument index="3" name="channel" type="int" default="0" /> + <argument index="0" name="peer" type="int" /> + <argument index="1" name="object" type="Object" /> + <argument index="2" name="method" type="StringName" /> + <argument index="3" name="arguments" type="Array" default="[]" /> + <description> + Sends an RPC to the target [code]peer[/code]. The given [code]method[/code] will be called on the remote [code]object[/code] with the provided [code]arguments[/code]. The RPC may also be called locally depending on the implementation and RPC configuration. See [method Node.rpc] and [method Node.rpc_config]. + [b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or [code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they are faster. This method is mostly useful in conjunction with [MultiplayerAPIExtension] when augmenting or replacing the multiplayer capabilities. + </description> + </method> + <method name="set_default_interface" qualifiers="static"> + <return type="void" /> + <argument index="0" name="interface_name" type="StringName" /> <description> - Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers. + Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by [SceneTree] when the engine starts. </description> </method> </methods> <members> - <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false"> - If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs. - [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. - </member> <member name="multiplayer_peer" type="MultiplayerPeer" setter="set_multiplayer_peer" getter="get_multiplayer_peer"> The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_server]) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals. </member> - <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false"> - If [code]true[/code], the MultiplayerAPI's [member multiplayer_peer] refuses new incoming connections. - </member> - <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("")"> - The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. - This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. - </member> </members> <signals> <signal name="connected_to_server"> @@ -107,17 +127,21 @@ Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server. </description> </signal> - <signal name="peer_packet"> - <argument index="0" name="id" type="int" /> - <argument index="1" name="packet" type="PackedByteArray" /> - <description> - Emitted when this MultiplayerAPI's [member multiplayer_peer] receives a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet. - </description> - </signal> <signal name="server_disconnected"> <description> Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from server. Only emitted on clients. </description> </signal> </signals> + <constants> + <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode"> + Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. + </constant> + <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode"> + Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. + </constant> + <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode"> + Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority]. + </constant> + </constants> </class> diff --git a/doc/classes/MultiplayerAPIExtension.xml b/doc/classes/MultiplayerAPIExtension.xml new file mode 100644 index 0000000000..c369977d57 --- /dev/null +++ b/doc/classes/MultiplayerAPIExtension.xml @@ -0,0 +1,141 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="MultiplayerAPIExtension" inherits="MultiplayerAPI" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Base class used for extending the [MultiplayerAPI]. + </brief_description> + <description> + This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions. + The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication. + [codeblocks] + [gdscript] + extends MultiplayerAPIExtension + class_name LogMultiplayer + + # We want to augment the default SceneMultiplayer. + var base_multiplayer = SceneMultiplayer.new() + + func _init(): + # Just passthourgh base signals (copied to var to avoid cyclic reference) + var cts = connected_to_server + var cf = connection_failed + var pc = peer_connected + var pd = peer_disconnected + base_multiplayer.connected_to_server.connect(func(): cts.emit()) + base_multiplayer.connection_failed.connect(func(): cf.emit()) + base_multiplayer.peer_connected.connect(func(id): pc.emit(id)) + base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id)) + + # Log RPC being made and forward it to the default multiplayer. + func _rpc(peer: int, object: Object, method: StringName, args: Array) -> int: # Error + print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args]) + return base_multiplayer.rpc(peer, object, method, args) + + # Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom. + func _object_configuration_add(object, config: Variant) -> int: # Error + if config is MultiplayerSynchronizer: + print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config]) + elif config is MultiplayerSpawner: + print("Adding node %s to the spawn list. Spawner: %s" % [object, config]) + return base_multiplayer.object_configuration_add(object, config) + + # Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom. + func _object_configuration_remove(object, config: Variant) -> int: # Error + if config is MultiplayerSynchronizer: + print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config]) + elif config is MultiplayerSpawner: + print("Removing node %s from the spawn list. Spawner: %s" % [object, config]) + return base_multiplayer.object_configuration_remove(object, config) + + # These can be optional, but in our case we want to augment SceneMultiplayer, so forward everything. + func _set_multiplayer_peer(p_peer: MultiplayerPeer): + base_multiplayer.multiplayer_peer = p_peer + + func _get_multiplayer_peer() -> MultiplayerPeer: + return base_multiplayer.multiplayer_peer + + func _get_unique_id() -> int: + return base_multiplayer.get_unique_id() + + func _get_peer_ids() -> PackedInt32Array: + return base_multiplayer.get_peers() + [/gdscript] + [/codeblocks] + Then in your main scene or in an autoload call [method SceneTree.set_multiplayer] to start using your custom [MultiplayerAPI]: + [codeblocks] + [gdscript] + # autoload.gd + func _enter_tree(): + # Sets our custom multiplayer as the main one in SceneTree. + get_tree().set_multiplayer(LogMultiplayer.new()) + [/gdscript] + [/codeblocks] + Native extensions can alternatively use the [method MultiplayerAPI.set_default_interface] method during initialization to configure themselves as the default implementation. + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_multiplayer_peer" qualifiers="virtual"> + <return type="MultiplayerPeer" /> + <description> + Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved. + </description> + </method> + <method name="_get_peer_ids" qualifiers="virtual const"> + <return type="PackedInt32Array" /> + <description> + Callback for [method MultiplayerAPI.get_peers]. + </description> + </method> + <method name="_get_remote_sender_id" qualifiers="virtual const"> + <return type="int" /> + <description> + Callback for [method MultiplayerAPI.get_remote_sender_id]. + </description> + </method> + <method name="_get_unique_id" qualifiers="virtual const"> + <return type="int" /> + <description> + Callback for [method MultiplayerAPI.get_unique_id]. + </description> + </method> + <method name="_object_configuration_add" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="object" type="Object" /> + <argument index="1" name="configuration" type="Variant" /> + <description> + Callback for [method MultiplayerAPI.object_configuration_add]. + </description> + </method> + <method name="_object_configuration_remove" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="object" type="Object" /> + <argument index="1" name="configuration" type="Variant" /> + <description> + Callback for [method MultiplayerAPI.object_configuration_remove]. + </description> + </method> + <method name="_poll" qualifiers="virtual"> + <return type="int" /> + <description> + Callback for [method MultiplayerAPI.poll]. + </description> + </method> + <method name="_rpc" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="peer" type="int" /> + <argument index="1" name="object" type="Object" /> + <argument index="2" name="method" type="StringName" /> + <argument index="3" name="args" type="Array" /> + <description> + Callback for [method MultiplayerAPI.rpc]. + </description> + </method> + <method name="_set_multiplayer_peer" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="multiplayer_peer" type="MultiplayerPeer" /> + <description> + Called when the [member MultiplayerAPI.multiplayer_peer] is set. + </description> + </method> + </methods> +</class> diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index 4a3559b0f7..6dde40f018 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -60,7 +60,7 @@ The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games. [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly. </member> - <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="2"> + <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="2"> The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode]. </member> </members> @@ -109,5 +109,14 @@ <constant name="TARGET_PEER_SERVER" value="1"> Packets are sent to the server alone. </constant> + <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode"> + Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters. + </constant> + <constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode"> + Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data. + </constant> + <constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode"> + Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly. + </constant> </constants> </class> diff --git a/doc/classes/MultiplayerSpawner.xml b/doc/classes/MultiplayerSpawner.xml deleted file mode 100644 index 9de67068eb..0000000000 --- a/doc/classes/MultiplayerSpawner.xml +++ /dev/null @@ -1,65 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="MultiplayerSpawner" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - </brief_description> - <description> - </description> - <tutorials> - </tutorials> - <methods> - <method name="_spawn_custom" qualifiers="virtual"> - <return type="Object" /> - <argument index="0" name="data" type="Variant" /> - <description> - </description> - </method> - <method name="add_spawnable_scene"> - <return type="void" /> - <argument index="0" name="path" type="String" /> - <description> - </description> - </method> - <method name="clear_spawnable_scenes"> - <return type="void" /> - <description> - </description> - </method> - <method name="get_spawnable_scene" qualifiers="const"> - <return type="String" /> - <argument index="0" name="path" type="int" /> - <description> - </description> - </method> - <method name="get_spawnable_scene_count" qualifiers="const"> - <return type="int" /> - <description> - </description> - </method> - <method