diff options
Diffstat (limited to 'doc/classes')
240 files changed, 3575 insertions, 1456 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 602d0e4d0e..7f7df33471 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -27,14 +27,20 @@ <member name="Engine" type="Engine" setter="" getter=""> The [Engine] singleton. </member> - <member name="Geometry" type="Geometry" setter="" getter=""> - The [Geometry] singleton. + <member name="Geometry2D" type="Geometry2D" setter="" getter=""> + The [Geometry2D] singleton. + </member> + <member name="Geometry3D" type="Geometry3D" setter="" getter=""> + The [Geometry3D] singleton. + </member> + <member name="GodotSharp" type="GodotSharp" setter="" getter=""> + The [GodotSharp] singleton. </member> <member name="IP" type="IP" setter="" getter=""> The [IP] singleton. </member> - <member name="Input" type="InputFilter" setter="" getter=""> - The [InputFilter] singleton. + <member name="Input" type="Input" setter="" getter=""> + The [Input] singleton. </member> <member name="InputMap" type="InputMap" setter="" getter=""> The [InputMap] singleton. @@ -155,7 +161,7 @@ Tab key. </constant> <constant name="KEY_BACKTAB" value="16777219" enum="KeyList"> - Shift+Tab key. + Shift + Tab key. </constant> <constant name="KEY_BACKSPACE" value="16777220" enum="KeyList"> Backspace key. @@ -892,7 +898,7 @@ <constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask"> Ctrl key mask. </constant> - <constant name="KEY_MASK_CMD" value="268435456" enum="KeyModifierMask"> + <constant name="KEY_MASK_CMD" value="platform-dependent" enum="KeyModifierMask"> Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This mask should be preferred to [constant KEY_MASK_META] or [constant KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly. </constant> <constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask"> @@ -943,212 +949,185 @@ <constant name="BUTTON_MASK_XBUTTON2" value="256" enum="ButtonList"> Extra mouse button 2 mask. </constant> - <constant name="JOY_BUTTON_0" value="0" enum="JoystickList"> - Gamepad button 0. - </constant> - <constant name="JOY_BUTTON_1" value="1" enum="JoystickList"> - Gamepad button 1. - </constant> - <constant name="JOY_BUTTON_2" value="2" enum="JoystickList"> - Gamepad button 2. - </constant> - <constant name="JOY_BUTTON_3" value="3" enum="JoystickList"> - Gamepad button 3. - </constant> - <constant name="JOY_BUTTON_4" value="4" enum="JoystickList"> - Gamepad button 4. - </constant> - <constant name="JOY_BUTTON_5" value="5" enum="JoystickList"> - Gamepad button 5. - </constant> - <constant name="JOY_BUTTON_6" value="6" enum="JoystickList"> - Gamepad button 6. - </constant> - <constant name="JOY_BUTTON_7" value="7" enum="JoystickList"> - Gamepad button 7. - </constant> - <constant name="JOY_BUTTON_8" value="8" enum="JoystickList"> - Gamepad button 8. - </constant> - <constant name="JOY_BUTTON_9" value="9" enum="JoystickList"> - Gamepad button 9. + <constant name="JOY_INVALID_BUTTON" value="-1" enum="JoyButtonList"> + An invalid game controller button. </constant> - <constant name="JOY_BUTTON_10" value="10" enum="JoystickList"> - Gamepad button 10. + <constant name="JOY_BUTTON_A" value="0" enum="JoyButtonList"> + Game controller SDL button A. </constant> - <constant name="JOY_BUTTON_11" value="11" enum="JoystickList"> - Gamepad button 11. + <constant name="JOY_BUTTON_B" value="1" enum="JoyButtonList"> + Game controller SDL button B. </constant> - <constant name="JOY_BUTTON_12" value="12" enum="JoystickList"> - Gamepad button 12. + <constant name="JOY_BUTTON_X" value="2" enum="JoyButtonList"> + Game controller SDL button X. </constant> - <constant name="JOY_BUTTON_13" value="13" enum="JoystickList"> - Gamepad button 13. + <constant name="JOY_BUTTON_Y" value="3" enum="JoyButtonList"> + Game controller SDL button Y. </constant> - <constant name="JOY_BUTTON_14" value="14" enum="JoystickList"> - Gamepad button 14. + <constant name="JOY_BUTTON_BACK" value="4" enum="JoyButtonList"> + Game controller SDL back button. </constant> - <constant name="JOY_BUTTON_15" value="15" enum="JoystickList"> - Gamepad button 15. + <constant name="JOY_BUTTON_GUIDE" value="5" enum="JoyButtonList"> + Game controller SDL guide button. </constant> - <constant name="JOY_BUTTON_MAX" value="16" enum="JoystickList"> - Represents the maximum number of joystick buttons supported. + <constant name="JOY_BUTTON_START" value="6" enum="JoyButtonList"> + Game controller SDL start button. </constant> - <constant name="JOY_SONY_CIRCLE" value="1" enum="JoystickList"> - DualShock circle button. + <constant name="JOY_BUTTON_LEFT_STICK" value="7" enum="JoyButtonList"> + Game controller SDL left stick button. </constant> - <constant name="JOY_SONY_X" value="0" enum="JoystickList"> - DualShock X button. + <constant name="JOY_BUTTON_RIGHT_STICK" value="8" enum="JoyButtonList"> + Game controller SDL right stick button. </constant> - <constant name="JOY_SONY_SQUARE" value="2" enum="JoystickList"> - DualShock square button. + <constant name="JOY_BUTTON_LEFT_SHOULDER" value="9" enum="JoyButtonList"> + Game controller SDL left shoulder button. </constant> - <constant name="JOY_SONY_TRIANGLE" value="3" enum="JoystickList"> - DualShock triangle button. + <constant name="JOY_BUTTON_RIGHT_SHOULDER" value="10" enum="JoyButtonList"> + Game controller SDL right shoulder button. </constant> - <constant name="JOY_XBOX_B" value="1" enum="JoystickList"> - Xbox controller B button. + <constant name="JOY_BUTTON_DPAD_UP" value="11" enum="JoyButtonList"> + Game controller SDL D-pad up button. </constant> - <constant name="JOY_XBOX_A" value="0" enum="JoystickList"> - Xbox controller A button. + <constant name="JOY_BUTTON_DPAD_DOWN" value="12" enum="JoyButtonList"> + Game controller SDL D-pad down button. </constant> - <constant name="JOY_XBOX_X" value="2" enum="JoystickList"> - Xbox controller X button. + <constant name="JOY_BUTTON_DPAD_LEFT" value="13" enum="JoyButtonList"> + Game controller SDL D-pad left button. </constant> - <constant name="JOY_XBOX_Y" value="3" enum="JoystickList"> - Xbox controller Y button. + <constant name="JOY_BUTTON_DPAD_RIGHT" value="14" enum="JoyButtonList"> + Game controller SDL D-pad right button. </constant> - <constant name="JOY_DS_A" value="1" enum="JoystickList"> - Nintendo controller A button. + <constant name="JOY_SDL_BUTTONS" value="15" enum="JoyButtonList"> + The number of SDL game controller buttons. </constant> - <constant name="JOY_DS_B" value="0" enum="JoystickList"> - Nintendo controller B button. + <constant name="JOY_SONY_X" value="0" enum="JoyButtonList"> + Sony DualShock controller X button maps to SDL button A. </constant> - <constant name="JOY_DS_X" value="3" enum="JoystickList"> - Nintendo controller X button. + <constant name="JOY_SONY_CROSS" value="0" enum="JoyButtonList"> + Sony DualShock controller cross button maps to SDL button A. </constant> - <constant name="JOY_DS_Y" value="2" enum="JoystickList"> - Nintendo controller Y button. + <constant name="JOY_SONY_CIRCLE" value="1" enum="JoyButtonList"> + Sony DualShock controller circle button maps to SDL button B. </constant> - <constant name="JOY_VR_GRIP" value="2" enum="JoystickList"> - Grip (side) buttons on a VR controller. + <constant name="JOY_SONY_SQUARE" value="2" enum="JoyButtonList"> + Sony DualShock controller square button maps to SDL button X. </constant> - <constant name="JOY_VR_PAD" value="14" enum="JoystickList"> - Push down on the touchpad or main joystick on a VR controller. + <constant name="JOY_SONY_TRIANGLE" value="3" enum="JoyButtonList"> + Sony DualShock controller triangle button maps to SDL button Y. </constant> - <constant name="JOY_VR_TRIGGER" value="15" enum="JoystickList"> - Trigger on a VR controller. + <constant name="JOY_SONY_SELECT" value="4" enum="JoyButtonList"> + Sony DualShock controller select button maps to SDL back button. </constant> - <constant name="JOY_OCULUS_AX" value="7" enum="JoystickList"> - A button on the right Oculus Touch controller, X button on the left controller (also when used in OpenVR). + <constant name="JOY_SONY_START" value="6" enum="JoyButtonList"> + Sony DualShock controller start button maps to SDL start button. </constant> - <constant name="JOY_OCULUS_BY" value="1" enum="JoystickList"> - B button on the right Oculus Touch controller, Y button on the left controller (also when used in OpenVR). + <constant name="JOY_SONY_PS" value="5" enum="JoyButtonList"> + Sony DualShock controller PS button maps to SDL guide button. </constant> - <constant name="JOY_OCULUS_MENU" value="3" enum="JoystickList"> - Menu button on either Oculus Touch controller. + <constant name="JOY_SONY_L1" value="9" enum="JoyButtonList"> + Sony DualShock controller L1 button maps to SDL left shoulder button. </constant> - <constant name="JOY_OPENVR_MENU" value="1" enum="JoystickList"> - Menu button in OpenVR (Except when Oculus Touch controllers are used). + <constant name="JOY_SONY_R1" value="10" enum="JoyButtonList"> + Sony DualShock controller R1 button maps to SDL right shoulder button. </constant> - <constant name="JOY_SELECT" value="10" enum="JoystickList"> - Gamepad button Select. + <constant name="JOY_SONY_L3" value="7" enum="JoyButtonList"> + Sony DualShock controller L3 button maps to SDL left stick button. </constant> - <constant name="JOY_START" value="11" enum="JoystickList"> - Gamepad button Start. + <constant name="JOY_SONY_R3" value="8" enum="JoyButtonList"> + Sony DualShock controller R3 button maps to SDL right stick button. </constant> - <constant name="JOY_DPAD_UP" value="12" enum="JoystickList"> - Gamepad DPad up. + <constant name="JOY_XBOX_A" value="0" enum="JoyButtonList"> + Xbox game controller A button maps to SDL button A. </constant> - <constant name="JOY_DPAD_DOWN" value="13" enum="JoystickList"> - Gamepad DPad down. + <constant name="JOY_XBOX_B" value="1" enum="JoyButtonList"> + Xbox game controller B button maps to SDL button B. </constant> - <constant name="JOY_DPAD_LEFT" value="14" enum="JoystickList"> - Gamepad DPad left. + <constant name="JOY_XBOX_X" value="2" enum="JoyButtonList"> + Xbox game controller X button maps to SDL button X. </constant> - <constant name="JOY_DPAD_RIGHT" value="15" enum="JoystickList"> - Gamepad DPad right. + <constant name="JOY_XBOX_Y" value="3" enum="JoyButtonList"> + Xbox game controller Y button maps to SDL button Y. </constant> - <constant name="JOY_L" value="4" enum="JoystickList"> - Gamepad left Shoulder button. + <constant name="JOY_XBOX_BACK" value="4" enum="JoyButtonList"> + Xbox game controller back button maps to SDL back button. </constant> - <constant name="JOY_L2" value="6" enum="JoystickList"> - Gamepad left trigger. + <constant name="JOY_XBOX_START" value="6" enum="JoyButtonList"> + Xbox game controller start button maps to SDL start button. </constant> - <constant name="JOY_L3" value="8" enum="JoystickList"> - Gamepad left stick click. + <constant name="JOY_XBOX_HOME" value="5" enum="JoyButtonList"> + Xbox game controller home button maps to SDL guide button. </constant> - <constant name="JOY_R" value="5" enum="JoystickList"> - Gamepad right Shoulder button. + <constant name="JOY_XBOX_LS" value="7" enum="JoyButtonList"> + Xbox game controller left stick button maps to SDL left stick button. </constant> - <constant name="JOY_R2" value="7" enum="JoystickList"> - Gamepad right trigger. + <constant name="JOY_XBOX_RS" value="8" enum="JoyButtonList"> + Xbox game controller right stick button maps to SDL right stick button. </constant> - <constant name="JOY_R3" value="9" enum="JoystickList"> - Gamepad right stick click. + <constant name="JOY_XBOX_LB" value="9" enum="JoyButtonList"> + Xbox game controller left bumper button maps to SDL left shoulder button. </constant> - <constant name="JOY_AXIS_0" value="0" enum="JoystickList"> - Gamepad left stick horizontal axis. + <constant name="JOY_XBOX_RB" value="10" enum="JoyButtonList"> + Xbox game controller right bumper button maps to SDL right shoulder button. </constant> - <constant name="JOY_AXIS_1" value="1" enum="JoystickList"> - Gamepad left stick vertical axis. + <constant name="JOY_BUTTON_MAX" value="36" enum="JoyButtonList"> + The maximum number of game controller buttons. </constant> - <constant name="JOY_AXIS_2" value="2" enum="JoystickList"> - Gamepad right stick horizontal axis. + <constant name="JOY_INVALID_AXIS" value="-1" enum="JoyAxisList"> + An invalid game controller axis. </constant> - <constant name="JOY_AXIS_3" value="3" enum="JoystickList"> - Gamepad right stick vertical axis. + <constant name="JOY_AXIS_LEFT_X" value="0" enum="JoyAxisList"> + Game controller left joystick x-axis. </constant> - <constant name="JOY_AXIS_4" value="4" enum="JoystickList"> - Generic gamepad axis 4. + <constant name="JOY_AXIS_LEFT_Y" value="1" enum="JoyAxisList"> + Game controller left joystick y-axis. </constant> - <constant name="JOY_AXIS_5" value="5" enum="JoystickList"> - Generic gamepad axis 5. + <constant name="JOY_AXIS_RIGHT_X" value="2" enum="JoyAxisList"> + Game controller right joystick x-axis. </constant> - <constant name="JOY_AXIS_6" value="6" enum="JoystickList"> - Gamepad left trigger analog axis. + <constant name="JOY_AXIS_RIGHT_Y" value="3" enum="JoyAxisList"> + Game controller right joystick y-axis. </constant> - <constant name="JOY_AXIS_7" value="7" enum="JoystickList"> - Gamepad right trigger analog axis. + <constant name="JOY_AXIS_TRIGGER_LEFT" value="4" enum="JoyAxisList"> + Game controller left trigger axis. </constant> - <constant name="JOY_AXIS_8" value="8" enum="JoystickList"> - Generic gamepad axis 8. + <constant name="JOY_AXIS_TRIGGER_RIGHT" value="5" enum="JoyAxisList"> + Game controller right trigger axis. </constant> - <constant name="JOY_AXIS_9" value="9" enum="JoystickList"> - Generic gamepad axis 9. + <constant name="JOY_SDL_AXES" value="6" enum="JoyAxisList"> + The number of SDL game controller axes. </constant> - <constant name="JOY_AXIS_MAX" value="10" enum="JoystickList"> - Represents the maximum number of joystick axes supported. + <constant name="JOY_AXIS_0_X" value="0" enum="JoyAxisList"> + Game controller joystick 0 x-axis. </constant> - <constant name="JOY_ANALOG_LX" value="0" enum="JoystickList"> - Gamepad left stick horizontal axis. + <constant name="JOY_AXIS_0_Y" value="1" enum="JoyAxisList"> + Game controller joystick 0 y-axis. </constant> - <constant name="JOY_ANALOG_LY" value="1" enum="JoystickList"> - Gamepad left stick vertical axis. + <constant name="JOY_AXIS_1_X" value="2" enum="JoyAxisList"> + Game controller joystick 1 x-axis. </constant> - <constant name="JOY_ANALOG_RX" value="2" enum="JoystickList"> - Gamepad right stick horizontal axis. + <constant name="JOY_AXIS_1_Y" value="3" enum="JoyAxisList"> + Game controller joystick 1 y-axis. </constant> - <constant name="JOY_ANALOG_RY" value="3" enum="JoystickList"> - Gamepad right stick vertical axis. + <constant name="JOY_AXIS_2_X" value="4" enum="JoyAxisList"> + Game controller joystick 2 x-axis. </constant> - <constant name="JOY_ANALOG_L2" value="6" enum="JoystickList"> - Gamepad left analog trigger. + <constant name="JOY_AXIS_2_Y" value="5" enum="JoyAxisList"> + Game controller joystick 2 y-axis. </constant> - <constant name="JOY_ANALOG_R2" value="7" enum="JoystickList"> - Gamepad right analog trigger. + <constant name="JOY_AXIS_3_X" value="6" enum="JoyAxisList"> + Game controller joystick 3 x-axis. </constant> - <constant name="JOY_VR_ANALOG_TRIGGER" value="2" enum="JoystickList"> - VR Controller analog trigger. + <constant name="JOY_AXIS_3_Y" value="7" enum="JoyAxisList"> + Game controller joystick 3 y-axis. </constant> - <constant name="JOY_VR_ANALOG_GRIP" value="4" enum="JoystickList"> - VR Controller analog grip (side buttons). + <constant name="JOY_AXIS_4_X" value="8" enum="JoyAxisList"> + Game controller joystick 4 x-axis. </constant> - <constant name="JOY_OPENVR_TOUCHPADX" value="0" enum="JoystickList"> - OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR controllers). + <constant name="JOY_AXIS_4_Y" value="9" enum="JoyAxisList"> + Game controller joystick 4 y-axis. </constant> - <constant name="JOY_OPENVR_TOUCHPADY" value="1" enum="JoystickList"> - OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR controllers). + <constant name="JOY_AXIS_MAX" value="10" enum="JoyAxisList"> + The maximum number of game controller axes. </constant> <constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MidiMessageList"> MIDI note OFF message. @@ -1177,10 +1156,10 @@ [codeblock] var err = method_that_returns_error() if err != OK: - print("Failure!) + print("Failure!") # Or, equivalent: if err: - print("Still failing!) + print("Still failing!") [/codeblock] </constant> <constant name="FAILED" value="1" enum="Error"> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 3f2f27d121..ae80abc5d2 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -18,7 +18,14 @@ <argument index="1" name="size" type="Vector3"> </argument> <description> - Optional constructor, accepts position and size. + Constructs an [AABB] from a position and size. + </description> + </method> + <method name="abs"> + <return type="AABB"> + </return> + <description> + Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive. </description> </method> <method name="encloses"> @@ -197,13 +204,14 @@ </methods> <members> <member name="end" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Ending corner. This is calculated as [code]position + size[/code]. Changing this property changes [member size] accordingly. