diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AStar.xml | 1 | ||||
-rw-r--r-- | doc/classes/AStar2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/AnimationNodeTimeSeek.xml | 22 | ||||
-rw-r--r-- | doc/classes/Area2D.xml | 46 | ||||
-rw-r--r-- | doc/classes/Area3D.xml | 46 | ||||
-rw-r--r-- | doc/classes/CollisionObject2D.xml | 50 | ||||
-rw-r--r-- | doc/classes/CollisionObject3D.xml | 53 | ||||
-rw-r--r-- | doc/classes/Engine.xml | 10 | ||||
-rw-r--r-- | doc/classes/Geometry2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/HeightMapShape3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 48 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 48 | ||||
-rw-r--r-- | doc/classes/VideoPlayer.xml | 1 |
13 files changed, 138 insertions, 192 deletions
diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml index e975b8ed28..fce2b90197 100644 --- a/doc/classes/AStar.xml +++ b/doc/classes/AStar.xml @@ -289,6 +289,7 @@ </argument> <description> Returns an array with the points that are in the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path. + [b]Note:[/b] This method is not thread-safe. If called from a [Thread], it will return an empty [PackedVector3Array] and will print an error message. </description> </method> <method name="get_point_position" qualifiers="const"> diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 2a51678209..3efd2f604c 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -258,6 +258,7 @@ </argument> <description> Returns an array with the points that are in the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path. + [b]Note:[/b] This method is not thread-safe. If called from a [Thread], it will return an empty [PackedVector2Array] and will print an error message. </description> </method> <method name="get_point_position" qualifiers="const"> diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index eb5335c792..171d65fbe0 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -4,7 +4,27 @@ A time-seeking animation node to be used with [AnimationTree]. </brief_description> <description> - This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1. + This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an [Animation] from the start or a certain playback position inside the [AnimationNodeBlendTree]. After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its [code]seek_position[/code] value to [code]-1.0[/code]. + [codeblocks] + [gdscript] + # Play child animation from the start. + animation_tree.set("parameters/Seek/seek_position", 0.0) + # Alternative syntax (same result as above). + animation_tree["parameters/Seek/seek_position"] = 0.0 + + # Play child animation from 12 second timestamp. + animation_tree.set("parameters/Seek/seek_position", 12.0) + # Alternative syntax (same result as above). + animation_tree["parameters/Seek/seek_position"] = 12.0 + [/gdscript] + [csharp] + // Play child animation from the start. + animationTree.Set("parameters/Seek/seek_position", 0.0); + + // Play child animation from 12 second timestamp. + animationTree.Set("parameters/Seek/seek_position", 12.0); + [/csharp] + [/codeblocks] </description> <tutorials> <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index ed11d26271..a1e522d146 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -13,24 +13,6 @@ <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> </tutorials> <methods> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer. - </description> - </method> <method name="get_overlapping_areas" qualifiers="const"> <return type="Area2D[]"> </return> @@ -66,28 +48,6 @@ The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). </description> </method> - <method name="set_collision_layer_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. - </description> - </method> - <method name="set_collision_mask_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. - </description> - </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0"> @@ -100,12 +60,6 @@ <member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" default="false"> If [code]true[/code], the area's audio bus overrides the default audio bus. </member> - <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. </member> diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 206a2a61b4..e69a89a836 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -11,24 +11,6 @@ <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> </tutorials> <methods> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the layer mask. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the collision mask. - </description> - </method> <method name="get_overlapping_areas" qualifiers="const"> <return type="Area3D[]"> </return> @@ -64,28 +46,6 @@ The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). </description> </method> - <method name="set_collision_layer_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Set/clear individual bits on the layer mask. This simplifies editing this [Area3D]'s layers. - </description> - </method> - <method name="set_collision_mask_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Set/clear individual bits on the collision mask. This simplifies editing which [Area3D] layers this [Area3D] scans. - </description> - </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1"> @@ -98,12 +58,6 @@ <member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" default="false"> If [code]true[/code], the area's audio bus overrides the default audio bus. </member> - <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. </member> diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index e8f7a59e4c..e18970d84f 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -31,6 +31,24 @@ Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference. </description> </method> + <method name="get_collision_layer_bit" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <description> + Returns whether or not the specified [code]bit[/code] of the [member collision_layer] is set. + </description> + </method> + <method name="get_collision_mask_bit" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <description> + Returns whether or not the specified [code]bit[/code] of the [member collision_mask] is set. + </description> + </method> <method name="get_rid" qualifiers="const"> <return type="RID"> </return> @@ -90,6 +108,30 @@ Returns the [code]owner_id[/code] of the given shape. </description> </method> + <method name="set_collision_layer_bit"> + <return type="void"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <argument index="1" name="value" type="bool"> + </argument> + <description> + If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_layer]. + If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_layer]. + </description> + </method> + <method name="set_collision_mask_bit"> + <return type="void"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <argument index="1" name="value" type="bool"> + </argument> + <description> + If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_mask]. + If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask]. + </description> + </method> <method name="shape_owner_add_shape"> <return