name="spawn"> - <return type="Node" /> - <argument index="0" name="data" type="Variant" default="null" /> - <description> - </description> - </method> - </methods> - <members> - <member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0"> - </member> - <member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath("")"> - </member> - </members> - <signals> - <signal name="despawned"> - <argument index="0" name="scene_id" type="int" /> - <argument index="1" name="node" type="Node" /> - <description> - </description> - </signal> - <signal name="spawned"> - <argument index="0" name="scene_id" type="int" /> - <argument index="1" name="node" type="Node" /> - <description> - </description> - </signal> - </signals> -</class> diff --git a/doc/classes/MultiplayerSynchronizer.xml b/doc/classes/MultiplayerSynchronizer.xml deleted file mode 100644 index 3766491a6c..0000000000 --- a/doc/classes/MultiplayerSynchronizer.xml +++ /dev/null @@ -1,69 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="MultiplayerSynchronizer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - </brief_description> - <description> - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_visibility_filter"> - <return type="void" /> - <argument index="0" name="filter" type="Callable" /> - <description> - </description> - </method> - <method name="get_visibility_for" qualifiers="const"> - <return type="bool" /> - <argument index="0" name="peer" type="int" /> - <description> - </description> - </method> - <method name="remove_visibility_filter"> - <return type="void" /> - <argument index="0" name="filter" type="Callable" /> - <description> - </description> - </method> - <method name="set_visibility_for"> - <return type="void" /> - <argument index="0" name="peer" type="int" /> - <argument index="1" name="visible" type="bool" /> - <description> - </description> - </method> - <method name="update_visibility"> - <return type="void" /> - <argument index="0" name="for_peer" type="int" default="0" /> - <description> - </description> - </method> - </methods> - <members> - <member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true"> - </member> - <member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config"> - </member> - <member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0"> - </member> - <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("..")"> - </member> - <member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0"> - </member> - </members> - <signals> - <signal name="visibility_changed"> - <argument index="0" name="for_peer" type="int" /> - <description> - </description> - </signal> - </signals> - <constants> - <constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode"> - </constant> - <constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode"> - </constant> - <constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode"> - </constant> - </constants> -</class> diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 966f964b12..33d2535ca2 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -28,6 +28,7 @@ <argument index="0" name="mesh" type="Mesh" /> <description> Initializes the navigation mesh by setting the vertices and indices according to a [Mesh]. + [b]Note:[/b] The given [code]mesh[/code] must be of type [constant Mesh.PRIMITIVE_TRIANGLES] and have an index array. </description> </method> <method name="get_collision_mask_value" qualifiers="const"> diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml index c48ca18e9e..75b6544827 100644 --- a/doc/classes/NavigationRegion2D.xml +++ b/doc/classes/NavigationRegion2D.xml @@ -8,7 +8,7 @@ Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin]. [b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge. The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value. - [b]Note[/b]: This value is not added to the path cost when the start position is already inside this region. + [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region. The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. </description> <tutorials> diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml index 9f4feee072..f5824a24fd 100644 --- a/doc/classes/NavigationRegion3D.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -8,7 +8,7 @@ Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer3D.map_set_edge_connection_margin]. [b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge. The cost of entering this region from another region can be controlled with the [member enter_cost] value. - [b]Note[/b]: This value is not added to the path cost when the start position is already inside this region. + [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region. The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. </description> <tutorials> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 5185b353bc..8600c2643a 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -415,5 +415,10 @@ Emitted when a navigation map is updated, when a region moves or is modified. </description> </signal> + <signal name="navigation_debug_changed"> + <description> + Emitted when navigation debug settings are changed. Only available in debug builds. + </description> + </signal> </signals> </class> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index b7591ed4f4..8cc8498609 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -622,7 +622,7 @@ </description> </method> <method name="rpc" qualifiers="vararg"> - <return type="void" /> + <return type="int" enum="Error" /> <argument index="0" name="method" type="StringName" /> <description> Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code]. @@ -630,18 +630,24 @@ </description> </method> <method name="rpc_config"> - <return type="int" /> + <return type="void" /> <argument index="0" name="method" type="StringName" /> - <argument index="1" name="rpc_mode" type="int" enum="RPCMode" /> - <argument index="2" name="call_local" type="bool" default="false" /> - <argument index="3" name="transfer_mode" type="int" enum="TransferMode" default="2" /> - <argument index="4" name="channel" type="int" default="0" /> + <argument index="1" name="config" type="Variant" /> <description> - Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs). + Changes the RPC mode for the given [code]method[/code] with the given [code]config[/code] which should be [code]null[/code] (to disable) or a [Dictionary] in the form: + [codeblock] + { + rpc_mode = MultiplayerAPI.RPCMode, + transfer_mode = MultiplayerPeer.TranferMode, + call_local = false, + channel = 0, + } + [/codeblock] + See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> - <return type="void" /> + <return type="int" enum="Error" /> <argument index="0" name="peer_id" type="int" /> <argument index="1" name="method" type="StringName" /> <description> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 5473347cb1..75cd52787a 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -198,6 +198,17 @@ } [/csharp] [/codeblocks] + [b]Note:[/b] Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, the best way is to use the standard UNIX double dash ([code]--[/code]) and then pass custom arguments, which the engine itself will ignore. These can be read via [method get_cmdline_user_args]. + </description> + </method> + <method name="get_cmdline_user_args"> + <return type="PackedStringArray" /> + <description> + Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user. + For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]: + [codeblock] + godot --fullscreen -- --level 1 + [/codeblock] </description> </method> <method name="get_config_dir" qualifiers="const"> @@ -363,6 +374,12 @@ [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty string. </description> </method> + <method name="get_restart_on_exit_arguments" qualifiers="const"> + <return type="PackedStringArray" /> + <description> + Returns the list of command line arguments that will be used when the project automatically restarts using [method set_restart_on_exit]. See also [method is_restart_on_exit_set]. + </description> + </method> <method name="get_static_memory_peak_usage" qualifiers="const"> <return type="int" /> <description> @@ -470,6 +487,12 @@ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> + <method name="is_restart_on_exit_set" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the project will automatically restart when it exits for any reason, [code]false[/code] otherwise. See also [method set_restart_on_exit] and [method get_restart_on_exit_arguments]. + </description> + </method> <method name="is_stdout_verbose" qualifiers="const"> <return type="bool" /> <description> @@ -561,6 +584,17 @@ [b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment variable names are case-sensitive on all platforms except Windows. </description> </method> + <method name="set_restart_on_exit"> + <return type="void" /> + <argument index="0" name="restart" type="bool" /> + <argument index="1" name="arguments" type="PackedStringArray" default="PackedStringArray()" /> + <description> + If [code]restart[/code] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command line [code]arguments[/code] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [code]arguments[/code]. + [method set_restart_on_exit] can be used to apply setting changes that require a restart. See also [method is_restart_on_exit_set] and [method get_restart_on_exit_arguments]. + [b]Note:[/b] This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor. + [b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user (by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), the project won't restart automatically. + </description> + </method> <method name="set_thread_name"> <return type="int" enum="Error" /> <argument index="0" name="name" type="String" /> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 11ae7cc2b0..061b32bfdf 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -152,11 +152,9 @@ <return type="int" enum="Error" /> <argument index="0" name="signal" type="StringName" /> <argument index="1" name="callable" type="Callable" /> - <argument index="2" name="binds" type="Array" default="[]" /> - <argument index="3" name="flags" type="int" default="0" /> + <argument index="2" name="flags" type="int" default="0" /> <description> - Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. - [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below. + Connects a [code]signal[/code] to a [code]callable[/code]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the callable's target is destroyed in the game's lifecycle, the connection will be lost. [b]Examples with recommended syntax:[/b] diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index a7b1f0ea33..737662fe69 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -194,6 +194,10 @@ <members> <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" /> <member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" overrides="Button" enum="HorizontalAlignment" default="0" /> + <member