diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 3 | ||||
-rw-r--r-- | doc/classes/Node2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/Node3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 22 |
5 files changed, 20 insertions, 13 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 602ad43103..222b70c9c7 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -77,6 +77,9 @@ <member name="ProjectSettings" type="ProjectSettings" setter="" getter=""> The [ProjectSettings] singleton. </member> + <member name="RenderingDevice" type="RenderingDevice" setter="" getter=""> + The [RenderingDevice] singleton. + </member> <member name="RenderingServer" type="RenderingServer" setter="" getter=""> The [RenderingServer] singleton. </member> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index d4517f0588..d29c556216 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -142,6 +142,10 @@ <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )"> The node's scale. Unscaled value: [code](1, 1)[/code]. </member> + <member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0"> + </member> + <member name="skew_degrees" type="float" setter="set_skew_degrees" getter="get_skew_degrees" default="0.0"> + </member> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform"> Local [Transform2D]. </member> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 3e7d4d4c05..05d00b9f31 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -26,7 +26,7 @@ Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D]. </description> </method> - <method name="get_world" qualifiers="const"> + <method name="get_world_3d" qualifiers="const"> <return type="World3D"> </return> <description> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 4e0762a68b..648f4d0107 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -9,7 +9,7 @@ The rendering server can be used to bypass the scene system entirely. Resources are created using the [code]*_create[/code] functions. All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas]. - In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world]. Otherwise, a scenario can be created with [method scenario_create]. + In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario can be created with [method scenario_create]. Similarly in 2D, a canvas is needed to draw all canvas items. In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible. In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index a2d53f8e0c..3b52c80c9a 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -16,18 +16,18 @@ <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> </tutorials> <methods> - <method name="find_world" qualifiers="const"> - <return type="World3D"> + <method name="find_world_2d" qualifiers="const"> + <return type="World2D"> </return> <description> - Returns the 3D world of the viewport, or if none the world of the parent viewport. + Returns the 2D world of the viewport. </description> </method> - <method name="find_world_2d" qualifiers="const"> - <return type="World2D"> + <method name="find_world_3d" qualifiers="const"> + <return type="World3D"> </return> <description> - Returns the 2D world of the viewport. + Returns the 3D world of the viewport, or if none the world of the parent viewport. </description> </method> <method name="get_camera" qualifiers="const"> @@ -219,8 +219,8 @@ <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0"> The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems. </member> - <member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false"> - If [code]true[/code], the viewport will use [World3D] defined in [code]world[/code] property. + <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false"> + If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d]. </member> <member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false"> If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. @@ -247,12 +247,12 @@ <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> - <member name="world" type="World3D" setter="set_world" getter="get_world"> - The custom [World3D] which can be used as 3D environment source. - </member> <member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d"> The custom [World2D] which can be used as 2D environment source. </member> + <member name="world_3d" type="World3D" setter="set_world_3d" getter="get_world_3d"> + The custom [World3D] which can be used as 3D environment source. + </member> </members> <signals> <signal name="gui_focus_changed"> |