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Beginning corner. + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml new file mode 100644 index 0000000000..ff433370bd --- /dev/null +++ b/doc/classes/AESContext.xml @@ -0,0 +1,99 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AESContext" inherits="Reference" version="4.0"> + <brief_description> + Interface to low level AES encryption features. + </brief_description> + <description> + This class provides access to AES encryption/decryption of raw data. Both AES-ECB and AES-CBC mode are supported. + [codeblock] + extends Node + + var aes = AESContext.new() + + func _ready(): + var key = "My secret key!!!" # Key must be either 16 or 32 bytes. + var data = "My secret text!!" # Data size must be multiple of 16 bytes, apply padding if needed. + # Encrypt ECB + aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8()) + var encrypted = aes.update(data.to_utf8()) + aes.finish() + # Decrypt ECB + aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8()) + var decrypted = aes.update(encrypted) + aes.finish() + # Check ECB + assert(decrypted == data.to_utf8()) + + var iv = "My secret iv!!!!" # IV must be of exactly 16 bytes. + # Encrypt CBC + aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8()) + encrypted = aes.update(data.to_utf8()) + aes.finish() + # Decrypt CBC + aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8()) + decrypted = aes.update(encrypted) + aes.finish() + # Check CBC + assert(decrypted == data.to_utf8()) + [/codeblock] + </description> + <tutorials> + </tutorials> + <methods> + <method name="finish"> + <return type="void"> + </return> + <description> + Close this AES context so it can be started again. See [method start]. + </description> + </method> + <method name="get_iv_state"> + <return type="PackedByteArray"> + </return> + <description> + Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function. + Note: This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. + </description> + </method> + <method name="start"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="mode" type="int" enum="AESContext.Mode"> + </argument> + <argument index="1" name="key" type="PackedByteArray"> + </argument> + <argument index="2" name="iv" type="PackedByteArray" default="PackedByteArray( )"> + </argument> + <description> + Start the AES context in the given [code]mode[/code]. A [code]key[/code] of either 16 or 32 bytes must always be provided, while an [code]iv[/code] (initialization vector) of exactly 16 bytes, is only needed when [code]mode[/code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. + </description> + </method> + <method name="update"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="src" type="PackedByteArray"> + </argument> + <description> + Run the desired operation for this AES context. Will return a [PackedByteArray] containing the result of encrypting (or decrypting) the given [code]src[/code]. See [method start] for mode of operation. + Note: The size of [code]src[/code] must be a multiple of 16. Apply some padding if needed. + </description> + </method> + </methods> + <constants> + <constant name="MODE_ECB_ENCRYPT" value="0" enum="Mode"> + AES electronic codebook encryption mode. + </constant> + <constant name="MODE_ECB_DECRYPT" value="1" enum="Mode"> + AES electronic codebook decryption mode. + </constant> + <constant name="MODE_CBC_ENCRYPT" value="2" enum="Mode"> + AES cipher blocker chaining encryption mode. + </constant> + <constant name="MODE_CBC_DECRYPT" value="3" enum="Mode"> + AES cipher blocker chaining decryption mode. + </constant> + <constant name="MODE_MAX" value="4" enum="Mode"> + Maximum value for the mode enum. + </constant> + </constants> +</class> diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml index e930abba87..2695e86f47 100644 --- a/doc/classes/AStar.xml +++ b/doc/classes/AStar.xml @@ -131,7 +131,8 @@ <argument index="1" name="include_disabled" type="bool" default="false"> </argument> <description> - Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool. + Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool. + [b]Note:[/b] If several points are the closest to [code]to_position[/code], the one with the smallest ID will be returned, ensuring a deterministic result. </description> </method> <method name="get_closest_position_in_segment" qualifiers="const"> diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 16fa05041e..622d336ef6 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -114,7 +114,8 @@ <argument index="1" name="include_disabled" type="bool" default="false"> </argument> <description> - Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool. + Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool. + [b]Note:[/b] If several points are the closest to [code]to_position[/code], the one with the smallest ID will be returned, ensuring a deterministic result. </description> </method> <method name="get_closest_position_in_segment" qualifiers="const"> diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml index 99b566e74f..6b1864b679 100644 --- a/doc/classes/AcceptDialog.xml +++ b/doc/classes/AcceptDialog.xml @@ -67,6 +67,7 @@ <member name="dialog_text" type="String" setter="set_text" getter="get_text" default=""""> The text displayed by the dialog. </member> + <member name="exclusive" type="bool" setter="set_exclusive" getter="is_exclusive" override="true" default="true" /> <member name="title" type="String" setter="set_title" getter="get_title" override="true" default=""Alert!"" /> <member name="transient" type="bool" setter="set_transient" getter="is_transient" override="true" default="true" /> <member name="visible" type="bool" setter="set_visible" getter="is_visible" override="true" default="false" /> diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml index 80b910aaa7..285e0d5f39 100644 --- a/doc/classes/AnimatedTexture.xml +++ b/doc/classes/AnimatedTexture.xml @@ -61,6 +61,9 @@ </method> </methods> <members> + <member name="current_frame" type="int" setter="set_current_frame" getter="get_current_frame"> + Sets the currently visible frame of the texture. + </member> <member name="fps" type="float" setter="set_fps" getter="get_fps" default="4.0"> Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]). For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds. @@ -68,6 +71,12 @@ <member name="frames" type="int" setter="set_frames" getter="get_frames" default="1"> Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES]. </member> + <member name="oneshot" type="bool" setter="set_oneshot" getter="get_oneshot" default="false"> + If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code]. + </member> + <member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false"> + If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code]. + </member> </members> <constants> <constant name="MAX_FRAMES" value="256"> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 09811d5617..68f0a630ef 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -7,10 +7,10 @@ An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. [codeblock] # This creates an animation that makes the node "Enemy" move to the right by - # 100 pixels in 1 second. + # 100 pixels in 0.5 seconds. var animation = Animation.new() var track_index = animation.add_track(Animation.TYPE_VALUE) - animation.track_set_path(track_index, "Enemy:position.x") + animation.track_set_path(track_index, "Enemy:position:x") animation.track_insert_key(track_index, 0.0, 0) animation.track_insert_key(track_index, 0.5, 100) [/codeblock] diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 9642dd1c70..dd04f4ce3f 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -4,6 +4,7 @@ A node to be used for advanced animation transitions in an [AnimationPlayer]. </brief_description> <description> + Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> @@ -23,6 +24,7 @@ <return type="Transform"> </return> <description> + Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation. </description> </method> <method name="rename_parameter"> @@ -47,6 +49,8 @@ The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes. </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> + The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. + If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 20296bbf45..61df5e092e 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -20,7 +20,7 @@ var array2 = [3, "Four"] print(array1 + array2) # ["One", 2, 3, "Four"] [/codeblock] - Arrays are always passed by reference. + [b]Note:[/b] Arrays are always passed by reference. To get a copy of an array which can be modified independently of the original array, use [method duplicate]. </description> <tutorials> </tutorials> @@ -119,7 +119,7 @@ <return type="Variant"> </return> <description> - Returns the last element of the array, or [code]null[/code] if the array is empty. + Returns the last element of the array. Throws an error and returns [code]null[/code] if the array is empty. </description> </method> <method name="bsearch"> @@ -200,7 +200,7 @@ <argument index="1" name="from" type="int" default="0"> </argument> <description> - Searches the array for a value and returns its index or -1 if not found. Optionally, the initial search index can be passed. + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. </description> </method> <method name="find_last"> @@ -209,14 +209,14 @@ <argument index="0" name="value" type="Variant"> </argument> <description> - Searches the array in reverse order for a value and returns its index or -1 if not found. + Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found. </description> </method> <method name="front"> <return type="Variant"> </return> <description> - Returns the first element of the array, or [code]null[/code] if the array is empty. + Returns the first element of the array. Throws an error and returns [code]null[/code] if the array is empty. </description> </method> <method name="has"> @@ -227,10 +227,16 @@ <description> Returns [code]true[/code] if the array contains the given value. [codeblock] - ["inside", 7].has("inside") == true - ["inside", 7].has("outside") == false - ["inside", 7].has(7) == true - ["inside", 7].has("7") == false + print(["inside", 7].has("inside")) # True + print(["inside", 7].has("outside")) # False + print(["inside", 7].has(7)) # True + print(["inside", 7].has("7")) # False + [/codeblock] + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: + [codeblock] + # Will evaluate to `true`. + if 2 in [2, 4, 6, 8]: + pass [/codeblock] </description> </method> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index 4dac81322f..a217342d98 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -4,6 +4,7 @@ Audio effect used for recording sound from a microphone. </brief_description> <description> + Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index eab6505734..dbc3d3e21b 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -61,7 +61,7 @@ If the audio configuration has more than two speakers, this sets the target channels. See [enum MixTarget] constants. </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0"> - Changes the pitch and the tempo of the audio. + The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false"> If [code]true[/code], audio is playing. diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index fdbef1b89e..844e2316ba 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -67,7 +67,7 @@ Maximum distance from which audio is still hearable. </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0"> - Changes the pitch and the tempo of the audio. + The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false"> If [code]true[/code], audio is playing. diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 3eeb524e9c..bd90e3bd1a 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -91,7 +91,7 @@ Decides if audio should pause when source is outside of [member max_distance] range. </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0"> - Changes the pitch and the tempo of the audio. + The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. </member> <member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false"> If [code]true[/code], audio is playing. diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml new file mode 100644 index 0000000000..6fd08fc4e4 --- /dev/null +++ b/doc/classes/BakedLightmap.xml @@ -0,0 +1,81 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="BakedLightmap" inherits="VisualInstance3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005"> + </member> + <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1"> + </member> + <member name="directional" type="bool" setter="set_directional" getter="is_directional" default="false"> + </member> + <member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color"> + </member> + <member name="environment_custom_energy" type="float" setter="set_environment_custom_energy" getter="get_environment_custom_energy"> + </member> + <member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky"> + </member> + <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="BakedLightmap.EnvironmentMode" default="0"> + </member> + <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="BakedLightmap.GenerateProbes" default="0"> + </member> + <member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false"> + </member> + <member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data"> + </member> + <member name="max_texture_size" type="int" setter="set_max_texture_size" getter="get_max_texture_size" default="16384"> + </member> + <member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1"> + </member> + <member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true"> + </member> + </members> + <constants> + <constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality"> + </constant> + <constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality"> + </constant> + <constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality"> + </constant> + <constant name="BAKE_QUALITY_ULTRA" value="3" enum="BakeQuality"> + </constant> + <constant name="GENERATE_PROBES_DISABLED" value="0" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_4" value="1" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_8" value="2" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_16" value="3" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_32" value="4" enum="GenerateProbes"> + </constant> + <constant name="BAKE_ERROR_OK" value="0" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="1" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_NO_SAVE_PATH" value="2" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_NO_MESHES" value="3" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_MESHES_INVALID" value="4" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="5" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError"> + </constant> + <constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode"> + </constant> + <constant name="ENVIRONMENT_MODE_SCENE" value="1" enum="EnvironmentMode"> + </constant> + <constant name="ENVIRONMENT_MODE_CUSTOM_SKY" value="2" enum="EnvironmentMode"> + </constant> + <constant name="ENVIRONMENT_MODE_CUSTOM_COLOR" value="3" enum="EnvironmentMode"> + </constant> + </constants> +</class> diff --git a/doc/classes/BakedLightmapData.xml b/doc/classes/BakedLightmapData.xml new file mode 100644 index 0000000000..026477782a --- /dev/null +++ b/doc/classes/BakedLightmapData.xml @@ -0,0 +1,65 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="BakedLightmapData" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_user"> + <return type="void"> + </return> + <argument index="0" name="path" type="NodePath"> + </argument> + <argument index="1" name="lightmap" type="Rect2"> + </argument> + <argument index="2" name="offset" type="int"> + </argument> + <argument index="3" name="arg3" type="int"> + </argument> + <description> + </description> + </method> + <method name="clear_users"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_user_count" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_user_path" qualifiers="const"> + <return type="NodePath"> + </return> + <argument index="0" name="user_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_using_spherical_harmonics" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> + <method name="set_uses_spherical_harmonics"> + <return type="void"> + </return> + <argument index="0" name="uses_spherical_harmonics" type="bool"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="light_texture" type="TextureLayered" setter="set_light_texture" getter="get_light_texture"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 5e908b0e53..3812b45b13 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -13,7 +13,7 @@ <return type="void"> </return> <description> - Called when the button is pressed. + Called when the button is pressed. If you need to know the button's pressed state (and [member toggle_mode] is active), use [method _toggled] instead. </description> </method> <method name="_toggled" qualifiers="virtual"> @@ -89,6 +89,7 @@ <signal name="pressed"> <description> Emitted when the button is toggled or pressed. This is on [signal button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] and on [signal button_up] otherwise. + If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead. </description> </signal> <signal name="toggled"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 76abc31451..1da4e23437 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -159,6 +159,7 @@ </member> <member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture"> Texture that specifies the per-pixel normal of the detail overlay. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV"> Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. @@ -250,6 +251,7 @@ </member> <member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> </member> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 3952ea2d27..47433d7adc 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -4,10 +4,13 @@ 3×3 matrix datatype. </brief_description> <description> - 3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and Z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as an orthogonal basis for a [Transform]. - For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). + 3×3 matrix used for 3D rotation and scale. Almost always used as an orthogonal basis for a Transform. + Contains 3 vector fields X, Y and Z as its columns, which are typically interpreted as the local basis vectors of a transformation. For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). + Can also be accessed as array of 3D vectors. These vectors are normally orthogonal to each other, but are not necessarily normalized (due to scaling). + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> @@ -17,7 +20,7 @@ <argument index="0" name="from" type="Quat"> </argument> <description> - Create a rotation matrix from the given quaternion. + Constructs a pure rotation basis matrix from the given quaternion. </description> </method> <method name="Basis"> @@ -26,7 +29,8 @@ <argument index="0" name="from" type="Vector3"> </argument> <description> - Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X angle, Y angle, Z angle). + Constructs a pure rotation basis matrix from the given Euler angles (in the YXZ convention: when *composing*, first Y, then X, and Z last), given in the vector format as (X angle, Y angle, Z angle). + Consider using the [Quat] constructor instead, which uses a quaternion instead of Euler angles. </description> </method> <method name="Basis"> @@ -37,7 +41,7 @@ <argument index="1" name="phi" type="float"> </argument> <description> - Create a rotation matrix which rotates around the given axis by the specified angle, in radians. The axis must be a normalized vector. + Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector. </description> </method> <method name="Basis"> @@ -50,28 +54,30 @@ <argument index="2" name="z_axis" type="Vector3"> </argument> <description> - Create a matrix from 3 axis vectors. + Constructs a basis matrix from 3 axis vectors (matrix columns). </description> </method> <method name="determinant"> <return type="float"> </return> <description> - Returns the determinant of the matrix. + Returns the determinant of the basis matrix. If the basis is uniformly scaled, its determinant is the square of the scale. + A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid. </description> </method> <method name="get_euler"> <return type="Vector3"> </return> <description> - Returns the basis's rotation in the form of Euler angles (in the YXZ convention: first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). See [method get_rotation_quat] if you need a quaternion instead. + Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Consider using the [method get_rotation_quat] method instead, which returns a [Quat] quaternion instead of Euler angles. </description> </method> <method name="get_orthogonal_index"> <return type="int"> </return> <description> - This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the grid map editor. For further details, refer to the Godot source code. + This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the [GridMap] editor. For further details, refer to the Godot source code. </description> </method> <method name="get_rotation_quat"> @@ -193,25 +199,26 @@ <argument index="0" name="v" type="Vector3"> </argument> <description> - Returns a vector transformed (multiplied) by the transposed matrix. + Returns a vector transformed (multiplied) by the transposed basis matrix. [b]Note:[/b] This results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection. </description> </method> </methods> <members> <member name="x" type="Vector3" setter="" getter="" default="Vector3( 1, 0, 0 )"> - The basis matrix's X vector. + The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector3" setter="" getter="" default="Vector3( 0, 1, 0 )"> - The basis matrix's Y vector. + The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> <member name="z" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 1 )"> - The basis matrix's Z vector. + The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/code]. </member> </members> <constants> <constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )"> - The identity basis. This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer. + The identity basis, with no rotation or scaling applied. + This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#. </constant> <constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )"> The basis that will flip something along the X axis when used in a transformation. diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml index f0ac7d1160..27ead07e6f 100644 --- a/doc/classes/BitMap.xml +++ b/doc/classes/BitMap.xml @@ -60,6 +60,7 @@ <argument index="1" name="rect" type="Rect2"> </argument> <description> + Applies morphological dilation to the bitmap. The first argument is the dilation amount, Rect2 is the area where the dilation will be applied. </description> </method> <method name="opaque_to_polygons" qualifiers="const"> diff --git a/doc/classes/BitmapFont.xml b/doc/classes/BitmapFont.xml index 421b405808..87cffdaca0 100644 --- a/doc/classes/BitmapFont.xml +++ b/doc/classes/BitmapFont.xml @@ -65,17 +65,6 @@ Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]. </description> </method> - <method name="get_char_size" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="char" type="int"> - </argument> - <argument index="1" name="next" type="int" default="0"> - </argument> - <description> - Returns the size of a character, optionally taking kerning into account if the next character is provided. - </description> - </method> <method name="get_kerning_pair" qualifiers="const"> <return type="int"> </return> diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index 675441d842..de05cfcd13 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -5,6 +5,18 @@ </brief_description> <description> Button is the standard themed button. It can contain text and an icon, and will display them according to the current [Theme]. + [b]Example of creating a button and assigning an action when pressed by code:[/b] + [codeblock] + func _ready(): + var button = Button.new() + button.text = "Click me" + button.connect("pressed", self, "_button_pressed") + add_child(button) + + func _button_pressed(): + print("Hello world!") + [/codeblock] + Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code. </description> <tutorials> </tutorials> diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index c2b821699d..df3ef71a2a 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -240,6 +240,7 @@ </member> <member name="normalmap" type="Texture2D" setter="set_normalmap" getter="get_normalmap"> Normal map to be used for the [member texture] property. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index bfba23c7ee..598b4bd685 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -176,6 +176,7 @@ If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values. </member> <member name="effects" type="CameraEffects" setter="set_effects" getter="get_effects"> + The [CameraEffects] to use for this camera. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The [Environment] to use for this camera. @@ -183,8 +184,13 @@ <member name="far" type="float" setter="set_zfar" getter="get_zfar" default="100.0"> The distance to the far culling boundary for this camera relative to its local Z axis. </member> - <member name="fov" type="float" setter="set_fov" getter="get_fov" default="70.0"> + <member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0"> The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the other axis' field of view angle. + For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to an horizontal FOV of: + - ~91.31 degrees in a 4:3 viewport + - ~101.67 degrees in a 16:10 viewport + - ~107.51 degrees in a 16:9 viewport + - ~121.63 degrees in a 21:9 viewport </member> <member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2( 0, 0 )"> The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url]. diff --git a/doc/classes/CameraEffects.xml b/doc/classes/CameraEffects.xml index ea9ab85b80..7a874d31db 100644 --- a/doc/classes/CameraEffects.xml +++ b/doc/classes/CameraEffects.xml @@ -34,9 +34,9 @@ The length of the transition between the near blur and no-blur area. </member> <member name="override_exposure" type="float" setter="set_override_exposure" getter="get_override_exposure" default="1.0"> - The exposure override value to use. Higher values will result in a brighter scene. Only effective if [member override_exposure_enable] is [code]true[/code]. + The exposure override value to use. Higher values will result in a brighter scene. Only effective if [member override_exposure_enabled] is [code]true[/code]. </member> - <member name="override_exposure_enable" type="bool" setter="set_override_exposure_enabled" getter="is_override_exposure_enabled" default="false"> + <member name="override_exposure_enabled" type="bool" setter="set_override_exposure_enabled" getter="is_override_exposure_enabled" default="false"> If [code]true[/code], overrides the manual or automatic exposure defined in the [Environment] with the value in [member override_exposure]. </member> </members> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 38e4453cf2..899988022f 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -285,9 +285,9 @@ </return> <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="rotation" type="float"> + <argument index="1" name="rotation" type="float" default="0.0"> </argument> - <argument index="2" name="scale" type="Vector2"> + <argument index="2" name="scale" type="Vector2" default="Vector2( 1, 1 )"> </argument> <description> Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this. @@ -316,7 +316,16 @@ <argument index="4" name="clip_w" type="int" default="-1"> </argument> <description> - Draws a string using a custom font. + Draws [code]text[/code] using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width. + [b]Example using the default project font:[/b] + [codeblock] + # If using this method in a script that redraws constantly, move the + # `default_font` declaration to a member variable assigned in `_ready()` + # so the Control is only created once. + var default_font = Control.new().get_font("font") + draw_string(default_font, Vector2(64, 64), "Hello world") + [/codeblock] + See also [method Font.draw]. </description> </method> <method name="draw_style_box"> @@ -525,7 +534,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and its inherited visibility is also [code]true[/code]. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. </description> </method> <method name="make_canvas_position_local" qualifiers="const"> @@ -608,14 +617,17 @@ If [code]true[/code], the object draws on top of its parent. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0"> + The texture filtering mode to use on this [CanvasItem]. </member> <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0"> + The texture repeating mode to use on this [CanvasItem]. </member> <member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false"> If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material. </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> - If [code]true[/code], this [CanvasItem] is drawn. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. + If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). + [b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </member> </members> <signals> @@ -666,12 +678,18 @@ The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS" value="3" enum="TextureFilter"> + The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS" value="4" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter"> + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="6" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_MAX" value="7" enum="TextureFilter"> Represents the size of the [enum TextureFilter] enum. diff --git a/doc/classes/CodeHighlighter.xml b/doc/classes/CodeHighlighter.xml new file mode 100644 index 0000000000..7a1dad547b --- /dev/null +++ b/doc/classes/CodeHighlighter.xml @@ -0,0 +1,145 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CodeHighlighter" inherits="SyntaxHighlighter" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_color_region"> + <return type="void"> + </return> + <argument index="0" name="p_start_key" type="String"> + </argument> + <argument index="1" name="p_end_key" type="String"> + </argument> + <argument index="2" name="p_color" type="Color"> + </argument> + <argument index="3" name="p_line_only" type="bool" default="false"> + </argument> + <description> + </description> + </method> + <method name="add_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <argument index="1" name="color" type="Color"> + </argument> + <description> + </description> + </method> + <method name="add_member_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <argument index="1" name="color" type="Color"> + </argument> + <description> + </description> + </method> + <method name="clear_color_regions"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_keyword_colors"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_member_keyword_colors"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_keyword_color" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="get_member_keyword_color" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="has_color_region" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="p_start_key" type="String"> + </argument> + <description> + </description> + </method> + <method name="has_keyword_color" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="has_member_keyword_color" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="remove_color_region"> + <return type="void"> + </return> + <argument index="0" name="p_start_key" type="String"> + </argument> + <description> + </description> + </method> + <method name="remove_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="remove_member_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="color_regions" type="Dictionary" setter="set_color_regions" getter="get_color_regions" default="{}"> + </member> + <member name="function_color" type="Color" setter="set_function_color" getter="get_function_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="keyword_colors" type="Dictionary" setter="set_keyword_colors" getter="get_keyword_colors" default="{}"> + </member> + <member name="member_keyword_colors" type="Dictionary" setter="set_member_keyword_colors" getter="get_member_keyword_colors" default="{}"> + </member> + <member name="member_variable_color" type="Color" setter="set_member_variable_color" getter="get_member_variable_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="number_color" type="Color" setter="set_number_color" getter="get_number_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="symbol_color" type="Color" setter="set_symbol_color" getter="get_symbol_color" default="Color( 0, 0, 0, 1 )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index d495be2ffd..240e70db9f 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -1,12 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Color" version="4.0"> <brief_description> - Color in RGBA format with some support for ARGB format. + Color in RGBA format using floats on the range of 0 to 1. </brief_description> <description> - A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values greater than 1. - You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. + A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors). + You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. + [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. </description> <tutorials> </tutorials> @@ -42,6 +43,20 @@ <method name="Color"> <return type="Color"> </return> + <argument index="0" name="c" type="Color"> + </argument> + <argument index="1" name="a" type="float"> + </argument> + <description> + Constructs a color from an existing color, but with a custom alpha value. + [codeblock] + var red = Color(Color.red, 0.5) # 50% transparent red. + [/codeblock] + </description> + </method> + <method name="Color"> + <return type="Color"> + </return> <argument index="0" name="r" type="float"> </argument> <argument index="1" name="g" type="float"> @@ -149,32 +164,32 @@ Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. </description> </method> - <method name="lightened"> + <method name="lerp"> <return type="Color"> </return> - <argument index="0" name="amount" type="float"> + <argument index="0" name="b" type="Color"> + </argument> + <argument index="1" name="t" type="float"> </argument> <description> - Returns a new color resulting from making this color lighter by the specified percentage (ratio from 0 to 1). + Returns the linear interpolation with another color. The interpolation factor [code]t[/code] is between 0 and 1. [codeblock] - var green = Color(0.0, 1.0, 0.0) - var lightgreen = green.lightened(0.2) # 20% lighter than regular green + var c1 = Color(1.0, 0.0, 0.0) + var c2 = Color(0.0, 1.0, 0.0) + var li_c = c1.lerp(c2, 0.5) # A color of an RGBA(128, 128, 0, 255) [/codeblock] </description> </method> - <method name="linear_interpolate"> + <method name="lightened"> <return type="Color"> </return> - <argument index="0" name="b" type="Color"> - </argument> - <argument index="1" name="t" type="float"> + <argument index="0" name="amount" type="float"> </argument> <description> - Returns the linear interpolation with another color. The interpolation factor [code]t[/code] is between 0 and 1. + Returns a new color resulting from making this color lighter by the specified percentage (ratio from 0 to 1). [codeblock] - var c1 = Color(1.0, 0.0, 0.0) - var c2 = Color(0.0, 1.0, 0.0) - var li_c = c1.linear_interpolate(c2, 0.5) # A color of an RGBA(128, 128, 0, 255) + var green = Color(0.0, 1.0, 0.0) + var lightgreen = green.lightened(0.2) # 20% lighter than regular green [/codeblock] </description> </method> @@ -262,37 +277,37 @@ </methods> <members> <member name="a" type="float" setter="" getter="" default="1.0"> - Alpha value (range 0 to 1). + The color's alpha (transparency) component, typically on the range of 0 to 1. </member> <member name="a8" type="int" setter="" getter="" default="255"> - Alpha value (range 0 to 255). + Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="b" type="float" setter="" getter="" default="0.0"> - Blue value (range 0 to 1). + The color's blue component, typically on the range of 0 to 1. </member> <member name="b8" type="int" setter="" getter="" default="0"> - Blue value (range 0 to 255). + Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="g" type="float" setter="" getter="" default="0.0"> - Green value (range 0 to 1). + The color's green component, typically on the range of 0 to 1. </member> <member