name="fit_to_longest_item" type="bool" setter="set_fit_to_longest_item" getter="is_fit_to_longest_item" default="true"> + If [code]true[/code], minimum size will be determined by the longest item's text, instead of the currently selected one's. + [b]Note:[/b] For performance reasons, the minimum size doesn't update immediately when adding, removing or modifying items. + </member> <member name="item_count" type="int" setter="set_item_count" getter="get_item_count" default="0"> The number of items to select from. </member> diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index 354fbd462c..7badd826d9 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -271,6 +271,42 @@ <member name="tangential_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> Minimum equivalent of [member tangential_accel_max]. </member> + <member name="turbulence_enabled" type="bool" setter="set_turbulence_enabled" getter="get_turbulence_enabled" default="false"> + Enables and disables Turbulence for the particle system. + </member> + <member name="turbulence_influence_max" type="float" setter="set_param_max" getter="get_param_max" default="0.1"> + Minimum turbulence influence on each particle. + The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life]. + </member> + <member name="turbulence_influence_min" type="float" setter="set_param_min" getter="get_param_min" default="0.1"> + Maximum turbulence influence on each particle. + The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life]. + </member> + <member name="turbulence_influence_over_life" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> + Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time. + </member> + <member name="turbulence_initial_displacement_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> + Maximum displacement of each particles spawn position by the turbulence. + The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max]. + </member> + <member name="turbulence_initial_displacement_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> + Minimum displacement of each particles spawn position by the turbulence. + The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max]. + </member> + <member name="turbulence_noise_scale" type="float" setter="set_turbulence_noise_scale" getter="get_turbulence_noise_scale" default="9.0"> + This value controls the overall scale/frequency of the turbulence noise pattern. + A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features. + </member> + <member name="turbulence_noise_speed" type="Vector3" setter="set_turbulence_noise_speed" getter="get_turbulence_noise_speed" default="Vector3(0.5, 0.5, 0.5)"> + The movement speed of the turbulence pattern. This changes how quickly the noise changes over time. + A value of [code]Vector3(0.0, 0.0, 0.0)[/code] will freeze the turbulence pattern in place. + </member> + <member name="turbulence_noise_speed_random" type="float" setter="set_turbulence_noise_speed_random" getter="get_turbulence_noise_speed_random" default="0.0"> + Use to influence the noise speed in a random pattern. This helps to break up visible movement patterns. + </member> + <member name="turbulence_noise_strength" type="float" setter="set_turbulence_noise_strength" getter="get_turbulence_noise_strength" default="1.0"> + The turbulence noise strength. Increasing this will result in a stronger, more contrasting, noise pattern. + </member> </members> <constants> <constant name="PARAM_INITIAL_LINEAR_VELOCITY" value="0" enum="Parameter"> @@ -309,7 +345,7 @@ <constant name="PARAM_ANIM_OFFSET" value="11" enum="Parameter"> Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties. </constant> - <constant name="PARAM_MAX" value="12" enum="Parameter"> + <constant name="PARAM_MAX" value="15" enum="Parameter"> Represents the size of the [enum Parameter] enum. </constant> <constant name="PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="ParticleFlags"> @@ -348,6 +384,15 @@ <constant name="EMISSION_SHAPE_MAX" value="7" enum="EmissionShape"> Represents the size of the [enum EmissionShape] enum. </constant> + <constant name="PARAM_TURB_VEL_INFLUENCE" value="13" enum="Parameter"> + Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity. + </constant> + <constant name="PARAM_TURB_INIT_DISPLACEMENT" value="14" enum="Parameter"> + Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position. + </constant> + <constant name="PARAM_TURB_INFLUENCE_OVER_LIFE" value="12" enum="Parameter"> + Use with [method set_param_texture] to set the turbulence influence over the particles life time. + </constant> <constant name="SUB_EMITTER_DISABLED" value="0" enum="SubEmitterMode"> </constant> <constant name="SUB_EMITTER_CONSTANT" value="1" enum="SubEmitterMode"> @@ -357,6 +402,7 @@ <constant name="SUB_EMITTER_AT_COLLISION" value="3" enum="SubEmitterMode"> </constant> <constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode"> + Represents the size of the [enum SubEmitterMode] enum. </constant> </constants> </class> diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index 36933ef9a2..1cfc6caadf 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -8,6 +8,22 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create" qualifiers="static"> + <return type="PhysicsRayQueryParameters2D" /> + <argument index="0" name="from" type="Vector2" /> + <argument index="1" name="to" type="Vector2" /> + <argument index="2" name="collision_mask" type="int" default="4294967295" /> + <argument index="3" name="exclude" type="Array" default="[]" /> + <description> + Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options. + [codeblock] + var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100)) + var collision = get_world_2d().direct_space_state.intersect_ray(query) + [/codeblock] + </description> + </method> + </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> If [code]true[/code], the query will take [Area2D]s into account. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 4244ec785f..e9216a8300 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -8,6 +8,22 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create" qualifiers="static"> + <return type="PhysicsRayQueryParameters3D" /> + <argument index="0" name="from" type="Vector3" /> + <argument index="1" name="to" type="Vector3" /> + <argument index="2" name="collision_mask" type="int" default="4294967295" /> + <argument index="3" name="exclude" type="Array" default="[]" /> + <description> + Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options. + [codeblock] + var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0)) + var collision = get_world_3d().direct_space_state.intersect_ray(query) + [/codeblock] + </description> + </method> + </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> If [code]true[/code], the query will take [Area3D]s into account. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 32eb71f1c7..df9d25902b 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -179,6 +179,13 @@ [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="Plane" /> + <argument index="0" name="right" type="Transform3D" /> + <description> + Inversely transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix. + </description> + </operator> <operator name="operator =="> <return type="bool" /> <argument index="0" name="right" type="Plane" /> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index f7567133cd..40477d27d4 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -494,9 +494,39 @@ <member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color(1, 0.7, 0.1, 0.4)"> Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. </member> + <member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)"> + Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/enable_edge_connections" type="bool" setter="" getter="" default="true"> + If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/enable_edge_connections_xray" type="bool" setter="" getter="" default="true"> + If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/enable_edge_lines" type="bool" setter="" getter="" default="true"> + If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/enable_edge_lines_xray" type="bool" setter="" getter="" default="true"> + If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true"> + If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu. + </member> <member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)"> Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. </member> + <member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)"> + Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/geometry_edge_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)"> + Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/geometry_face_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 0.4)"> + Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu. + </member> + <member name="debug/shapes/navigation/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)"> + Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu. + </member> <member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)"> Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu. </member> @@ -558,7 +588,7 @@ [b]Note:[/b] By default, or when set to 0, the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and HTML5. </member> <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> - Sets the VSync mode for the main game window. + Sets the V-Sync mode for the main game window. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. </member> @@ -1632,13 +1662,13 @@ Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. </member> <member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0"> - Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. + Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness can be counteracted to an extent by using a negative mipmap LOD bias ([member rendering/textures/default_filters/texture_mipmap_bias]). Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled]. </member> <member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false"> </member> <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false"> - Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. + Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which can be counteracted to an extent by using a negative mipmap LOD bias ([member rendering/textures/default_filters/texture_mipmap_bias]). [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts. </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25"> @@ -1856,9 +1886,6 @@ <member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false"> Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/scaling_3d/fsr_mipmap_bias" type="float" setter="" getter="" default="0.0"> - Affects the final texture sharpness by reading from a lower or higher mipmap. Negative values make textures sharper, while positive values make textures blurrier. When using FSR, this value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code] - </member> <member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2"> Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference. </member> @@ -1935,16 +1962,24 @@ Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> + The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level]. </member> <member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. + The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter]. [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. </member> + <member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0"> + Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias. + [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]. + [b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead. + </member> <member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. </member> <member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3"> + The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level]. </member> <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index 115015c2d7..2bbfd04e9e 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -211,13 +211,13 @@ </method> </methods> <members> - <member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0)"> + <member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0, 1)"> </member> - <member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0)"> + <member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0, 0)"> </member> - <member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0)"> + <member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0, 0)"> </member> - <member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1)"> + <member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1, 0)"> </member> </members> <constants> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 48e6317b11..30e96607da 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -74,16 +74,6 @@ [b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [code]is_zero_approx[/code] will not work reliably. </description> </method> - <method name="cubic_slerp" qualifiers="const"> - <return type="Quaternion" /> - <argument index="0" name="b" type="Quaternion" /> - <argument index="1" name="pre_a" type="Quaternion" /> - <argument index="2" name="post_b" type="Quaternion" /> - <argument index="3" name="weight" type="float" /> - <description> - Performs a cubic spherical interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code]. - </description> - </method> <method name="dot" qualifiers="const"> <return type="float" /> <argument index="0" name="with" type="Quaternion" /> @@ -171,6 +161,16 @@ Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees. </description> </method> + <method name="spherical_cubic_interpolate" qualifiers="const"> + <return type="Quaternion" /> + <argument index="0" name="b" type="Quaternion" /> + <argument index="1" name="pre_a" type="Quaternion" /> + <argument index="2" name="post_b" type="Quaternion" /> + <argument index="3" name="weight" type="float" /> + <description> + Performs a spherical cubic interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code]. + </description> + </method> </methods> <members> <member name="w" type="float" setter="" getter="" default="1.0"> diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 6248394b1a..3962f309de 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -305,6 +305,12 @@ <description> </description> </method> + <method name="framebuffer_is_valid" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="framebuffer" type="RID" /> + <description> + </description> + </method> <method name="free_rid"> <return type="void" /> <argument index="0" name="rid" type="RID" /> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index c2752d9f7b..1b58b50bc7 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1293,45 +1293,45 @@ If [code]half_resolution[/code] is [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. See also [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution]. </description> </method> - <method name="global_variable_add"> + <method name="global_shader_uniform_add"> <return type="void" /> <argument index="0" name="name" type="StringName" /> - <argument index="1" name="type" type="int" enum="RenderingServer.GlobalVariableType" /> + <argument index="1" name="type" type="int" enum="RenderingServer.GlobalShaderUniformType" /> <argument index="2" name="default_value" type="Variant" /> <description> </description> </method> - <method name="global_variable_get" qualifiers="const"> + <method name="global_shader_uniform_get" qualifiers="const"> <return type="Variant" /> <argument index="0" name="name" type="StringName" /> <description> </description> </method> - <method name="global_variable_get_list" qualifiers="const"> + <method name="global_shader_uniform_get_list" qualifiers="const"> <return type="PackedStringArray" /> <description> </description> </method> - <method name="global_variable_get_type" qualifiers="const"> - <return type="int" enum="RenderingServer.GlobalVariableType" /> + <method name="global_shader_uniform_get_type" qualifiers="const"> + <return type="int" enum="RenderingServer.GlobalShaderUniformType" /> <argument index="0" name="name" type="StringName" /> <description> </description> </method> - <method name="global_variable_remove"> + <method name="global_shader_uniform_remove"> <return type="void" /> <argument index="0" name="name" type="StringName" /> <description> </description> </method> - <method name="global_variable_set"> + <method name="global_shader_uniform_set"> <return type="void" /> <argument index="0" name="name" type="StringName" /> <argument index="1" name="value" type="Variant" /> <description> </description> </method> - <method name="global_variable_set_override"> + <method name="global_shader_uniform_set_override"> <return type="void" /> <argument index="0" name="name" type="StringName" /> <argument index="1" name="value" type="Variant" /> @@ -1391,21 +1391,21 @@ Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. </description> </method> - <method name="instance_geometry_get_shader_parameter" qualifiers="const"> + <method name="instance_geometry_get_shader_uniform" qualifiers="const"> <return type="Variant" /> <argument index="0" name="instance" type="RID" /> <argument index="1" name="parameter" type="StringName" /> <description> </description> </method> - <method name="instance_geometry_get_shader_parameter_default_value" qualifiers="const"> + <method name="instance_geometry_get_shader_uniform_default_value" qualifiers="const"> <return type="Variant" /> <argument index="0" name="instance" type="RID" /> <argument index="1" name="parameter" type="StringName" /> <description> </description> </method> - <method name="instance_geometry_get_shader_parameter_list" qualifiers="const"> + <method name="instance_geometry_get_shader_uniform_list" qualifiers="const"> <return type="Array" /> <argument index="0" name="instance" type="RID" /> <description> @@ -1460,7 +1460,7 @@ Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override]. </description> </method> - <method name="instance_geometry_set_shader_parameter"> + <method name="instance_geometry_set_shader_uniform"> <return type="void" /> <argument index="0" name="instance" type="RID" /> <argument index="1" name="parameter" type="StringName" /> @@ -2741,7 +2741,7 @@ <description> </description> </method> - <method name="shader_get_param_list" qualifiers="const"> + <method name="shader_get_shader_uniform_list" qualifiers="const"> <return type="Dictionary[]" /> <argument index="0" name="shader" type="RID" /> <description> @@ -3175,14 +3175,6 @@ If [code]true[/code], rendering of a viewport's environment is disabled. </description> </method> - <method name="viewport_set_fsr_mipmap_bias"> - <return type="void" /> - <argument index="0" name="viewport" type="RID" /> - <argument index="1" name="mipmap_bias" type="float" /> - <description> - Affects the final texture sharpness by reading from a lower or higher mipmap. Negative values make textures sharper, while positive values make textures blurrier. When using FSR, this value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code] - </description> - </method> <method name="viewport_set_fsr_sharpness"> <return type="void" /> <argument index="0" name="viewport" type="RID" /> @@ -3325,6 +3317,15 @@ <description> </description> </method> + <method name="viewport_set_texture_mipmap_bias"> + <return type="void" /> + <argument index="0" name="viewport" type="RID" /> + <argument index="1" name="mipmap_bias" type="float" /> + <description> + Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias. + [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]. + </description> + </method> <method name="viewport_set_transparent_background"> <return type="void" /> <argument index="0" name="viewport" type="RID" /> @@ -3746,14 +3747,22 @@ Use [Transform3D] to store MultiMesh transform. </constant> <constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter"> + Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter"> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="1" enum="LightProjectorFilter"> + Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter"> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="2" enum="LightProjectorFilter"> + Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. </constant> <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter"> + Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter"> + Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> - <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter"> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="LightProjectorFilter"> + Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> <constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType"> Is a directional (sun) light. @@ -3895,14 +3904,22 @@ <constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture"> </constant> <constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter"> + Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter"> + <constant name="DECAL_FILTER_LINEAR" value="1" enum="DecalFilter"> + Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter"> + <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="2" enum="DecalFilter"> + Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. </constant> <constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter"> + Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. + </constant> + <constant name="DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter"> + Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> - <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter"> + <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="DecalFilter"> + Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> <constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality"> </constant> @@ -4536,63 +4553,63 @@ <constant name="CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE" value="2" enum="CanvasOccluderPolygonCullMode"> Culling