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-rw-r--r--doc/classes/EditorPlugin.xml19
-rw-r--r--doc/classes/Node3D.xml9
-rw-r--r--doc/classes/Skeleton3D.xml26
3 files changed, 47 insertions, 7 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index b8436be76a..93a9cea45e 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -96,7 +96,7 @@
</description>
</method>
<method name="_forward_3d_gui_input" qualifiers="virtual">
- <return type="bool" />
+ <return type="int" />
<argument index="0" name="viewport_camera" type="Camera3D" />
<argument index="1" name="event" type="InputEvent" />
<description>
@@ -105,13 +105,13 @@
[gdscript]
# Prevents the InputEvent to reach other Editor classes.
func _forward_3d_gui_input(camera, event):
- return true
+ return EditorPlugin.AFTER_GUI_INPUT_STOP
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes.
public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
- return true;
+ return EditorPlugin.AFTER_GUI_INPUT_STOP;
}
[/csharp]
[/codeblocks]
@@ -185,12 +185,12 @@
Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblocks]
[gdscript]
- # Prevents the InputEvent to reach other Editor classes
+ # Prevents the InputEvent to reach other Editor classes.
func _forward_canvas_gui_input(event):
return true
[/gdscript]
[csharp]
- // Prevents the InputEvent to reach other Editor classes
+ // Prevents the InputEvent to reach other Editor classes.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
@@ -202,13 +202,18 @@
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
- return event is InputEventMouseMotion
+ if (event is InputEventMouseMotion):
+ return true
+ return false
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
- return @event is InputEventMouseMotion;
+ if (@event is InputEventMouseMotion) {
+ return true;
+ }
+ return false
}
[/csharp]
[/codeblocks]
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 49901dc4d9..28acd77a39 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -212,6 +212,15 @@
Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default, unless it is in the editor context and it has a valid gizmo.
</description>
</method>
+ <method name="set_subgizmo_selection">
+ <return type="void" />
+ <argument index="0" name="gizmo" type="Node3DGizmo" />
+ <argument index="1" name="id" type="int" />
+ <argument index="2" name="transform" type="Transform3D" />
+ <description>
+ Set subgizmo selection for this node in the editor.
+ </description>
+ </method>
<method name="show">
<return type="void" />
<description>
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index c2b514f232..6ab5ed55a3 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -189,6 +189,13 @@
This is helper function to make using [method Transform3D.looking_at] easier with bone poses.
</description>
</method>
+ <method name="is_bone_enabled" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled.
+ </description>
+ </method>
<method name="is_bone_rest_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="bone_idx" type="int" />
@@ -282,6 +289,14 @@
Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code].
</description>
</method>
+ <method name="set_bone_enabled">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="enabled" type="bool" default="true" />
+ <description>
+ Disables the pose for the bone at [code]bone_idx[/code] if [code]false[/code], enables the bone pose if [code]true[/code].
+ </description>
+ </method>
<method name="set_bone_global_pose_override">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
@@ -365,8 +380,15 @@
<members>
<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true">
</member>
+ <member name="show_rest_only" type="bool" setter="set_show_rest_only" getter="is_show_rest_only" default="false">
+ </member>
</members>
<signals>
+ <signal name="bone_enabled_changed">
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ </description>
+ </signal>
<signal name="bone_pose_changed">
<argument index="0" name="bone_idx" type="int" />
<description>
@@ -377,6 +399,10 @@
<description>
</description>
</signal>
+ <signal name="show_rest_only_changed">
+ <description>
+ </description>
+ </signal>
</signals>
<constants>
<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">