name="g8" type="int" setter="" getter="" default="0"> - Green value (range 0 to 255). + Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="h" type="float" setter="" getter="" default="0.0"> - HSV hue value (range 0 to 1). + The HSV hue of this color, on the range 0 to 1. </member> <member name="r" type="float" setter="" getter="" default="0.0"> - Red value (range 0 to 1). + The color's red component, typically on the range of 0 to 1. </member> <member name="r8" type="int" setter="" getter="" default="0"> - Red value (range 0 to 255). + Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="s" type="float" setter="" getter="" default="0.0"> - HSV saturation value (range 0 to 1). + The HSV saturation of this color, on the range 0 to 1. </member> <member name="v" type="float" setter="" getter="" default="0.0"> - HSV value (range 0 to 1). + The HSV value (brightness) of this color, on the range 0 to 1. </member> </members> <constants> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 0c8d42021a..1f495bf91a 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -798,11 +798,11 @@ Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> <member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action. + Tells Godot which node it should give keyboard focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. </member> <member name="focus_previous" type="NodePath" setter="set_focus_previous" getter="get_focus_previous" default="NodePath("")"> - Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action. + Tells Godot which node it should give keyboard focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. </member> <member name="grow_horizontal" type="int" setter="set_h_grow_direction" getter="get_h_grow_direction" enum="Control.GrowDirection" default="1"> @@ -856,7 +856,9 @@ The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position. </member> <member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )"> - The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. + The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. </member> <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2( 0, 0 )"> The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically. diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml index cba446fff8..42951e2158 100644 --- a/doc/classes/ConvexPolygonShape2D.xml +++ b/doc/classes/ConvexPolygonShape2D.xml @@ -16,7 +16,7 @@ <argument index="0" name="point_cloud" type="PackedVector2Array"> </argument> <description> - Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry.convex_hull_2d] for details. + Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry2D.convex_hull] for details. </description> </method> </methods> diff --git a/doc/classes/Crypto.xml b/doc/classes/Crypto.xml index 10f1f18f0d..4edb3eda0a 100644 --- a/doc/classes/Crypto.xml +++ b/doc/classes/Crypto.xml @@ -5,7 +5,7 @@ </brief_description> <description> The Crypto class allows you to access some more advanced cryptographic functionalities in Godot. - For now, this includes generating cryptographically secure random bytes, and RSA keys and self-signed X509 certificates generation. More functionalities are planned for future releases. + For now, this includes generating cryptographically secure random bytes, RSA keys and self-signed X509 certificates generation, asymmetric key encryption/decryption, and signing/verification. [codeblock] extends Node @@ -21,12 +21,48 @@ # Save key and certificate in the user folder. key.save("user://generated.key") cert.save("user://generated.crt") + # Encryption + var data = "Some data" + var encrypted = crypto.encrypt(key, data.to_utf8()) + # Decryption + var decrypted = crypto.decrypt(key, encrypted) + # Signing + var signature = crypto.sign(HashingContext.HASH_SHA256, data.sha256_buffer(), key) + # Verifying + var verified = crypto.verify(HashingContext.HASH_SHA256, data.sha256_buffer(), signature, key) + # Checks + assert(verified) + assert(data.to_utf8() == decrypted) [/codeblock] [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> <methods> + <method name="decrypt"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="key" type="CryptoKey"> + </argument> + <argument index="1" name="ciphertext" type="PackedByteArray"> + </argument> + <description> + Decrypt the given [code]ciphertext[/code] with the provided private [code]key[/code]. + [b]Note[/b]: The maximum size of accepted ciphertext is limited by the key size. + </description> + </method> + <method name="encrypt"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="key" type="CryptoKey"> + </argument> + <argument index="1" name="plaintext" type="PackedByteArray"> + </argument> + <description> + Encrypt the given [code]plaintext[/code] with the provided public [code]key[/code]. + [b]Note[/b]: The maximum size of accepted plaintext is limited by the key size. + </description> + </method> <method name="generate_random_bytes"> <return type="PackedByteArray"> </return> @@ -68,6 +104,34 @@ [/codeblock] </description> </method> + <method name="sign"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="hash_type" type="int" enum="HashingContext.HashType"> + </argument> + <argument index="1" name="hash" type="PackedByteArray"> + </argument> + <argument index="2" name="key" type="CryptoKey"> + </argument> + <description> + Sign a given [code]hash[/code] of type [code]hash_type[/code] with the provided private [code]key[/code]. + </description> + </method> + <method name="verify"> + <return type="bool"> + </return> + <argument index="0" name="hash_type" type="int" enum="HashingContext.HashType"> + </argument> + <argument index="1" name="hash" type="PackedByteArray"> + </argument> + <argument index="2" name="signature" type="PackedByteArray"> + </argument> + <argument index="3" name="key" type="CryptoKey"> + </argument> + <description> + Verify that a given [code]signature[/code] for [code]hash[/code] of type [code]hash_type[/code] against the provided public [code]key[/code]. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index fe7f4b63f0..410c2262f9 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -11,13 +11,34 @@ <tutorials> </tutorials> <methods> + <method name="is_public_only" qualifiers="const"> + <return type="bool"> + </return> + <description> + Return [code]true[/code] if this CryptoKey only has the public part, and not the private one. + </description> + </method> <method name="load"> <return type="int" enum="Error"> </return> <argument index="0" name="path" type="String"> </argument> + <argument index="1" name="public_only" type="bool" default="false"> + </argument> + <description> + Loads a key from [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be loaded. + [b]Note[/b]: [code]path[/code] should should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise. + </description> + </method> + <method name="load_from_string"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="string_key" type="String"> + </argument> + <argument index="1" name="public_only" type="bool" default="false"> + </argument> <description> - Loads a key from [code]path[/code] ("*.key" file). + Loads a key from the given [code]string[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be loaded. </description> </method> <method name="save"> @@ -25,8 +46,20 @@ </return> <argument index="0" name="path" type="String"> </argument> + <argument index="1" name="public_only" type="bool" default="false"> + </argument> + <description> + Saves a key to the given [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be saved. + [b]Note[/b]: [code]path[/code] should should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise. + </description> + </method> + <method name="save_to_string"> + <return type="String"> + </return> + <argument index="0" name="public_only" type="bool" default="false"> + </argument> <description> - Saves a key to the given [code]path[/code] (should be a "*.key" file). + Returns a string containing the key in PEM format. If [code]public_only[/code] is [code]true[/code], only the public key will be included. </description> </method> </methods> diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index 16431c65c9..61cb1d43f0 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Cubemap" inherits="TextureLayered" version="4.0"> +<class name="Cubemap" inherits="ImageTextureLayered" version="4.0"> <brief_description> </brief_description> <description> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 03cfd75acf..627baf79e0 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CubemapArray" inherits="TextureLayered" version="4.0"> +<class name="CubemapArray" inherits="ImageTextureLayered" version="4.0"> <brief_description> </brief_description> <description> diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index f7329d1537..f9baa3b09a 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -17,7 +17,7 @@ <argument index="0" name="type" type="int" enum="Decal.DecalTexture"> </argument> <description> - Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. + Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. For example, instead of [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code]. One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example: [codeblock] @@ -34,7 +34,7 @@ <argument index="1" name="texture" type="Texture2D"> </argument> <description> - Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. + Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code]. One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example: [codeblock] diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index e982e00d6d..5413fa33c6 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -7,6 +7,7 @@ Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as an hash map or associative array. You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code]. Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior. + [b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate]. Creating a dictionary: [codeblock] var my_dir = {} # Creates an empty dictionary. @@ -125,6 +126,13 @@ </argument> <description> Returns [code]true[/code] if the dictionary has a given key. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: + [codeblock] + # Will evaluate to `true`. + if "godot" in {"godot": "engine"}: + pass + [/codeblock] + This method (like the [code]in[/code] operator) will evaluate to [code]true[/code] as long as the key exists, even if the associated value is [code]null[/code]. </description> </method> <method name="has_all"> @@ -147,6 +155,7 @@ # The line below prints `true`, whereas it would have printed `false` if both variables were compared directly. print(dict1.hash() == dict2.hash()) [/codeblock] + [b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash. </description> </method> <method name="keys"> diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 6c88dcf42e..fc7ce94a2b 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -39,22 +39,24 @@ <member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5"> The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. </member> + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.05" /> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" /> </members> <constants> <constant name="SHADOW_ORTHOGONAL" value="0" enum="ShadowMode"> - Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects. + Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects. </constant> <constant name="SHADOW_PARALLEL_2_SPLITS" value="1" enum="ShadowMode"> - Splits the view frustum in 2 areas, each with its own shadow map. + Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance. </constant> <constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode"> - Splits the view frustum in 4 areas, each with its own shadow map. + Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode. </constant> <constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange"> Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. </constant> <constant name="SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="ShadowDepthRange"> - Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. + Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games. </constant> </constants> </class> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index ed4257a809..a86dbfedde 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -5,7 +5,7 @@ </brief_description> <description> Directory type. It is used to manage directories and their content (not restricted to the project folder). - When creating a new [Directory], its default opened directory will be [code]res://[/code]. This may change in the future, so it is advised to always use [method open] to initialize your [Directory] where you want to operate, with explicit error checking. + When creating a new [Directory], it must be explicitly opened using [method open] before most methods can be used. However, [method file_exists] and [method dir_exists] can be used without opening a directory. If so, they use a path relative to [code]res://[/code]. Here is an example on how to iterate through the files of a directory: [codeblock] func dir_contents(path): @@ -63,6 +63,7 @@ </argument> <description> Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path. + If the [Directory] is not open, the path is relative to [code]res://[/code]. </description> </method> <method name="file_exists"> @@ -72,6 +73,7 @@ </argument> <description> Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path. + If the [Directory] is not open, the path is relative to [code]res://[/code]. </description> </method> <method name="get_current_dir"> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 90828089f9..814c232668 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -44,9 +44,9 @@ </return> <argument index="0" name="mode" type="int" enum="DisplayServer.WindowMode"> </argument> - <argument index="1" name="rect" type="int"> + <argument index="1" name="flags" type="int"> </argument> - <argument index="2" name="arg2" type="Rect2i" default="Rect2i( 0, 0, 0, 0 )"> + <argument index="2" name="rect" type="Rect2i" default="Rect2i( 0, 0, 0, 0 )"> </argument> <description> </description> @@ -127,12 +127,6 @@ <description> </description> </method> - <method name="get_latin_keyboard_variant" qualifiers="const"> - <return type="int" enum="DisplayServer.LatinKeyboardVariant"> - </return> - <description> - </description> - </method> <method name="get_name" qualifiers="const"> <return type="String"> </return> @@ -145,7 +139,7 @@ <description> </description> </method> - <method name="get_swap_ok_cancel"> + <method name="get_swap_cancel_ok"> <return type="bool"> </return> <description> @@ -389,6 +383,52 @@ <description> </description> </method> + <method name="keyboard_get_current_layout" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns active keyboard layout index. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_get_layout_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the number of keyboard layouts. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_get_layout_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns the ISO-639/BCP-47 language code of the keyboard layout at position [code]index[/code]. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_get_layout_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns the localized name of the keyboard layout at position [code]index[/code]. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_set_current_layout"> + <return type="void"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Sets active keyboard layout. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> <method name="mouse_get_absolute_position" qualifiers="const"> <return type="Vector2i"> </return> @@ -483,6 +523,15 @@ <description> </description> </method> + <method name="screen_get_max_scale" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the greatest scale factor of all screens. + [b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other cases. + [b]Note:[/b] This method is implemented on macOS. + </description> + </method> <method name="screen_get_orientation" qualifiers="const"> <return type="int" enum="DisplayServer.ScreenOrientation"> </return> @@ -505,6 +554,9 @@ <argument index="0" name="screen" type="int" default="-1"> </argument> <description> + Return the scale factor of the specified screen by index. + [b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) screen, and [code]1.0[/code] for all other cases. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="screen_get_size" qualifiers="const"> @@ -575,12 +627,14 @@ <return type="int"> </return> <description> + Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden. </description> </method> <method name="virtual_keyboard_hide"> <return type="void"> </return> <description> + Hides the virtual keyboard if it is shown, does nothing otherwise. </description> </method> <method name="virtual_keyboard_show"> @@ -590,9 +644,23 @@ </argument> <argument index="1" name="position" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> - <argument index="2" name="max_length" type="int" default="-1"> + <argument index="2" name="multiline" type="bool" default="false"> + </argument> + <argument index="3" name="max_length" type="int" default="-1"> + </argument> + <argument index="4" name="cursor_start" type="int" default="-1"> + </argument> + <argument index="5" name="cursor_end" type="int" default="-1"> </argument> <description> + Shows the virtual keyboard if the platform has one. + [code]existing_text[/code] parameter is useful for implementing your own [LineEdit] or [TextEdit], as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). + [code]position[/code] parameter is the screen space [Rect2] of the edited text. + [code]multiline[/code] parameter needs to be set to [code]true[/code] to be able to enter multiple lines of text, as in [TextEdit]. + [code]max_length[/code] limits the number of characters that can be entered if different from [code]-1[/code]. + [code]cursor_start[/code] can optionally define the current text cursor position if [code]cursor_end[/code] is not set. + [code]cursor_start[/code] and [code]cursor_end[/code] can optionally define the current text selection. + [b]Note:[/b] This method is implemented on Android, iOS and UWP. </description> </method> <method name="vsync_is_enabled" qualifiers="const"> @@ -1017,20 +1085,6 @@ </constant> <constant name="WINDOW_FLAG_MAX" value="5" enum="WindowFlags"> </constant> - <constant name="LATIN_KEYBOARD_QWERTY" value="0" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_QWERTZ" value="1" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_AZERTY" value="2" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_QZERTY" value="3" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_DVORAK" value="4" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_NEO" value="5" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_COLEMAK" value="6" enum="LatinKeyboardVariant"> - </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> </constant> <constant name="WINDOW_EVENT_MOUSE_EXIT" value="1" enum="WindowEvent"> diff --git a/doc/classes/DynamicFont.xml b/doc/classes/DynamicFont.xml index 0864c3ba36..24df056c6b 100644 --- a/doc/classes/DynamicFont.xml +++ b/doc/classes/DynamicFont.xml @@ -26,6 +26,14 @@ Adds a fallback font. </description> </method> + <method name="get_available_chars" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns a string containing all the characters available in the main and all the fallback fonts. + If a given character is included in more than one font, it appears only once in the returned string. + </description> + </method> <method name="get_fallback" qualifiers="const"> <return type="DynamicFontData"> </return> diff --git a/doc/classes/DynamicFontData.xml b/doc/classes/DynamicFontData.xml index 2b4ec17bf1..483da96f3f 100644 --- a/doc/classes/DynamicFontData.xml +++ b/doc/classes/DynamicFontData.xml @@ -12,7 +12,7 @@ </methods> <members> <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true"> - If [code]true[/code], the font is rendered with anti-aliasing. + If [code]true[/code], the font is rendered with anti-aliasing. This property applies both to the main font and its outline (if it has one). </member> <member name="font_path" type="String" setter="set_font_path" getter="get_font_path" default=""""> The path to the vector font file. diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index 9bb51af2d0..5461dccd27 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -97,6 +97,7 @@ <argument index="0" name="resources" type="PackedStringArray"> </argument> <description> + Emitted if at least one resource is reloaded when the filesystem is scanned. </description> </signal> <signal name="sources_changed"> diff --git a/doc/classes/EditorFileSystemDirectory.xml b/doc/classes/EditorFileSystemDirectory.xml index 096fe5df8f..b852ae1063 100644 --- a/doc/classes/EditorFileSystemDirectory.xml +++ b/doc/classes/EditorFileSystemDirectory.xml @@ -67,6 +67,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> + Returns the base class of the script class defined in the file at index [code]idx[/code]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string. </description> </method> <method name="get_file_script_class_name" qualifiers="const"> @@ -75,6 +76,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> + Returns the name of the script class defined in the file at index [code]idx[/code]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string. </description> </method> <method name="get_file_type" qualifiers="const"> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 0aac59c727..ea2dfae9a5 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -83,6 +83,16 @@ <argument index="1" name="options" type="Dictionary"> </argument> <description> + This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example: + [codeblock] + func get_option_visibility(option, options): + # Only show the lossy quality setting if the compression mode is set to "Lossy". + if option == "compress/lossy_quality" and options.has("compress/mode"): + return int(options["compress/mode"]) == COMPRESS_LOSSY + + return true + [/codeblock] + Return [code]true[/code] to make all options always visible. </description> </method> <method name="get_preset_count" qualifiers="virtual"> @@ -150,6 +160,8 @@ <argument index="4" name="gen_files" type="Array"> </argument> <description> + Imports [code]source_file[/code] into [code]save_path[/code] with the import [code]options[/code] specified. The [code]platform_variants[/code] and [code]gen_files[/code] arrays will be modified by this function. + This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method. </description> </method> </methods> diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml index 2f62fe9e40..6f03165a97 100644 --- a/doc/classes/EditorInspector.xml +++ b/doc/classes/EditorInspector.xml @@ -14,6 +14,8 @@ <return type="void"> </return> <description> + Refreshes the inspector. + [b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.) </description> </method> </methods> @@ -25,30 +27,35 @@ <argument index="0" name="id" type="int"> </argument> <description> + Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector. </description> </signal> <signal name="property_deleted"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is removed from the inspector. </description> </signal> <signal name="property_edited"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is edited in the inspector. </description> </signal> <signal name="property_keyed"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled. </description> </signal> <signal name="property_selected"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is selected in the inspector. </description> </signal> <signal name="property_toggled"> @@ -57,6 +64,8 @@ <argument index="1" name="checked" type="bool"> </argument> <description> + Emitted when a boolean property is toggled in the inspector. + [b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/code] property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself. </description> </signal> <signal name="resource_selected"> @@ -65,10 +74,12 @@ <argument index="1" name="prop" type="String"> </argument> <description> + Emitted when a resource is selected in the inspector. </description> </signal> <signal name="restart_requested"> <description> + Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings. </description> </signal> </signals> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 499c3b8271..9da36b51f9 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -23,13 +23,14 @@ <return type="Control"> </return> <description> - Returns the main container of Godot editor's window. You can use it, for example, to retrieve the size of the container and place your controls accordingly. + Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. </description> </method> <method name="get_current_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the current path being viewed in the [FileSystemDock]. </description> </method> <method name="get_edited_scene_root"> @@ -43,26 +44,29 @@ <return type="EditorSettings"> </return> <description> - Returns the [EditorSettings]. + Returns the editor's [EditorSettings] instance. </description> </method> <method name="get_editor_viewport"> <return type="Control"> </return> <description> - Returns the editor [Viewport]. + Returns the main editor control. Use this as a parent for main screens. + [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically. </description> </method> <method name="get_file_system_dock"> <return type="FileSystemDock"> </return> <description> + Returns the editor's [FileSystemDock] instance. </description> </method> <method name="get_inspector" qualifiers="const"> <return type="EditorInspector"> </return> <description> + Returns the editor's [EditorInspector] instance. </description> </method> <method name="get_open_scenes" qualifiers="const"> @@ -72,38 +76,46 @@ Returns an [Array] with the file paths of the currently opened scenes. </description> </method> + <method name="get_playing_scene" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string. + </description> + </method> <method name="get_resource_filesystem"> <return type="EditorFileSystem"> </return> <description> - Returns the [EditorFileSystem]. + Returns the editor's [EditorFileSystem] instance. </description> </method> <method name="get_resource_previewer"> <return type="EditorResourcePreview"> </return> <description> - Returns the [EditorResourcePreview]. + Returns the editor's [EditorResourcePreview] instance. </description> </method> <method name="get_script_editor"> <return type="ScriptEditor"> </return> <description> - Returns the [ScriptEditor]. + Returns the editor's [ScriptEditor] instance. </description> </method> <method name="get_selected_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead. </description> </method> <method name="get_selection"> <return type="EditorSelection"> </return> <description> - Returns the [EditorSelection]. + Returns the editor's [EditorSelection] instance. </description> </method> <method name="inspect_object"> @@ -114,7 +126,14 @@ <argument index="1" name="for_property" type="String" default=""""> </argument> <description> - Shows the given property on the given [code]object[/code] in the Editor's Inspector dock. + Shows the given property on the given [code]object[/code] in the editor's Inspector dock. + </description> + </method> + <method name="is_playing_scene" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played. </description> </method> <method name="is_plugin_enabled" qualifiers="const"> @@ -123,7 +142,7 @@ <argument index="0" name="plugin" type="String"> </argument> <description> - Returns the enabled status of a plugin. The plugin name is the same as its directory name. + Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name. </description> </method> <method name="make_mesh_previews"> @@ -146,6 +165,29 @@ Opens the scene at the given path. </description> </method> + <method name="play_current_scene"> + <return type="void"> + </return> + <description> + Plays the currently active scene. + </description> + </method> + <method name="play_custom_scene"> + <return type="void"> + </return> + <argument index="0" name="scene_filepath" type="String"> + </argument> + <description> + Plays the scene specified by its filepath. + </description> + </method> + <method name="play_main_scene"> + <return type="void"> + </return> + <description> + Plays the main scene. + </description> + </method> <method name="reload_scene_from_path"> <return type="void"> </return> @@ -182,20 +224,13 @@ Selects the file, with the path provided by [code]file[/code], in the FileSystem dock. </description> </method> - <method name="set_distraction_free_mode"> - <return type="void"> - </return> - <argument index="0" name="enter" type="bool"> - </argument> - <description> - </description> - </method> <method name="set_main_screen_editor"> <return type="void"> </return> <argument index="0" name="name" type="String"> </argument> <description> + Sets the editor's current main screen to the one specified in [code]name[/code]. [code]name[/code] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]). </description> </method> <method name="set_plugin_enabled"> @@ -209,7 +244,19 @@ Sets the enabled status of a plugin. The plugin name is the same as its directory name. </description> </method> + <method name="stop_playing_scene"> + <return type="void"> + </return> + <description> + Stops the scene that is currently playing. + </description> + </method> </methods> + <members> + <member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled"> + If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml index 6d695ddeea..45541b9263 100644 --- a/doc/classes/EditorNode3DGizmo.xml +++ b/doc/classes/EditorNode3DGizmo.xml @@ -15,6 +15,7 @@ <argument index="0" name="segments" type="PackedVector3Array"> </argument> <description> + Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this function during [method redraw]. </description> </method> <method name="add_collision_triangles"> @@ -69,6 +70,7 @@ <argument index="3" name="material" type="Material" default="null"> </argument> <description> + Adds a mesh to the gizmo with the specified [code]billboard[/code] state, [code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] is [code]true[/code], the mesh will rotate to always face the camera. Call this function during [method redraw]. </description> </method> <method name="add_unscaled_billboard"> @@ -88,6 +90,7 @@ <return type="void"> </return> <description> + Removes everything in the gizmo including meshes, collisions and handles. </description> </method> <method name="commit_handle" qualifiers="virtual"> @@ -143,14 +146,14 @@ <argument index="0" name="index" type="int"> </argument> <description> - Gets whether a handle is highlighted or not. + Returns [code]true[/code] if the handle at index [code]index[/code] is highlighted by being hovered with the mouse. </description> </method> <method name="redraw" qualifiers="virtual"> <return type="void"> </return> <description> - This function is called when the Node3D this gizmo refers to changes (the [method Node3D.update_gizmo] is called). + This function is called when the [Node3D] this gizmo refers to changes (the [method Node3D.update_gizmo] is called). </description> </method> <method name="set_handle" qualifiers="virtual"> @@ -173,6 +176,7 @@ <argument index="0" name="hidden" type="bool"> </argument> <description> + Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown. </description> </method> <method name="set_spatial_node"> @@ -181,6 +185,7 @@ <argument index="0" name="node" type="Node"> </argument> <description> + Sets the reference [Node3D] node for the gizmo. [code]node[/code] must inherit from [Node3D]. </description> </method> </methods> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index ca75b47fbf..b81281b5b6 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -139,6 +139,8 @@ <return type="String"> </return> <description> + Override this method to set the gizmo's priority. Higher values correspond to higher priority. If a gizmo with higher priority conflicts with another gizmo, only the gizmo with higher priority will be used. + All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically override built-in gizmos. </description> </method> <method name="has_gizmo" qualifiers="virtual"> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 19583fca28..99fe9b4bb5 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -22,7 +22,7 @@ </description> </method> <method name="add_control_to_bottom_panel"> - <return type="ToolButton"> + <return type="Button"> </return> <argument index="0" name="control" type="Control"> </argument> @@ -142,6 +142,15 @@ Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. This submenu should be cleaned up using [code]remove_tool_menu_item(name)[/code]. </description> </method> + <method name="add_translation_parser_plugin"> + <return type="void"> + </return> + <argument index="0" name="parser" type="EditorTranslationParserPlugin"> + </argument> + <description> + Registers a custom translation parser plugin for extracting translatable strings from custom files. + </description> + </method> <method name="apply_changes" qualifiers="virtual"> <return type="void"> </return> @@ -464,6 +473,15 @@ Removes a menu [code]name[/code] from [b]Project > Tools[/b]. </description> </method> + <method name="remove_translation_parser_plugin"> + <return type="void"> + </return> + <argument index="0" name="parser" type="EditorTranslationParserPlugin"> + </argument> + <description> + Removes a registered custom translation parser plugin. + </description> + </method> <method name="save_external_data" qualifiers="virtual"> <return type="void"> </return> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 4da3b58b94..f568263ff8 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -73,24 +73,25 @@ </methods> <members> <member name="checkable" type="bool" setter="set_checkable" getter="is_checkable" default="false"> - Used by the inspector, set when property is checkable. + Used by the inspector, set to [code]true[/code] when the property is checkable. </member> <member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false"> - Used by the inspector, when the property is checked. + Used by the inspector, set to [code]true[/code] when the property is checked. </member> <member name="deletable" type="bool" setter="set_deletable" getter="is_deletable" default="false"> + Used by the inspector, set to [code]true[/code] when the property can be deleted by the user. </member> <member name="draw_red" type="bool" setter="set_draw_red" getter="is_draw_red" default="false"> - Used by the inspector, when the property must draw with error color. + Used by the inspector, set to [code]true[/code] when the property must draw with error color. This is used for editable children's properties. </member> <member name="keying" type="bool" setter="set_keying" getter="is_keying" default="false"> - Used by the inspector, when the property can add keys for animation. + Used by the inspector, set to [code]true[/code] when the property can add keys for animation. </member> <member name="label" type="String" setter="set_label" getter="get_label" default=""""> - Sets this property to change the label (if you want to show one). + Set this property to change the label (if you want to show one). </member> <member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false"> - Used by the inspector, when the property is read-only. + Used by the inspector, set to [code]true[/code] when the property is read-only. </member> </members> <signals> @@ -134,6 +135,7 @@ <argument index="0" name="property" type="StringName"> </argument> <description> + Emitted when a property was deleted. Used internally. </description> </signal> <signal name="property_keyed"> diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index 410301351f..e96044bf48 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -4,7 +4,7 @@ Base script that can be used to add extension functions to the editor. </brief_description> <description> - Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. + Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] [codeblock] diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 