of the canvas occluder is counterclockwise. </constant> - <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalShaderUniformType"> </constant> - <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalVariableType"> + <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalShaderUniformType"> </constant> <constant name="RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME" value="0" enum="RenderingInfo"> </constant> diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index c156814a1d..f9c4ca0d49 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -26,8 +26,8 @@ </method> <method name="_save" qualifiers="virtual"> <return type="int" /> - <argument index="0" name="path" type="String" /> - <argument index="1" name="resource" type="Resource" /> + <argument index="0" name="path" type="Resource" /> + <argument index="1" name="resource" type="String" /> <argument index="2" name="flags" type="int" /> <description> Saves the given resource object to a file at the target [code]path[/code]. [code]flags[/code] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants. diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml index dd52d09750..729058c9b3 100644 --- a/doc/classes/ResourceLoader.xml +++ b/doc/classes/ResourceLoader.xml @@ -95,8 +95,10 @@ <argument index="0" name="path" type="String" /> <argument index="1" name="type_hint" type="String" default="""" /> <argument index="2" name="use_sub_threads" type="bool" default="false" /> + <argument index="3" name="cache_mode" type="int" enum="ResourceLoader.CacheMode" default="1" /> <description> Loads the resource using threads. If [code]use_sub_threads[/code] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns). + The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details. </description> </method> <method name="remove_resource_format_loader"> diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml index 240c72a131..10387a4f14 100644 --- a/doc/classes/ResourceSaver.xml +++ b/doc/classes/ResourceSaver.xml @@ -35,11 +35,11 @@ </method> <method name="save"> <return type="int" enum="Error" /> - <argument index="0" name="path" type="String" /> - <argument index="1" name="resource" type="Resource" /> + <argument index="0" name="resource" type="Resource" /> + <argument index="1" name="path" type="String" default="""" /> <argument index="2" name="flags" type="int" enum="ResourceSaver.SaverFlags" default="0" /> <description> - Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. + Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object. If [code]path[/code] is empty, [ResourceSaver] will try to use [member Resource.resource_path]. The [code]flags[/code] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags. Returns [constant OK] on success. </description> diff --git a/doc/classes/ResourceUID.xml b/doc/classes/ResourceUID.xml index f91c39b512..782a8a2968 100644 --- a/doc/classes/ResourceUID.xml +++ b/doc/classes/ResourceUID.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ResourceUID" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Singleton for managing a cache of resource UIDs within a project. </brief_description> <description> + Resources can not only be referenced using their resource paths [code]res://[/code], but alternatively through a unique identifier specified via [code]uid://[/code]. + Using UIDs allows for the engine to keep references between resources intact, even if the files get renamed or moved. + This singleton is responsible for keeping track of all registered resource UIDs of a project, generating new UIDs and converting between the string and integer representation. </description> <tutorials> </tutorials> @@ -12,35 +16,45 @@ <argument index="0" name="id" type="int" /> <argument index="1" name="path" type="String" /> <description> + Adds a new UID value which is mapped to the given resource path. + Fails with an error if the UID already exists, so be sure to check [method has_id] beforehand, or use [method set_id] instead. </description> </method> <method name="create_id"> <return type="int" /> <description> + Generates a random resource UID which is guaranteed to be unique within the list of currently loaded UIDs. + In order for this UID to be registered, you must call [method add_id] or [method set_id]. </description> </method> <method name="get_id_path" qualifiers="const"> <return type="String" /> <argument index="0" name="id" type="int" /> <description> + Returns the path that the given UID value refers to. + Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand. </description> </method> <method name="has_id" qualifiers="const"> <return type="bool" /> <argument index="0" name="id" type="int" /> <description> + Returns whether the given UID value is known to the cache. </description> </method> <method name="id_to_text" qualifiers="const"> <return type="String" /> <argument index="0" name="id" type="int" /> <description> + Converts the given UID to a [code]uid://[/code] string value. </description> </method> <method name="remove_id"> <return type="void" /> <argument index="0" name="id" type="int" /> <description> + Removes a loaded UID value from the cache. + Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand. </description> </method> <method name="set_id"> @@ -48,17 +62,22 @@ <argument index="0" name="id" type="int" /> <argument index="1" name="path" type="String" /> <description> + Updates the resource path of an existing UID. + Fails with an error if the UID does not exist, so be sure to check [method has_id] beforehand, or use [method add_id] instead. </description> </method> <method name="text_to_id" qualifiers="const"> <return type="int" /> <argument index="0" name="text_id" type="String" /> <description> + Extracts the UID value from the given [code]uid://[/code] string. </description> </method> </methods> <constants> <constant name="INVALID_ID" value="-1"> + The value to use for an invalid UID, for example if the resource could not be loaded. + Its text representation is [code]uid://<invalid>[/code]. </constant> </constants> </class> diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 88b8f2cd03..3f3b00e2cb 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -5,25 +5,25 @@ </brief_description> <description> [i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree]. - [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. + [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project. </description> <tutorials> <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"> + <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath("")"> Path to an [AnimationTree] node to use as a basis for root motion. </member> - <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size"> + <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0"> The grid's cell size in 3D units. </member> - <member name="color" type="Color" setter="set_color" getter="get_color"> + <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)"> The grid's color. </member> - <member name="radius" type="float" setter="set_radius" getter="get_radius"> + <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0"> The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached. </member> - <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y"> + <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true"> If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved. </member> </members> diff --git a/doc/classes/SceneReplicationConfig.xml b/doc/classes/SceneReplicationConfig.xml deleted file mode 100644 index 62c108a477..0000000000 --- a/doc/classes/SceneReplicationConfig.xml +++ /dev/null @@ -1,67 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SceneReplicationConfig" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - </brief_description> - <description> - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_property"> - <return type="void" /> - <argument index="0" name="path" type="NodePath" /> - <argument index="1" name="index" type="int" default="-1" /> - <description> - </description> - </method> - <method name="get_properties" qualifiers="const"> - <return type="NodePath[]" /> - <description> - </description> - </method> - <method name="has_property" qualifiers="const"> - <return type="bool" /> - <argument index="0" name="path" type="NodePath" /> - <description> - </description> - </method> - <method name="property_get_index" qualifiers="const"> - <return type="int" /> - <argument index="0" name="path" type="NodePath" /> - <description> - </description> - </method> - <method name="property_get_spawn"> - <return type="bool" /> - <argument index="0" name="path" type="NodePath" /> - <description> - </description> - </method> - <method name="property_get_sync"> - <return type="bool" /> - <argument index="0" name="path" type="NodePath" /> - <description> - </description> - </method> - <method name="property_set_spawn"> - <return type="void" /> - <argument index="0" name="path" type="NodePath" /> - <argument index="1" name="enabled" type="bool" /> - <description> - </description> - </method> - <method name="property_set_sync"> - <return type="void" /> - <argument index="0" name="path" type="NodePath" /> - <argument index="1" name="enabled" type="bool" /> - <description> - </description> - </method> - <method name="remove_property"> - <return type="void" /> - <argument index="0" name="path" type="NodePath" /> - <description> - </description> - </method> - </methods> -</class> diff --git a/doc/classes/ScriptExtension.xml b/doc/classes/ScriptExtension.xml index 91fa6206d7..4e432ca9a8 100644 --- a/doc/classes/ScriptExtension.xml +++ b/doc/classes/ScriptExtension.xml @@ -65,8 +65,8 @@ <description> </description> </method> - <method name="_get_rpc_methods" qualifiers="virtual const"> - <return type="Dictionary[]" /> + <method name="_get_rpc_config" qualifiers="virtual const"> + <return type="Variant" /> <description> </description> </method> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 10deaf1c41..1921c5b91d 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -26,7 +26,7 @@ Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES]. </description> </method> - <method name="has_param" qualifiers="const"> + <method name="has_uniform" qualifiers="const"> <return type="bool" /> <argument index="0" name="name" type="StringName" /> <description> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 672b660c34..1208b93a62 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -10,7 +10,7 @@ <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> </tutorials> <methods> - <method name="get_shader_param" qualifiers="const"> + <method name="get_shader_uniform" qualifiers="const"> <return type="Variant" /> <argument index="0" name="param" type="StringName" /> <description> @@ -31,7 +31,7 @@ Returns the default value of the material property with given [code]name[/code]. </description> </method> - <method name="set_shader_param"> + <method name="set_shader_uniform"> <return