diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AudioEffectDistortion.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicalSkyMaterial.xml | 11 | ||||
-rw-r--r-- | doc/classes/PhysicsPointQueryParameters2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsPointQueryParameters3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsRayQueryParameters2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsRayQueryParameters3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsShapeQueryParameters2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsShapeQueryParameters3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsTestMotionParameters2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsTestMotionParameters3D.xml | 6 |
10 files changed, 25 insertions, 24 deletions
diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 6bd8522459..ef39a9c60e 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -2,11 +2,11 @@ <class name="AudioEffectDistortion" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Adds a distortion audio effect to an Audio bus. - Modify the sound to make it distorted. + Modifies the sound to make it distorted. </brief_description> <description> Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape. - By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. + By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. </description> <tutorials> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> @@ -22,10 +22,10 @@ Distortion type. </member> <member name="post_gain" type="float" setter="set_post_gain" getter="get_post_gain" default="0.0"> - Increases or decreases the volume after the effect. Value can range from -80 to 24. + Increases or decreases the volume after the effect, in decibels. Value can range from -80 to 24. </member> <member name="pre_gain" type="float" setter="set_pre_gain" getter="get_pre_gain" default="0.0"> - Increases or decreases the volume before the effect. Value can range from -60 to 60. + Increases or decreases the volume before the effect, in decibels. Value can range from -60 to 60. </member> </members> <constants> @@ -35,10 +35,10 @@ <constant name="MODE_ATAN" value="1" enum="Mode"> </constant> <constant name="MODE_LOFI" value="2" enum="Mode"> - Low-resolution digital distortion effect. You can use it to emulate the sound of early digital audio devices. + Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices. </constant> <constant name="MODE_OVERDRIVE" value="3" enum="Mode"> - Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. + Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The [member drive] property has no effect in this mode. </constant> <constant name="MODE_WAVESHAPE" value="4" enum="Mode"> Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound. diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 9d303d80e5..a8cfb9abc2 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -12,27 +12,28 @@ </tutorials> <members> <member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0"> + The sky's overall brightness multiplier. Higher values result in a brighter sky. </member> <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)"> Modulates the [Color] on the bottom half of the sky to represent the ground. </member> <member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005"> - Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon. + Controls the strength of [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon. </member> <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)"> - Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets. + Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] effect. While not physically accurate, this allows for the creation of alien-looking planets. </member> <member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8"> - Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. + Controls the direction of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. </member> <member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky"> [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day. </member> <member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0"> - Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. + Controls the strength of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. </member> <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)"> - Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. + Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. </member> <member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0"> Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth. diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml index a6cbe2d574..e49d2a9f5f 100644 --- a/doc/classes/PhysicsPointQueryParameters2D.xml +++ b/doc/classes/PhysicsPointQueryParameters2D.xml @@ -22,7 +22,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)"> The position being queried for, in global coordinates. diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml index bedf05ce99..3270d3686d 100644 --- a/doc/classes/PhysicsPointQueryParameters3D.xml +++ b/doc/classes/PhysicsPointQueryParameters3D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)"> The position being queried for, in global coordinates. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index d6a2662adc..cf5c31d9ec 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -35,7 +35,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)"> The starting point of the ray being queried for, in global coordinates. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 03d6939e6d..4f70eedb21 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -35,7 +35,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)"> The starting point of the ray being queried for, in global coordinates. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 8dcb329e7e..a73e60c6f5 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -19,7 +19,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 64100f847b..a3ff1765f9 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml index 5b969ea869..be5e5a3617 100644 --- a/doc/classes/PhysicsTestMotionParameters2D.xml +++ b/doc/classes/PhysicsTestMotionParameters2D.xml @@ -14,9 +14,9 @@ If set to [code]false[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes. </member> <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> - Optional array of body [RID] to exclude from collision. + Optional array of body [RID] to exclude from collision. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> - <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)"> diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml index ea9bca6a35..be7d05691e 100644 --- a/doc/classes/PhysicsTestMotionParameters3D.xml +++ b/doc/classes/PhysicsTestMotionParameters3D.xml @@ -13,10 +13,10 @@ If set to [code]true[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground. If set to [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes. </member> - <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> - Optional array of body [RID] to exclude from collision. + <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> + Optional array of body [RID] to exclude from collision. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> - <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform3D" setter="set_from" getter="get_from" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> |