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-rw-r--r--doc/classes/AnimatedTexture.xml3
-rw-r--r--doc/classes/EditorExportPlugin.xml12
-rw-r--r--doc/classes/RichTextLabel.xml1
3 files changed, 15 insertions, 1 deletions
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index 285e0d5f39..5774842144 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -6,7 +6,8 @@
<description>
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet].
The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
- [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support [AtlasTexture]. Each frame needs to be separate image.
+ [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
+ [b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml
index 8cfd3b63d6..6bcaabc39e 100644
--- a/doc/classes/EditorExportPlugin.xml
+++ b/doc/classes/EditorExportPlugin.xml
@@ -76,6 +76,18 @@
<argument index="0" name="path" type="String">
</argument>
<description>
+ Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
+ </description>
+ </method>
+ <method name="add_ios_embedded_framework">
+ <return type="void">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <description>
+ Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
+ [b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code].
+ This method should not be used for System libraries as they are already present on the device.
</description>
</method>
<method name="add_ios_linker_flags">
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index c44df72878..a1c4fcc53c 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -6,6 +6,7 @@
<description>
Rich text can contain custom text, fonts, images and some basic formatting. The label manages these as an internal tag stack. It also adapts itself to given width/heights.
[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods.
+ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>