type="void" /> <argument index="0" name="param" type="StringName" /> <argument index="1" name="value" type="Variant" /> diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml index 5fcb60dd09..70da03dc6e 100644 --- a/doc/classes/ShapeCast2D.xml +++ b/doc/classes/ShapeCast2D.xml @@ -6,7 +6,7 @@ <description> Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity. - The node can detect multiple collision objects, but usually the first detected collision + The node can detect multiple collision objects, but it's usually used to detect the first collision. [b]Note:[/b] shape casting is more computationally expensive compared to ray casting. </description> <tutorials> @@ -42,27 +42,27 @@ <method name="get_closest_collision_safe_fraction" qualifiers="const"> <return type="float" /> <description> - The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position]. + The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. </description> </method> <method name="get_closest_collision_unsafe_fraction" qualifiers="const"> <return type="float" /> <description> - The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position]. + The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object" /> <argument index="0" name="index" type="int" /> <description> - Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <argument index="0" name="index" type="int" /> <description> - Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collision_count" qualifiers="const"> @@ -82,14 +82,14 @@ <return type="Vector2" /> <argument index="0" name="index" type="int" /> <description> - Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object. + Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. </description> </method> <method name="get_collision_point" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="index" type="int" /> <description> - Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object. + Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. [b]Note:[/b] this point is in the [b]global[/b] coordinate system. </description> </method> @@ -133,7 +133,7 @@ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. </member> <member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]"> - A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method. + Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. @@ -148,7 +148,7 @@ The number of intersections can be limited with this parameter, to reduce the processing time. </member> <member name="shape" type="Shape2D" setter="set_shape" getter="get_shape"> - Any [Shape2D] derived shape used for collision queries. + The [Shape2D]-derived shape to be used for collision queries. </member> <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)"> The shape's destination point, relative to this node's [code]position[/code]. diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml new file mode 100644 index 0000000000..085bc9acd1 --- /dev/null +++ b/doc/classes/ShapeCast3D.xml @@ -0,0 +1,168 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ShapeCast3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast3D] node. + </brief_description> + <description> + Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). + Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity. + The node can detect multiple collision objects, but it's usually used to detect the first collision. + [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting. + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_exception"> + <return type="void" /> + <argument index="0" name="node" type="Object" /> + <description> + Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] node. + </description> + </method> + <method name="add_exception_rid"> + <return type="void" /> + <argument index="0" name="rid" type="RID" /> + <description> + Adds a collision exception so the shape does not report collisions with the specified [RID]. + </description> + </method> + <method name="clear_exceptions"> + <return type="void" /> + <description> + Removes all collision exceptions for this [ShapeCast3D]. + </description> + </method> + <method name="force_shapecast_update"> + <return type="void" /> + <description> + Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state. + [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. + </description> + </method> + <method name="get_closest_collision_safe_fraction" qualifiers="const"> + <return type="float" /> + <description> + The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. + </description> + </method> + <method name="get_closest_collision_unsafe_fraction" qualifiers="const"> + <return type="float" /> + <description> + The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. + </description> + </method> + <method name="get_collider" qualifiers="const"> + <return type="Object" /> + <argument index="0" name="index" type="int" /> + <description> + Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + </description> + </method> + <method name="get_collider_shape" qualifiers="const"> + <return type="int" /> + <argument index="0" name="index" type="int" /> + <description> + Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). + </description> + </method> + <method name="get_collision_count" qualifiers="const"> + <return type="int" /> + <description> + The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods. + </description> + </method> + <method name="get_collision_mask_value" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="layer_number" type="int" /> + <description> + Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + <method name="get_collision_normal" qualifiers="const"> + <return type="Vector3" /> + <argument index="0" name="index" type="int" /> + <description> + Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object. + </description> + </method> + <method name="get_collision_point" qualifiers="const"> + <return type="Vector3" /> + <argument index="0" name="index" type="int" /> + <description> + Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object. + [b]Note:[/b] this point is in the [b]global[/b] coordinate system. + </description> + </method> + <method name="is_colliding" qualifiers="const"> + <return type="bool" /> + <description> + Returns whether any object is intersecting with the shape's vector (considering the vector length). + </description> + </method> + <method name="remove_exception"> + <return type="void" /> + <argument index="0" name="node" type="Object" /> + <description> + Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] node. + </description> + </method> + <method name="remove_exception_rid"> + <return type="void" /> + <argument index="0" name="rid" type="RID" /> + <description> + Removes a collision exception so the shape does report collisions with the specified [RID]. + </description> + </method> + <method name="resource_changed"> + <return type="void" /> + <argument index="0" name="resource" type="Resource" /> + <description> + This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified. + </description> + </method> + <method name="set_collision_mask_value"> + <return type="void" /> + <argument index="0" name="layer_number" type="int" /> + <argument index="1" name="value" type="bool" /> + <description> + Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. + </description> + </method> + </methods> + <members> + <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> + If [code]true[/code], collision with [Area3D]s will be reported. + </member> + <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> + 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 shape'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="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]"> + Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method. + </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 [ShapeCast3D] is colliding with something. + If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. + </member> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> + If [code]true[/code], collisions will be reported. + </member> + <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> + If [code]true[/code], the parent node will be excluded from collision detection. + </member> + <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> + The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision. + </member> + <member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32"> + The number of intersections can be limited with this parameter, to reduce the processing time. + </member> + <member name="shape" type="Shape3D" setter="set_shape" getter="get_shape"> + The [Shape3D]-derived shape to be used for collision queries. + </member> + <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)"> + The shape's destination point, relative to this node's [code]position[/code]. + </member> + </members> +</class> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index f271220989..6295724aa2 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -392,6 +392,10 @@ <members> <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> </member> + <member name="motion_scale" type="float" setter="set_motion_scale" getter="get_motion_scale" default="1.0"> + Multiplies the position 3D track animation. + [b]Note:[/b] Unless this value is [code]1.0[/code], the key value in animation will not match the actual position value. + </member> <member name="show_rest_only" type="bool" setter="set_show_rest_only" getter="is_show_rest_only" default="false"> </member> </members> diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml index a7f5f7a0a6..5c2d0eefb4 100644 --- a/doc/classes/SkeletonProfile.xml +++ b/doc/classes/SkeletonProfile.xml @@ -162,12 +162,20 @@ </member> <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0"> </member> + <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&"""> + A name of bone that will be used as the root bone in [AnimationTree]. + [b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model. + </member> + <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&"""> + A name of bone which height will be used as the coefficient for normalization. + [b]Note:[/b] In most cases, it is hips in the humanoid model. + </member> </members> <signals> <signal name="profile_updated"> <description> This signal is emitted when change the value in profile. This is used to update key name in the [BoneMap] and to redraw the [BoneMap] editor. - [b]Note[/b]: This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the [BoneMap]. + [b]Note:[/b] This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the [BoneMap]. </description> </signal> </signals> diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml index 065184244e..11f0521718 100644 --- a/doc/classes/SkeletonProfileHumanoid.xml +++ b/doc/classes/SkeletonProfileHumanoid.xml @@ -10,5 +10,7 @@ <members> <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" overrides="SkeletonProfile" default="56" /> <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" overrides="SkeletonProfile" default="4" /> + <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" overrides="SkeletonProfile" default="&"Root"" /> + <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" overrides="SkeletonProfile" default="&"Hips"" /> </members> </class> diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml index e84f9c38ff..8df039794a 100644 --- a/doc/classes/SpinBox.xml +++ b/doc/classes/SpinBox.xml @@ -47,6 +47,9 @@ <members> <member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0"> </member> + <member name="custom_arrow_step" type="float" setter="set_custom_arrow_step" getter="get_custom_arrow_step" default="0.0"> + If not [code]0[/code], [code]value[/code] will always be rounded to a multiple of [code]custom_arrow_step[/code] when interacting with the arrow buttons of the [SpinBox]. + </member> <member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true"> If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be read only. </member> diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 41b02b6dc9..bc381578d9 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -77,7 +77,7 @@ </member> <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0"> Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects. - [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). + [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). </member> <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 9f197dae02..35ad5f03ab 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -640,6 +640,7 @@ <description> Splits the string by a [code]delimiter[/code] string and returns an array of the substrings, starting from right. The splits in the returned array are sorted in the same order as the original string, from left to right. + If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. If [code]maxsplit[/code] is specified, it defines the number of splits to do from the right up to [code]maxsplit[/code]. The default value of 0 means that all items are split, thus giving the same result as [method split]. Example: [codeblocks] @@ -714,6 +715,7 @@ <argument index="2" name="maxsplit" type="int" default="0" /> <description> Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length. + If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split. If you need only one element from the array at a specific index, [method get_slice] is a more performant option. Example: @@ -742,6 +744,7 @@ <description> Splits the string in floats by using a delimiter string and returns an array of the substrings. For example, [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code]. + If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. </description> </method> <method name="strip_edges" qualifiers="const"> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index e1b676427b..b54536f897 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -937,6 +937,16 @@ Returns [code]true[/code] if the server supports a feature. </description> </method> + <method name="is_confusable" qualifiers="const"> + <return type="int" /> + <argument index="0" name="string" type="String" /> + <argument index="1" name="dict" type="PackedStringArray" /> + <description> + Returns index of the first string in [code]dict[/dict] which is visually confusable with the [code]string[/string], or [code]-1[/code] if none is found. + [b]Note:[/b] This method doesn't detect invisible characters, for spoof detection use it in combination with [method spoof_check]. + [b]Note:[/b] Always returns [code]-1[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature. + </description> + </method> <method name="is_locale_right_to_left" qualifiers="const"> <return type="bool" /> <argument index="0" name="locale" type="String" /> @@ -944,6 +954,21 @@ Returns [code]true[/code] if locale is right-to-left. </description> </method> + <method name="is_valid_identifier" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="string" type="String" /> + <description> + Returns [code]true[/code] is [code]string[/code] is a valid identifier. + If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] feature, a valid identifier must: + - Conform to normalization form C. + - Begin with a Unicode character of class XID_Start or [code]"_"[/code]. + - May contain Unicode characters of class XID_Continue in the other positions. + - Use UAX #31 recommended scripts only (mixed scripts are allowed). + If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a valid identifier must: + - Begin with a Unicode character of class XID_Start or [code]"_"[/code]. + - May contain Unicode characters of class XID_Continue in the other positions. + </description> + </method> <method name="load_support_data"> <return type="bool" /> <argument index="0" name="filename" type="String" /> @@ -1461,6 +1486,14 @@ Aligns shaped text to the given tab-stops. </description> </method> + <method name="spoof_check" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="string" type="String" /> + <description> + Returns [code]true[/code] if [code]string[/code] is likely to be an attempt at confusing the reader. + [b]Note:[/b] Always returns [code]false[/code] if the server does not support the [constant FEATURE_UNICODE_SECURITY] feature. + </description> + </method> <method name="string_get_word_breaks" qualifiers="const"> <return type="PackedInt32Array" /> <argument index="0" name="string" type="String" /> @@ -1646,6 +1679,9 @@ <constant name="GRAPHEME_IS_CONNECTED" value="1024" enum="GraphemeFlag" is_bitfield="true"> Grapheme is connected to the previous grapheme. Breaking line before this grapheme is not safe. </constant> + <constant name="GRAPHEME_IS_SAFE_TO_INSERT_TATWEEL" value="2048" enum="GraphemeFlag" is_bitfield="true"> + It is safe to insert a U+0640 before this grapheme for elongation. + </constant> <constant name="HINTING_NONE" value="0" enum="Hinting"> Disables font hinting (smoother but less crisp). </constant> @@ -1713,7 +1749,13 @@ TextServer supports locale dependent and context sensitive case conversion. </constant> <constant name="FEATURE_USE_SUPPORT_DATA" value="4096" enum="Feature"> - TextServer require external data file for some features. + TextServer require external data file for some features, see [method load_support_data]. + </constant> + <constant name="FEATURE_UNICODE_IDENTIFIERS" value="8192" enum="Feature"> + TextServer supports UAX #31 identifier validation, see [method is_valid_identifier]. + </constant> + <constant name="FEATURE_UNICODE_SECURITY" value="16384" enum="Feature"> + TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical Standard #39[/url] based spoof detection features. </constant> <constant name="CONTOUR_CURVE_TAG_ON" value="1" enum="ContourPointTag"> Contour point is on the curve. diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index 4501ec744a..c686a06e5e 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -934,6 +934,14 @@ Returns [code]true[/code] if the server supports a feature. </description> </method> + <method name="is_confusable" qualifiers="virtual const"> + <return type="int" /> + <argument index="0" name="string" type="String" /> + <argument index="1" name="dict" type="PackedStringArray" /> + <description> + Returns index of the first string in [code]dict[/dict] which is visually confusable with the [code]string[/string], or [code]-1[/code] if none is found. + </description> + </method> <method name="is_locale_right_to_left" qualifiers="virtual const"> <return type="bool" /> <argument index="0" name="locale" type="String" /> @@ -941,6 +949,13 @@ Returns [code]true[/code] if locale is right-to-left. </description> </method> + <method name="is_valid_identifier" qualifiers="virtual const"> + <return type="bool" /> + <argument index="0" name="string" type="String" /> + <description> + Returns [code]true[/code] is [code]string[/code] is a valid identifier. + </description> + </method> <method name="load_support_data" qualifiers="virtual"> <return type="bool" /> <argument index="0" name="filename" type="String" /> @@ -1481,6 +1496,13 @@ [b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented. </description> </method> + <method name="spoof_check" qualifiers="virtual const"> + <return type="bool" /> + <argument index="0" name="string" type="String" /> + <description> + Returns [code]true[/code] if [code]string[/code] is likely to be an attempt at confusing the reader. + </description> + </method> <method name="string_get_word_breaks" qualifiers="virtual const"> <return type="PackedInt32Array" /> <argument index="0" name="string" type="String" /> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index ad52b2f2f1..180e868ef8 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -117,6 +117,27 @@ If the TileSet has no proxy for the given identifiers, returns an empty Array. </description> </method> + <method name="get_custom_data_layer_by_name" qualifiers="const"> + <return type="int" /> + <argument index="0" name="layer_name" type="String" /> + <description> + Returns the index of the custom data layer identified by the given name. + </description> + </method> + <method name="get_custom_data_layer_name" qualifiers="const"> + <return type="String" /> + <argument index="0" name="layer_index" type="int" /> + <description> + Returns the name of the custom data layer identified by the given index. + </description> + </method> + <method name="get_custom_data_layer_type" qualifiers="const"> + <return type="int" enum="Variant.Type" /> + <argument index="0" name="layer_index" type="int" /> + <description> + Returns the type of the custom data layer identified by the given index. + </description> + </method> <method name="get_custom_data_layers_count" qualifiers="const"> <return type="int" /> <description> @@ -464,6 +485,22 @@ Proxied tiles can be automatically replaced in TileMap nodes using the editor. </description> </method> + <method name="set_custom_data_layer_name"> + <return type="void" /> + <argument index="0" name="layer_index" type="int" /> + <argument index="1" name="layer_name" type="String" /> + <description> + Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error. + </description> + </method> + <method name="set_custom_data_layer_type"> + <return type="void" /> + <argument index="0" name="layer_index" type="int" /> + <argument index="1" name="layer_type" type="int" enum="Variant.Type" /> + <description> + Sets the type of the custom data layer identified by the given index. + </description> + </method> <method name="set_navigation_layer_layers"> <return type="void" /> <argument index="0" name="layer_index" type="int" /> diff --git a/doc/classes/TorusMesh.xml b/doc/classes/TorusMesh.xml new file mode 100644 index 0000000000..6b83152793 --- /dev/null +++ b/doc/classes/TorusMesh.