19921ff5c8..0c6a2d61cd 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -5,11 +5,16 @@ </brief_description> <description> Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu. - Accessing the settings is done by using the regular [Object] API, such as: + Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself. + Accessing the settings can be done using the following methods, such as: [codeblock] - settings.set(prop,value) - settings.get(prop) - list_of_settings = settings.get_property_list() + # `settings.set("some/property", value)` also works as this class overrides `_set()` internally. + settings.set_setting("some/property",value) + + # `settings.get("some/property", value)` also works as this class overrides `_get()` internally. + settings.get_setting("some/property") + + var list_of_settings = settings.get_property_list() [/codeblock] [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings]. </description> @@ -47,14 +52,14 @@ <argument index="0" name="property" type="String"> </argument> <description> - Erase a given setting (pass full property path). + Erases the setting whose name is specified by [code]property[/code]. </description> </method> <method name="get_favorites" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Gets the list of favorite files and directories for this project. + Returns the list of favorite files and directories for this project. </description> </method> <method name="get_project_metadata" qualifiers="const"> @@ -67,20 +72,21 @@ <argument index="2" name="default" type="Variant" default="null"> </argument> <description> + Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata]. </description> </method> <method name="get_project_settings_dir" qualifiers="const"> <return type="String"> </return> <description> - Gets the specific project settings path. Projects all have a unique sub-directory inside the settings path where project specific settings are saved. + Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved. </description> </method> <method name="get_recent_dirs" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Gets the list of recently visited folders in the file dialog for this project. + Returns the list of recently visited folders in the file dialog for this project. </description> </method> <method name="get_setting" qualifiers="const"> @@ -89,6 +95,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns the value of the setting specified by [code]name[/code]. This is equivalent to using [method Object.get] on the EditorSettings instance. </description> </method> <method name="get_settings_dir" qualifiers="const"> @@ -106,6 +113,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the setting specified by [code]name[/code] exists, [code]false[/code] otherwise. </description> </method> <method name="property_can_revert"> @@ -114,6 +122,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the setting specified by [code]name[/code] can have its value reverted to the default value, [code]false[/code] otherwise. When this method returns [code]true[/code], a Revert button will display next to the setting in the Editor Settings. </description> </method> <method name="property_get_revert"> @@ -122,6 +131,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns the default value of the setting specified by [code]name[/code]. This is the value that would be applied when clicking the Revert button in the Editor Settings. </description> </method> <method name="set_favorites"> @@ -143,6 +153,7 @@ <argument index="2" name="update_current" type="bool"> </argument> <description> + Sets the initial value of the setting specified by [code]name[/code] to [code]value[/code]. This is used to provide a value for the Revert button in the Editor Settings. If [code]update_current[/code] is true, the current value of the setting will be set to [code]value[/code] as well. </description> </method> <method name="set_project_metadata"> @@ -155,6 +166,7 @@ <argument index="2" name="data" type="Variant"> </argument> <description> + Sets project-specific metadata with the [code]section[/code], [code]key[/code] and [code]data[/code] specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also [method get_project_metadata]. </description> </method> <method name="set_recent_dirs"> @@ -174,19 +186,20 @@ <argument index="1" name="value" type="Variant"> </argument> <description> + Sets the [code]value[/code] of the setting specified by [code]name[/code]. This is equivalent to using [method Object.set] on the EditorSettings instance. </description> </method> </methods> <signals> <signal name="settings_changed"> <description> - Emitted when editor settings change. + Emitted after any editor setting has changed. </description> </signal> </signals> <constants> <constant name="NOTIFICATION_EDITOR_SETTINGS_CHANGED" value="10000"> - Emitted when editor settings change. It used by various editor plugins to update their visuals on theme changes or logic on configuration changes. + Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes. </constant> </constants> </class> diff --git a/doc/classes/EditorSyntaxHighlighter.xml b/doc/classes/EditorSyntaxHighlighter.xml new file mode 100644 index 0000000000..103d95e1d6 --- /dev/null +++ b/doc/classes/EditorSyntaxHighlighter.xml @@ -0,0 +1,31 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorSyntaxHighlighter" inherits="SyntaxHighlighter" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_name" qualifiers="virtual"> + <return type="String"> + </return> + <description> + </description> + </method> + <method name="_get_supported_extentions" qualifiers="virtual"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="_get_supported_languages" qualifiers="virtual"> + <return type="Array"> + </return> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/EditorTranslationParserPlugin.xml b/doc/classes/EditorTranslationParserPlugin.xml new file mode 100644 index 0000000000..d40fc558de --- /dev/null +++ b/doc/classes/EditorTranslationParserPlugin.xml @@ -0,0 +1,65 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorTranslationParserPlugin" inherits="Reference" version="4.0"> + <brief_description> + Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.). + </brief_description> + <description> + Plugins are registered via [method EditorPlugin.add_translation_parser_plugin] method. To define the parsing and string extraction logic, override the [method parse_file] method in script. + The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu. + Below shows an example of a custom parser that extracts strings in a CSV file to write into a POT. + [codeblock] + tool + extends EditorTranslationParserPlugin + + + func parse_file(path, extracted_strings): + var file = File.new() + file.open(path, File.READ) + var text = file.get_as_text() + var split_strs = text.split(",", false, 0) + for s in split_strs: + extracted_strings.append(s) + #print("Extracted string: " + s) + + + func get_recognized_extensions(): + return ["csv"] + [/codeblock] + [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [File] type. + For example: + [codeblock] + func parse_file(path, extracted_strings): + var res = ResourceLoader.load(path, "Script") + var text = res.get_source_code() + # Parsing logic. + + + func get_recognized_extensions(): + return ["gd"] + [/codeblock] + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_recognized_extensions" qualifiers="virtual"> + <return type="Array"> + </return> + <description> + Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code]. + </description> + </method> + <method name="parse_file" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <argument index="1" name="extracted_strings" type="Array"> + </argument> + <description> + Override this method to define a custom parsing logic to extract the translatable strings. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 45c153b6dc..297cccaaac 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Engine" inherits="Object" version="4.0"> <brief_description> - Access to basic engine properties. + Access to engine properties. </brief_description> <description> - The [Engine] class allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. + The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. </description> <tutorials> </tutorials> @@ -34,7 +34,7 @@ </return> <description> Returns a Dictionary of Arrays of donor names. - {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} + {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} </description> </method> <method name="get_frames_drawn"> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 3642d92771..bbab0bf8cf 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -24,7 +24,7 @@ Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise. </description> </method> - <method name="set_glow_level"> + <method name="set_glow_level_enabled"> <return type="void"> </return> <argument index="0" name="idx" type="int"> @@ -46,7 +46,7 @@ <member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0"> The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> - <member name="adjustment_enabled" type="bool" setter="set_adjustment_enable" getter="is_adjustment_enabled" default="false"> + <member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false"> If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene. </member> <member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0"> @@ -65,7 +65,7 @@ </member> <member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0"> </member> - <member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure" getter="get_tonemap_auto_exposure" default="false"> + <member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false"> If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. </member> <member name="auto_exposure_max_luma" type="float" setter="set_tonemap_auto_exposure_max" getter="get_tonemap_auto_exposure_max" default="8.0"> @@ -158,25 +158,25 @@ <member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8"> The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. </member> - <member name="glow_levels/1" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> + <member name="glow_levels/1" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry). </member> - <member name="glow_levels/2" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> + <member name="glow_levels/2" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> If [code]true[/code], the 2th level of glow is enabled. </member> - <member name="glow_levels/3" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="true"> + <member name="glow_levels/3" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true"> If [code]true[/code], the 3th level of glow is enabled. </member> - <member name="glow_levels/4" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> + <member name="glow_levels/4" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> If [code]true[/code], the 4th level of glow is enabled. </member> - <member name="glow_levels/5" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="true"> + <member name="glow_levels/5" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="true"> If [code]true[/code], the 5th level of glow is enabled. </member> - <member name="glow_levels/6" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> + <member name="glow_levels/6" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> If [code]true[/code], the 6th level of glow is enabled. </member> - <member name="glow_levels/7" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> + <member name="glow_levels/7" type="bool" setter="set_glow_level_enabled" getter="is_glow_level_enabled" default="false"> If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest). </member> <member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05"> @@ -186,6 +186,30 @@ </member> <member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0"> </member> + <member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8"> + </member> + <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1"> + </member> + <member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false"> + </member> + <member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0"> + </member> + <member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="819.2"> + </member> + <member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2"> + </member> + <member name="sdfgi_normal_bias" type="float" setter="set_sdfgi_normal_bias" getter="get_sdfgi_normal_bias" default="1.1"> + </member> + <member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1"> + </member> + <member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="false"> + </member> + <member name="sdfgi_use_multi_bounce" type="bool" setter="set_sdfgi_use_multi_bounce" getter="is_sdfgi_using_multi_bounce" default="false"> + </member> + <member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false"> + </member> + <member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="0"> + </member> <member name="sky" type="Sky" setter="set_sky" getter="get_sky"> The [Sky] resource used for this [Environment]. </member> @@ -285,6 +309,18 @@ <constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource"> Use the [Sky] for reflections regardless of what the background is. </constant> + <constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper"> + Linear tonemapper operator. Reads the linear data and passes it on unmodified. + </constant> + <constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper"> + Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. + </constant> + <constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper"> + Filmic tonemapper operator. + </constant> + <constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper"> + Academy Color Encoding System tonemapper operator. + </constant> <constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode"> Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources. </constant> @@ -300,18 +336,6 @@ <constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode"> Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. </constant> - <constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper"> - Linear tonemapper operator. Reads the linear data and passes it on unmodified. - </constant> - <constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper"> - Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. - </constant> - <constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper"> - Filmic tonemapper operator. - </constant> - <constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper"> - Academy Color Encoding System tonemapper operator. - </constant> <constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur"> No blur for the screen-space ambient occlusion effect (fastest). </constant> @@ -324,5 +348,17 @@ <constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur"> 3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts. </constant> + <constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades"> + </constant> + <constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades"> + </constant> + <constant name="SDFGI_CASCADES_8" value="2" enum="SDFGICascades"> + </constant> + <constant name="SDFGI_Y_SCALE_DISABLED" value="0" enum="SDFGIYScale"> + </constant> + <constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale"> + </constant> + <constant name="SDFGI_Y_SCALE_50_PERCENT" value="2" enum="SDFGIYScale"> + </constant> </constants> </class> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 17c65731ff..d91203d91f 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -20,6 +20,7 @@ file.close() return content [/codeblock] + In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> @@ -54,28 +55,28 @@ <return type="int"> </return> <description> - Returns the next 16 bits from the file as an integer. + Returns the next 16 bits from the file as an integer. See [method store_16] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_32" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 32 bits from the file as an integer. + Returns the next 32 bits from the file as an integer. See [method store_32] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_64" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 64 bits from the file as an integer. + Returns the next 64 bits from the file as an integer. See [method store_64] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_8" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 8 bits from the file as an integer. + Returns the next 8 bits from the file as an integer. See [method store_8] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_as_text" qualifiers="const"> @@ -256,6 +257,7 @@ </argument> <description> Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. + [b]Note:[/b] The provided key must be 32 bytes long. </description> </method> <method name="open_encrypted_with_pass"> @@ -297,7 +299,26 @@ </argument> <description> Stores an integer as 16 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64] or store a signed integer from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example: + [codeblock] + const MAX_15B = 1 << 15 + const MAX_16B = 1 << 16 + + func unsigned16_to_signed(unsigned): + return (unsigned + MAX_15B) % MAX_16B - MAX_15B + + func _ready(): + var f = File.new() + f.open("user://file.dat", File.WRITE_READ) + f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42). + f.store_16(121) # In bounds, will store 121. + f.seek(0) # Go back to start to read the stored value. + var read1 = f.get_16() # 65494 + var read2 = f.get_16() # 121 + var converted1 = unsigned16_to_signed(read1) # -42 + var converted2 = unsigned16_to_signed(read2) # 121 + [/codeblock] </description> </method> <method name="store_32"> @@ -307,7 +328,8 @@ </argument> <description> Stores an integer as 32 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example). </description> </method> <method name="store_64"> @@ -327,7 +349,8 @@ </argument> <description> Stores an integer as 8 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example). </description> </method> <method name="store_buffer"> diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index 