type="void"> </return> @@ -216,6 +258,14 @@ </method> </methods> <members> + <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> + The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + </member> + <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> + The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true"> If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set. </member> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index f8e897653d..4523a63c4c 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -35,6 +35,24 @@ Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference. </description> </method> + <method name="get_collision_layer_bit" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <description> + Returns whether or not the specified [code]bit[/code] of the [member collision_layer] is set. + </description> + </method> + <method name="get_collision_mask_bit" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <description> + Returns whether or not the specified [code]bit[/code] of the [member collision_mask] is set. + </description> + </method> <method name="get_rid" qualifiers="const"> <return type="RID"> </return> @@ -67,6 +85,30 @@ Removes the given shape owner. </description> </method> + <method name="set_collision_layer_bit"> + <return type="void"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <argument index="1" name="value" type="bool"> + </argument> + <description> + If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_layer]. + If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_layer]. + </description> + </method> + <method name="set_collision_mask_bit"> + <return type="void"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <argument index="1" name="value" type="bool"> + </argument> + <description> + If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_mask]. + If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask]. + </description> + </method> <method name="shape_find_owner" qualifiers="const"> <return type="int"> </return> @@ -180,6 +222,17 @@ </method> </methods> <members> + <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> + The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + </member> + <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> + The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + </member> + <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true"> + If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set. + </member> <member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false"> If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes. </member> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index f9d8cf574a..1147b52102 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -156,7 +156,15 @@ </methods> <members> <member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true"> - If [code]true[/code], it is running inside the editor. Useful for tool scripts. + If [code]true[/code], the script is currently running inside the editor. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor: + [codeblock] + if Engine.editor_hint: + draw_gizmos() + else: + simulate_physics() + [/codeblock] + See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. + [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. </member> <member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60"> The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage. diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml index 2c0d9b54d1..13354ec19e 100644 --- a/doc/classes/Geometry2D.xml +++ b/doc/classes/Geometry2D.xml @@ -184,7 +184,7 @@ </argument> <description> Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and returns an array of merged polygons. This performs [constant OPERATION_UNION] between polygons. - The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. + The operation may result in an outer polygon (boundary) and multiple inner polygons (holes) produced which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> <method name="offset_polygon"> diff --git a/doc/classes/HeightMapShape3D.xml b/doc/classes/HeightMapShape3D.xml index 6d230bdab8..f6f2a27891 100644 --- a/doc/classes/HeightMapShape3D.xml +++ b/doc/classes/HeightMapShape3D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="HeightMapShape3D" inherits="Shape3D" version="4.0"> <brief_description> - Height map shape for 3D physics (Bullet only). + Height map shape for 3D physics. </brief_description> <description> Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 9c3c47afba..e43d3bb762 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -26,24 +26,6 @@ Returns an array of nodes that were added as collision exceptions for this body. </description> </method> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the [member collision_layer]. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the [member collision_mask]. - </description> - </method> <method name="remove_collision_exception_with"> <return type="void"> </return> @@ -53,38 +35,8 @@ Removes a body from the list of bodies that this body can't collide with. </description> </method> - <method name="set_collision_layer_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. - </description> - </method> - <method name="set_collision_mask_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. - </description> - </method> </methods> <members> - <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The physics layers this area is in. - Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> </members> <constants> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 7de65603f9..2ad1e513c2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -26,24 +26,6 @@ Returns an array of nodes that were added as collision exceptions for this body. </description> </method> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the [member collision_layer]. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the [member collision_mask]. - </description> - </method> <method name="remove_collision_exception_with"> <return type="void"> </return> @@ -53,38 +35,8 @@ Removes a body from the list of bodies that this body can't collide with. </description> </method> - <method name="set_collision_layer_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. - </description> - </method> - <method name="set_collision_mask_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. - </description> - </method> </methods> <members> - <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The physics layers this area is in. - Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> </members> <constants> </constants> diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml index b2ab356b0d..d905ce4054 100644 --- a/doc/classes/VideoPlayer.xml +++ b/doc/classes/VideoPlayer.xml @@ -74,6 +74,7 @@ </member> <member name="stream_position" type="float" setter="set_stream_position" getter="get_stream_position"> The current position of the stream, in seconds. + [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDNative add-on. </member> <member name="volume" type="float" setter="set_volume" getter="get_volume"> Audio volume as a linear value. |