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TorusMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Class representing a torus [PrimitiveMesh]. + </brief_description> + <description> + Class representing a torus [PrimitiveMesh]. + </description> + <tutorials> + </tutorials> + <members> + <member name="inner_radius" type="float" setter="set_inner_radius" getter="get_inner_radius" default="0.5"> + The inner radius of the torus. + </member> + <member name="outer_radius" type="float" setter="set_outer_radius" getter="get_outer_radius" default="1.0"> + The outer radius of the torus. + </member> + <member name="ring_segments" type="int" setter="set_ring_segments" getter="get_ring_segments" default="32"> + The number of edges each ring of the torus is constructed of. + </member> + <member name="rings" type="int" setter="set_rings" getter="get_rings" default="64"> + The number of slices the torus is constructed of. + </member> + </members> +</class> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index e1f7ff21d0..9979a73527 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -141,14 +141,40 @@ <return type="Transform2D" /> <argument index="0" name="angle" type="float" /> <description> - Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication. + Returns a copy of the transform rotated by the given [code]angle[/code] (in radians). + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="rotated_local" qualifiers="const"> + <return type="Transform2D" /> + <argument index="0" name="angle" type="float" /> + <description> + Returns a copy of the transform rotated by the given [code]angle[/code] (in radians). + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="scaled" qualifiers="const"> <return type="Transform2D" /> <argument index="0" name="scale" type="Vector2" /> <description> - Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication. + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="scaled_local" qualifiers="const"> + <return type="Transform2D" /> + <argument index="0" name="scale" type="Vector2" /> + <description> + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="set_rotation"> @@ -177,8 +203,20 @@ <return type="Transform2D" /> <argument index="0" name="offset" type="Vector2" /> <description> - Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors. - Unlike [method rotated] and [method scaled], this does not use matrix multiplication. + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="translated_local" qualifiers="const"> + <return type="Transform2D" /> + <argument index="0" name="offset" type="Vector2" /> + <description> + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> </methods> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 147eba9f25..cefc74867c 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -102,17 +102,46 @@ <argument index="0" name="axis" type="Vector3" /> <argument index="1" name="angle" type="float" /> <description> - Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector. + Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians). + The [code]axis[/code] must be a normalized vector. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="rotated_local" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="axis" type="Vector3" /> + <argument index="1" name="angle" type="float" /> + <description> + Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians). + The [code]axis[/code] must be a normalized vector. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="scaled" qualifiers="const"> <return type="Transform3D" /> <argument index="0" name="scale" type="Vector3" /> <description> - Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication. + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="scaled_local" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="scale" type="Vector3" /> + <description> + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> - <method name="sphere_interpolate_with" qualifiers="const"> + <method name="spherical_interpolate_with" qualifiers="const"> <return type="Transform3D" /> <argument index="0" name="xform" type="Transform3D" /> <argument index="1" name="weight" type="float" /> @@ -124,8 +153,20 @@ <return type="Transform3D" /> <argument index="0" name="offset" type="Vector3" /> <description> - Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors. - Unlike [method rotated] and [method scaled], this does not use matrix multiplication. + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="translated_local" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="offset" type="Vector3" /> + <description> + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> </methods> @@ -175,6 +216,13 @@ </description> </operator> <operator name="operator *"> + <return type="Plane" /> + <argument index="0" name="right" type="Plane" /> + <description> + Transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix. + </description> + </operator> + <operator name="operator *"> <return type="Transform3D" /> <argument index="0" name="right" type="Transform3D" /> <description> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index b06be0cf99..f326948e9c 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -461,7 +461,7 @@ <theme_item name="custom_button_font_highlight" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)"> Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's hovered. </theme_item> - <theme_item name="drop_position_color" data_type="color" type="Color" default="Color(1, 0.3, 0.2, 1)"> + <theme_item name="drop_position_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> [Color] used to draw possible drop locations. See [enum DropModeFlags] constants for further description of drop locations. </theme_item> <theme_item name="font_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 1)"> diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index 4df3bbb80e..da0df2672e 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -173,13 +173,13 @@ <constant name="AXIS_W" value="3"> Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index]. </constant> - <constant name="ZERO" value="Vector4(0, 0, 0)"> + <constant name="ZERO" value="Vector4(0, 0, 0, 0)"> Zero vector, a vector with all components set to [code]0[/code]. </constant> - <constant name="ONE" value="Vector4(1, 1, 1)"> + <constant name="ONE" value="Vector4(1, 1, 1, 1)"> One vector, a vector with all components set to [code]1[/code]. </constant> - <constant name="INF" value="Vector4(inf, inf, inf)"> + <constant name="INF" value="Vector4(inf, inf, inf, inf)"> Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> </constants> diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml index 3611b17757..6acce12e9f 100644 --- a/doc/classes/Vector4i.xml +++ b/doc/classes/Vector4i.xml @@ -92,9 +92,9 @@ </constant> <constant name="AXIS_W" value="3"> </constant> - <constant name="ZERO" value="Vector4i(0, 0, 0)"> + <constant name="ZERO" value="Vector4i(0, 0, 0, 0)"> </constant> - <constant name="ONE" value="Vector4i(1, 1, 1)"> + <constant name="ONE" value="Vector4i(1, 1, 1, 1)"> </constant> </constants> <operators> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 53603b5356..0808a8f1cf 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -196,10 +196,6 @@ <member name="disable_3d" type="bool" setter="set_disable_3d" getter="is_3d_disabled" default="false"> Disable 3D rendering (but keep 2D rendering). </member> - <member name="fsr_mipmap_bias" type="float" setter="set_fsr_mipmap_bias" getter="get_fsr_mipmap_bias" default="0.0"> - Affects the final texture sharpness by reading from a lower or higher mipmap when using FSR. Mipmap bias does nothing when FSR is not being used. Negative values make textures sharper, while positive values make textures blurrier. This value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]. This updates the rendering server's mipmap bias when called - To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_mipmap_bias] project setting. - </member> <member name="fsr_sharpness" type="float" setter="set_fsr_sharpness" getter="get_fsr_sharpness" default="0.2"> Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference. To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting. @@ -270,6 +266,11 @@ </member> <member name="snap_2d_vertices_to_pixel" type="bool" setter="set_snap_2d_vertices_to_pixel" getter="is_snap_2d_vertices_to_pixel_enabled" default="false"> </member> + <member name="texture_mipmap_bias" type="float" setter="set_texture_mipmap_bias" getter="get_texture_mipmap_bias" default="0.0"> + Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias. + [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]. + To control this property on the root viewport, set the [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] project setting. + </member> <member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false"> If [code]true[/code], the viewport should render its background as transparent. </member> diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml index bff6f2015d..9014f79f54 100644 --- a/doc/classes/VisualShaderNodeTextureUniform.xml +++ b/doc/classes/VisualShaderNodeTextureUniform.xml @@ -39,12 +39,15 @@ Represents the size of the [enum TextureType] enum. </constant> <constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault"> - Defaults to white color. + Defaults to fully opaque white color. </constant> <constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault"> - Defaults to black color. + Defaults to fully opaque black color. </constant> - <constant name="COLOR_DEFAULT_MAX" value="2" enum="ColorDefault"> + <constant name="COLOR_DEFAULT_TRANSPARENT" value="2" enum="ColorDefault"> + Defaults to fully transparent black color. + </constant> + <constant name="COLOR_DEFAULT_MAX" value="3" enum="ColorDefault"> Represents the size of the [enum ColorDefault] enum. </constant> <constant name="FILTER_DEFAULT" value="0" enum="TextureFilter"> diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml index b8d424b5fe..9198da4bc6 100644 --- a/doc/classes/VoxelGIData.xml +++ b/doc/classes/VoxelGIData.xml @@ -72,10 +72,10 @@ <member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0"> The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code]. </member> - <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7"> - If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness. + <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5"> + The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness. </member> - <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false"> + <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true"> If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy]. </member> </members> diff --git a/doc/classes/WeakRef.xml b/doc/classes/WeakRef.xml index f80381acda..ea520178c7 100644 --- a/doc/classes/WeakRef.xml +++ b/doc/classes/WeakRef.xml @@ -12,7 +12,7 @@ <method name="get_ref" qualifiers="const"> <return type="Variant" /> <description> - Returns the [Object] this weakref is referring to. + Returns the [Object] this weakref is referring to. Returns [code]null[/code] if that object no longer exists. </description> </method> </methods> |