99563ee367..eaaccbd0dd 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -4,7 +4,7 @@ Dialog for selecting files or directories in the filesystem. </brief_description> <description> - FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. + FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. The FileDialog automatically sets its window title according to the [member file_mode]. If you want to use a custom title, disable this by setting [member mode_overrides_title] to [code]false[/code]. </description> <tutorials> </tutorials> @@ -132,6 +132,12 @@ </constant> </constants> <theme_items> + <theme_item name="file" type="Texture2D"> + Custom icon for files. + </theme_item> + <theme_item name="file_icon_modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + The color modulation applied to the file icon. + </theme_item> <theme_item name="files_disabled" type="Color" default="Color( 0, 0, 0, 0.7 )"> The color tint for disabled files (when the [FileDialog] is used in open folder mode). </theme_item> diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index fdf29f89b2..c553f90e37 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -10,11 +10,11 @@ <method name="can_drop_data_fw" qualifiers="const"> <return type="bool"> </return> - <argument index="0" name="arg0" type="Vector2"> + <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="arg1" type="Variant"> + <argument index="1" name="data" type="Variant"> </argument> - <argument index="2" name="arg2" type="Control"> + <argument index="2" name="from" type="Control"> </argument> <description> </description> @@ -22,11 +22,11 @@ <method name="drop_data_fw"> <return type="void"> </return> - <argument index="0" name="arg0" type="Vector2"> + <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="arg1" type="Variant"> + <argument index="1" name="data" type="Variant"> </argument> - <argument index="2" name="arg2" type="Control"> + <argument index="2" name="from" type="Control"> </argument> <description> </description> @@ -34,9 +34,9 @@ <method name="get_drag_data_fw"> <return type="Variant"> </return> - <argument index="0" name="arg0" type="Vector2"> + <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="arg1" type="Control"> + <argument index="1" name="from" type="Control"> </argument> <description> </description> @@ -44,7 +44,7 @@ <method name="navigate_to_path"> <return type="void"> </return> - <argument index="0" name="arg0" type="String"> + <argument index="0" name="path" type="String"> </argument> <description> </description> diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml index 882f819e37..ce6a25e191 100644 --- a/doc/classes/Font.xml +++ b/doc/classes/Font.xml @@ -26,6 +26,7 @@ </argument> <description> Draw [code]string[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally clipping the width. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + See also [method CanvasItem.draw_string]. </description> </method> <method name="draw_char" qualifiers="const"> @@ -54,6 +55,17 @@ Returns the font ascent (number of pixels above the baseline). </description> </method> + <method name="get_char_size" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="char" type="int"> + </argument> + <argument index="1" name="next" type="int" default="0"> + </argument> + <description> + Returns the size of a character, optionally taking kerning into account if the next character is provided. + </description> + </method> <method name="get_descent" qualifiers="const"> <return type="float"> </return> diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index df50244c77..8885f360a3 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -19,7 +19,7 @@ <argument index="1" name="create_visual_debug" type="bool" default="false"> </argument> <description> - Bakes the effect from all [GeometryInstance3D]s marked with [member GeometryInstance3D.use_in_baked_light] and [Light3D]s marked with either [constant Light3D.BAKE_INDIRECT] or [constant Light3D.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. + Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either [constant Light3D.BAKE_DYNAMIC] or [constant Light3D.BAKE_STATIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. </description> </method> <method name="debug_bake"> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 64a2522f2f..ee67b5052c 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -53,6 +53,7 @@ </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> Normal map to be used for the [member texture] property. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml index fae567dc58..ae86ab7365 100644 --- a/doc/classes/Generic6DOFJoint3D.xml +++ b/doc/classes/Generic6DOFJoint3D.xml @@ -373,6 +373,12 @@ <constant name="PARAM_LINEAR_MOTOR_FORCE_LIMIT" value="6" enum="Param"> The maximum force the linear motor will apply while trying to reach the velocity target. </constant> + <constant name="PARAM_LINEAR_SPRING_STIFFNESS" value="7" enum="Param"> + </constant> + <constant name="PARAM_LINEAR_SPRING_DAMPING" value="8" enum="Param"> + </constant> + <constant name="PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT" value="9" enum="Param"> + </constant> <constant name="PARAM_ANGULAR_LOWER_LIMIT" value="10" enum="Param"> The minimum rotation in negative direction to break loose and rotate around the axes. </constant> @@ -400,6 +406,12 @@ <constant name="PARAM_ANGULAR_MOTOR_FORCE_LIMIT" value="18" enum="Param"> Maximum acceleration for the motor at the axes. </constant> + <constant name="PARAM_ANGULAR_SPRING_STIFFNESS" value="19" enum="Param"> + </constant> + <constant name="PARAM_ANGULAR_SPRING_DAMPING" value="20" enum="Param"> + </constant> + <constant name="PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT" value="21" enum="Param"> + </constant> <constant name="PARAM_MAX" value="22" enum="Param"> Represents the size of the [enum Param] enum. </constant> diff --git a/doc/classes/Geometry.xml b/doc/classes/Geometry2D.xml index 4d6f7b60a3..86dc8e864a 100644 --- a/doc/classes/Geometry.xml +++ b/doc/classes/Geometry2D.xml @@ -1,67 +1,15 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Geometry" inherits="Object" version="4.0"> +<class name="Geometry2D" inherits="Object" version="4.0"> <brief_description> - Helper node to calculate generic geometry operations. + Helper node to calculate generic geometry operations in 2D space. </brief_description> <description> - Geometry provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. + Geometry2D provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. </description> <tutorials> </tutorials> <methods> - <method name="build_box_planes"> - <return type="Array"> - </return> - <argument index="0" name="extents" type="Vector3"> - </argument> - <description> - Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size). - </description> - </method> - <method name="build_capsule_planes"> - <return type="Array"> - </return> - <argument index="0" name="radius" type="float"> - </argument> - <argument index="1" name="height" type="float"> - </argument> - <argument index="2" name="sides" type="int"> - </argument> - <argument index="3" name="lats" type="int"> - </argument> - <argument index="4" name="axis" type="int" enum="Vector3.Axis" default="2"> - </argument> - <description> - Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z). - </description> - </method> - <method name="build_cylinder_planes"> - <return type="Array"> - </return> - <argument index="0" name="radius" type="float"> - </argument> - <argument index="1" name="height" type="float"> - </argument> - <argument index="2" name="sides" type="int"> - </argument> - <argument index="3" name="axis" type="int" enum="Vector3.Axis" default="2"> - </argument> - <description> - Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z). - </description> - </method> - <method name="clip_polygon"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="points" type="PackedVector3Array"> - </argument> - <argument index="1" name="plane" type="Plane"> - </argument> - <description> - Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon. - </description> - </method> - <method name="clip_polygons_2d"> + <method name="clip_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -73,7 +21,7 @@ If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> - <method name="clip_polyline_with_polygon_2d"> + <method name="clip_polyline_with_polygon"> <return type="Array"> </return> <argument index="0" name="polyline" type="PackedVector2Array"> @@ -84,7 +32,7 @@ Clips [code]polyline[/code] against [code]polygon[/code] and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape. </description> </method> - <method name="convex_hull_2d"> + <method name="convex_hull"> <return type="PackedVector2Array"> </return> <argument index="0" name="points" type="PackedVector2Array"> @@ -93,7 +41,7 @@ Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one. </description> </method> - <method name="exclude_polygons_2d"> + <method name="exclude_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -101,24 +49,11 @@ <argument index="1" name="polygon_b" type="PackedVector2Array"> </argument> <description> - Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons. + Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area 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]. </description> </method> <method name="get_closest_point_to_segment"> - <return type="Vector3"> - </return> - <argument index="0" name="point" type="Vector3"> - </argument> - <argument index="1" name="s1" type="Vector3"> - </argument> - <argument index="2" name="s2" type="Vector3"> - </argument> - <description> - Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment. - </description> - </method> - <method name="get_closest_point_to_segment_2d"> <return type="Vector2"> </return> <argument index="0" name="point" type="Vector2"> @@ -132,19 +67,6 @@ </description> </method> <method name="get_closest_point_to_segment_uncapped"> - <return type="Vector3"> - </return> - <argument index="0" name="point" type="Vector3"> - </argument> - <argument index="1" name="s1" type="Vector3"> - </argument> - <argument index="2" name="s2" type="Vector3"> - </argument> - <description> - Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment. - </description> - </method> - <method name="get_closest_point_to_segment_uncapped_2d"> <return type="Vector2"> </return> <argument index="0" name="point" type="Vector2"> @@ -158,21 +80,6 @@ </description> </method> <method name="get_closest_points_between_segments"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="p1" type="Vector3"> - </argument> - <argument index="1" name="p2" type="Vector3"> - </argument> - <argument index="2" name="q1" type="Vector3"> - </argument> - <argument index="3" name="q2" type="Vector3"> - </argument> - <description> - Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). - </description> - </method> - <method name="get_closest_points_between_segments_2d"> <return type="PackedVector2Array"> </return> <argument index="0" name="p1" type="Vector2"> @@ -187,16 +94,7 @@ Given the two 2D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector2Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). </description> </method> - <method name="get_uv84_normal_bit"> - <return type="int"> - </return> - <argument index="0" name="normal" type="Vector3"> - </argument> - <description> - Used internally by the engine. - </description> - </method> - <method name="intersect_polygons_2d"> + <method name="intersect_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -208,7 +106,7 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> - <method name="intersect_polyline_with_polygon_2d"> + <method name="intersect_polyline_with_polygon"> <return type="Array"> </return> <argument index="0" name="polyline" type="PackedVector2Array"> @@ -252,7 +150,7 @@ Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in clockwise order, otherwise returns [code]false[/code]. </description> </method> - <method name="line_intersects_line_2d"> + <method name="line_intersects_line"> <return type="Variant"> </return> <argument index="0" name="from_a" type="Vector2"> @@ -277,7 +175,7 @@ Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. </description> </method> - <method name="merge_polygons_2d"> + <method name="merge_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -289,31 +187,38 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> - <method name="offset_polygon_2d"> + <method name="offset_polygon"> <return type="Array"> </return> <argument index="0" name="polygon" type="PackedVector2Array"> </argument> <argument index="1" name="delta" type="float"> </argument> - <argument index="2" name="join_type" type="int" enum="Geometry.PolyJoinType" default="0"> + <argument index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0"> </argument> <description> Inflates or deflates [code]polygon[/code] by [code]delta[/code] units (pixels). If [code]delta[/code] is positive, makes the polygon grow outward. If [code]delta[/code] is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if [code]delta[/code] is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon. Each polygon's vertices will be rounded as determined by [code]join_type[/code], see [enum PolyJoinType]. The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. + [b]Note:[/b] To translate the polygon's vertices specifically, use the [method Transform2D.xform] method: + [codeblock] + var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)]) + var offset = Vector2(50, 50) + polygon = Transform2D(0, offset).xform(polygon) + print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)] + [/codeblock] </description> </method> - <method name="offset_polyline_2d"> + <method name="offset_polyline"> <return type="Array"> </return> <argument index="0" name="polyline" type="PackedVector2Array"> </argument> <argument index="1" name="delta" type="float"> </argument> - <argument index="2" name="join_type" type="int" enum="Geometry.PolyJoinType" default="0"> + <argument index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0"> </argument> - <argument index="3" name="end_type" type="int" enum="Geometry.PolyEndType" default="3"> + <argument index="3" name="end_type" type="int" enum="Geometry2D.PolyEndType" default="3"> </argument> <description> Inflates or deflates [code]polyline[/code] by [code]delta[/code] units (pixels), producing polygons. If [code]delta[/code] is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If [code]delta[/code] is negative, returns an empty array. @@ -337,67 +242,7 @@ Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. </description> </method> - <method name="ray_intersects_triangle"> - <return type="Variant"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="dir" type="Vector3"> - </argument> - <argument index="2" name="a" type="Vector3"> - </argument> - <argument index="3" name="b" type="Vector3"> - </argument> - <argument index="4" name="c" type="Vector3"> - </argument> - <description> - Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. - </description> - </method> - <method name="segment_intersects_circle"> - <return type="float"> - </return> - <argument index="0" name="segment_from" type="Vector2"> - </argument> - <argument index="1" name="segment_to" type="Vector2"> - </argument> - <argument index="2" name="circle_position" type="Vector2"> - </argument> - <argument index="3" name="circle_radius" type="float"> - </argument> - <description> - Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not). - </description> - </method> - <method name="segment_intersects_convex"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="planes" type="Array"> - </argument> - <description> - Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty. - </description> - </method> - <method name="segment_intersects_cylinder"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="height" type="float"> - </argument> - <argument index="3" name="radius" type="float"> - </argument> - <description> - Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection. - </description> - </method> - <method name="segment_intersects_segment_2d"> + <method name="segment_intersects_segment"> <return type="Variant"> </return> <argument index="0" name="from_a" type="Vector2"> @@ -412,39 +257,7 @@ Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. </description> </method> - <method name="segment_intersects_sphere"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="sphere_position" type="Vector3"> - </argument> - <argument index="3" name="sphere_radius" type="float"> - </argument> - <description> - Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection. - </description> - </method> - <method name="segment_intersects_triangle"> - <return type="Variant"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="a" type="Vector3"> - </argument> - <argument index="3" name="b" type="Vector3"> - </argument> - <argument index="4" name="c" type="Vector3"> - </argument> - <description> - Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. - </description> - </method> - <method name="triangulate_delaunay_2d"> + <method name="triangulate_delaunay"> <return type="PackedInt32Array"> </return> <argument index="0" name="points" type="PackedVector2Array"> diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml new file mode 100644 index 0000000000..ec685a5ce7 --- /dev/null +++ b/doc/classes/Geometry3D.xml @@ -0,0 +1,194 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Geometry3D" inherits="Object" version="4.0"> + <brief_description> + Helper node to calculate generic geometry operations in 3D space. + </brief_description> + <description> + Geometry3D provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. + </description> + <tutorials> + </tutorials> + <methods> + <method name="build_box_planes"> + <return type="Array"> + </return> + <argument index="0" name="extents" type="Vector3"> + </argument> + <description> + Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size). + </description> + </method> + <method name="build_capsule_planes"> + <return type="Array"> + </return> + <argument index="0" name="radius" type="float"> + </argument> + <argument index="1" name="height" type="float"> + </argument> + <argument index="2" name="sides" type="int"> + </argument> + <argument index="3" name="lats" type="int"> + </argument> + <argument index="4" name="axis" type="int" enum="Vector3.Axis" default="2"> + </argument> + <description> + Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z). + </description> + </method> + <method name="build_cylinder_planes"> + <return type="Array"> + </return> + <argument index="0" name="radius" type="float"> + </argument> + <argument index="1" name="height" type="float"> + </argument> + <argument index="2" name="sides" type="int"> + </argument> + <argument index="3" name="axis" type="int" enum="Vector3.Axis" default="2"> + </argument> + <description> + Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z). + </description> + </method> + <method name="clip_polygon"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="points" type="PackedVector3Array"> + </argument> + <argument index="1" name="plane" type="Plane"> + </argument> + <description> + Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon. + </description> + </method> + <method name="get_closest_point_to_segment"> + <return type="Vector3"> + </return> + <argument index="0" name="point" type="Vector3"> + </argument> + <argument index="1" name="s1" type="Vector3"> + </argument> + <argument index="2" name="s2" type="Vector3"> + </argument> + <description> + Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment. + </description> + </method> + <method name="get_closest_point_to_segment_uncapped"> + <return type="Vector3"> + </return> + <argument index="0" name="point" type="Vector3"> + </argument> + <argument index="1" name="s1" type="Vector3"> + </argument> + <argument index="2" name="s2" type="Vector3"> + </argument> + <description> + Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment. + </description> + </method> + <method name="get_closest_points_between_segments"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="p1" type="Vector3"> + </argument> + <argument index="1" name="p2" type="Vector3"> + </argument> + <argument index="2" name="q1" type="Vector3"> + </argument> + <argument index="3" name="q2" type="Vector3"> + </argument> + <description> + Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). + </description> + </method> + <method name="get_uv84_normal_bit"> + <return type="int"> + </return> + <argument index="0" name="normal" type="Vector3"> + </argument> + <description> + Used internally by the engine. + </description> + </method> + <method name="ray_intersects_triangle"> + <return type="Variant"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="dir" type="Vector3"> + </argument> + <argument index="2" name="a" type="Vector3"> + </argument> + <argument index="3" name="b" type="Vector3"> + </argument> + <argument index="4" name="c" type="Vector3"> + </argument> + <description> + Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + </description> + </method> + <method name="segment_intersects_convex"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="planes" type="Array"> + </argument> + <description> + Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty. + </description> + </method> + <method name="segment_intersects_cylinder"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="height" type="float"> + </argument> + <argument index="3" name="radius" type="float"> + </argument> + <description> + Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection. + </description> + </method> + <method name="segment_intersects_sphere"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="sphere_position" type="Vector3"> + </argument> + <argument index="3" name="sphere_radius" type="float"> + </argument> + <description> + Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection. + </description> + </method> + <method name="segment_intersects_triangle"> + <return type="Variant"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="a" type="Vector3"> + </argument> + <argument index="3" name="b" type="Vector3"> + </argument> + <argument index="4" name="c" type="Vector3"> + </argument> + <description> + Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 518a172973..cc85ce295b 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -9,15 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="get_flag" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="flag" type="int" enum="GeometryInstance3D.Flags"> - </argument> - <description> - Returns the [enum GeometryInstance3D.Flags] that have been set for this object. - </description> - </method> <method name="get_shader_instance_uniform" qualifiers="const"> <return type="Variant"> </return> @@ -35,17 +26,6 @@ Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero. </description> </method> - <method name="set_flag"> - <return type="void"> - </return> - <argument index="0" name="flag" type="int" enum="GeometryInstance3D.Flags"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets the [enum GeometryInstance3D.Flags] specified. See [enum GeometryInstance3D.Flags] for options. - </description> - </method> <method name="set_shader_instance_uniform"> <return type="void"> </return> @@ -64,6 +44,10 @@ <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0"> The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box. </member> + <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0"> + </member> + <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0"> + </member> <member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0"> The GeometryInstance3D's max LOD distance. [b]Note:[/b] This property currently has no effect. @@ -84,11 +68,6 @@ The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. </member> - <member name="use_dynamic_gi" type="bool" setter="set_flag" getter="get_flag" default="false"> - </member> - <member name="use_in_baked_light" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], this GeometryInstance3D will be used when baking lights using a [GIProbe]. - </member> </members> <constants> <constant name="SHADOW_CASTING_SETTING_OFF" value="0" enum="ShadowCastingSetting"> @@ -106,16 +85,21 @@ Will only show the shadows casted from this object. In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be. </constant> - <constant name="FLAG_USE_BAKED_LIGHT" value="0" enum="Flags"> - Will allow the GeometryInstance3D to be used when baking lights using a [GIProbe]. + <constant name="GI_MODE_DISABLED" value="0" enum="GIMode"> + </constant> + <constant name="GI_MODE_BAKED" value="1" enum="GIMode"> + </constant> + <constant name="GI_MODE_DYNAMIC" value="2" enum="GIMode"> + </constant> + <constant name="LIGHTMAP_SCALE_1X" value="0" enum="LightmapScale"> + </constant> + <constant name="LIGHTMAP_SCALE_2X" value="1" enum="LightmapScale"> </constant> - <constant name="FLAG_USE_DYNAMIC_GI" value="1" enum="Flags"> + <constant name="LIGHTMAP_SCALE_4X" value="2" enum="LightmapScale"> </constant> - <constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="2" enum="Flags"> - Unused in this class, exposed for consistency with [enum RenderingServer.InstanceFlags]. + <constant name="LIGHTMAP_SCALE_8X" value="3" enum="LightmapScale"> </constant> - <constant name="FLAG_MAX" value="3" enum="Flags"> - Represents the size of the [enum Flags] enum. + <constant name="LIGHTMAP_SCALE_MAX" value="4" enum="LightmapScale"> </constant> </constants> </class> diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml index 05aebef9de..abb105a41c 100644 --- a/doc/classes/Gradient.xml +++ b/doc/classes/Gradient.xml @@ -20,7 +20,7 @@ Adds the specified color to the end of the ramp, with the specified offset. </description> </method> - <method name="get_color" qualifiers="const"> + <method name="get_color"> <return type="Color"> </return> <argument index="0" name="point" type="int"> @@ -29,7 +29,7 @@ Returns the color of the ramp color at index [code]point[/code]. </description> </method> - <method name="get_offset" qualifiers="const"> + <method name="get_offset"> <return type="float"> </return> <argument index="0" name="point" type="int"> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 750ac8085c..9d00ffe233 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -240,7 +240,7 @@ </signal> <signal name="copy_nodes_request"> <description> - Emitted when the user presses [code]Ctrl + C[/code]. + Emitted when the user presses [kbd]Ctrl + C[/kbd]. </description> </signal> <signal name="delete_nodes_request"> @@ -281,7 +281,7 @@ </signal> <signal name="paste_nodes_request"> <description> - Emitted when the user presses [code]Ctrl + V[/code]. + Emitted when the user presses [kbd]Ctrl + V[/kbd]. </description> </signal> <signal name="popup_request"> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 76153ae041..7e8f0807ac 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -8,6 +8,7 @@ [b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started. A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side. For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). + [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 53ca1fc6a9..61e0d2e2b9 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -14,11 +14,19 @@ add_child(http_request) http_request.connect("request_completed", self, "_http_request_completed") - # Perform the HTTP request. The URL below returns some JSON as of writing. + # Perform a GET request. The URL below returns JSON as of writing. var error = http_request.request("https://httpbin.org/get") if error != OK: push_error("An error occurred in the HTTP request.") + # Perform a POST request. The URL below returns JSON as of writing. + # Note: Don't make simultaneous requests using a single HTTPRequest node. + # The snippet below is provided for reference only. + var body = {"name": "Godette"} + var error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body) + if error != OK: + push_error("An error occurred in the HTTP request.") + # Called when the HTTP request is completed. func _http_request_completed(result, response_code, headers, body): @@ -56,6 +64,7 @@ add_child(texture_rect) texture_rect.texture = texture [/codeblock] + [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 8cffe07fc0..5aa5de1dae 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -154,7 +154,7 @@ <argument index="4" name="data" type="PackedByteArray"> </argument> <description> - Creates a new image of given size and format. See [enum Format] constants. Fills the image with the given raw data. If [code]use_mipmaps[/code] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps]. + Creates a new image of given size and format. See [enum Format] constants. Fills the image with the given raw data. If [code]use_mipmaps[/code] is [code]true[/code] then loads mipmaps for this image from [code]data[/code]. See [method generate_mipmaps]. </description> </method> <method name="crop"> @@ -190,13 +190,6 @@ <description> </description> </method> - <method name="expand_x2_hq2x"> - <return type="void"> - </return> - <description> - Stretches the image and enlarges it by a factor of 2. No interpolation is done. - </description> - </method> <method name="fill"> <return type="void"> </return> @@ -350,7 +343,7 @@ <argument index="0" name="path" type="String"> </argument> <description> - Loads an image from file [code]path[/code]. + Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. </description> </method> <method name="load_jpg_from_buffer"> @@ -371,6 +364,15 @@ Loads an image from the binary contents of a PNG file. </description> </method> + <method name="load_tga_from_buffer"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="buffer" type="PackedByteArray"> + </argument> + <description> + Loads an image from the binary contents of a TGA file. + </description> + </method> <method name="load_webp_from_buffer"> <return type="int" enum="Error"> </return> @@ -443,6 +445,12 @@ Saves the image as a PNG file to [code]path[/code]. </description> </method> + <method name="save_png_to_buffer" qualifiers="const"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> <method name="set_pixel"> <return type="void"> </return> diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml new file mode 100644 index 0000000000..d06b44afa9 --- /dev/null +++ b/doc/classes/ImageTextureLayered.xml @@ -0,0 +1,31 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="create_from_images"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="images" type="Array"> + </argument> + <description> + </description> + </method> + <method name="update_layer"> + <return type="void"> + </return> + <argument index="0" name="image" type="Image"> + </argument> + <argument index="1" name="layer" type="int"> + </argument> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/InputFilter.xml b/doc/classes/Input.xml index 54184ae8a3..fc3c3776ce 100644 --- a/doc/classes/InputFilter.xml +++ b/doc/classes/Input.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="InputFilter" inherits="Object" version="4.0"> +<class name="Input" inherits="Object" version="4.0"> <brief_description> A singleton that deals with inputs. </brief_description> @@ -68,7 +68,7 @@ </description> </method> <method name="get_current_cursor_shape" qualifiers="const"> - <return type="int" enum="InputFilter.CursorShape"> + <return type="int" enum="Input.CursorShape"> </return> <description> Returns the currently assigned cursor shape (see [enum CursorShape]). @@ -96,7 +96,7 @@ <argument index="1" name="axis" type="int"> </argument> <description> - Returns the current value of the joypad axis at given index (see [enum JoystickList]). + Returns the current value of the joypad axis at given index (see [enum JoyAxisList]). </description> </method> <method name="get_joy_axis_index_from_string"> @@ -114,7 +114,7 @@ <argument index="0" name="axis_index" type="int"> </argument> <description> - Receives a [enum JoystickList] axis and returns its equivalent name as a string. + Receives a [enum JoyAxisList] axis and returns its equivalent name as a string. </description> </method> <method name="get_joy_button_index_from_string"> @@ -132,7 +132,7 @@ <argument index="0" name="button_index" type="int"> </argument> <description> - Receives a gamepad button from [enum JoystickList] and returns its equivalent name as a string. + Receives a gamepad button from [enum JoyButtonList] and returns its equivalent name as a string. </description> </method> <method name="get_joy_guid" qualifiers="const"> @@ -193,7 +193,7 @@ </description> </method> <method name="get_mouse_mode" qualifiers="const"> - <return type="int" enum="InputFilter.MouseMode"> + <return type="int" enum="Input.MouseMode"> </return> <description> Returns the mouse mode. See the constants for more information. @@ -235,7 +235,7 @@ <argument index="1" name="button" type="int"> </argument> <description> - Returns [code]true[/code] if you are pressing the joypad button (see [enum JoystickList]). + Returns [code]true[/code] if you are pressing the joypad button (see [enum JoyButtonList]). </description> </method> <method name="is_joy_known"> @@ -244,7 +244,7 @@ <argument index="0" name="device" type="int"> </argument> <description> - Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in [enum JoystickList]. Unknown joypads are not expected to match these constants, but you can still retrieve events from them. + Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them. </description> </method> <method name="is_key_pressed" qualifiers="const"> @@ -277,7 +277,7 @@ <argument index="3" name="guid" type="String"> </argument> <description> - Notifies the [InputFilter] singleton that a connection has changed, to update the state for the [code]device[/code] index. + Notifies the [Input] singleton that a connection has changed, to update the state for the [code]device[/code] index. This is used internally and should not have to be called from user scripts. See [signal joy_connection_changed] for the signal emitted when this is triggered internally. </description> </method> @@ -293,7 +293,7 @@ var a = InputEventAction.new() a.action = "ui_cancel" a.pressed = true - InputFilter.parse_input_event(a) + Input.parse_input_event(a) [/codeblock] </description> </method> @@ -311,7 +311,7 @@ </return> <argument index="0" name="image" type="Resource"> </argument> - <argument index="1" name="shape" type="int" enum="InputFilter.CursorShape" default="0"> + <argument index="1" name="shape" type="int" enum="Input.CursorShape" default="0"> </argument> <argument index="2" name="hotspot" type="Vector2" default="Vector2( 0, 0 )"> </argument> @@ -326,7 +326,7 @@ <method name="set_default_cursor_shape"> <return type="void"> </return> - <argument index="0" name="shape" type="int" enum="InputFilter.CursorShape" default="0"> + <argument index="0" name="shape" type="int" enum="Input.CursorShape" default="0"> </argument> <description> Sets the default cursor shape to be used in the viewport instead of [constant CURSOR_ARROW]. @@ -337,7 +337,7 @@ <method name="set_mouse_mode"> <return type="void"> </return> - <argument index="0" name="mode" type="int" enum="InputFilter.MouseMode"> + <argument index="0" name="mode" type="int" enum="Input.MouseMode"> </argument> <description> Sets the mouse mode. See the constants for more information. diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 19aa97e1ec..7876bace75 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -13,7 +13,7 @@ </methods> <members> <member name="button_index" type="int" setter="set_button_index" getter="get_button_index" default="0"> - Button identifier. One of the [enum JoystickList] button constants. + Button identifier. One of the [enum JoyButtonList] button constants. </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released. diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 01e02b79b1..bfd961ce1f 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -13,7 +13,7 @@ </methods> <members> <member name="axis" type="int" setter="set_axis" getter="get_axis" default="0"> - Axis identifier. Use one of the [enum JoystickList] axis constants. + Axis identifier. Use one of the [enum JoyAxisList] axis constants. </member> <member name="axis_value" type="float" setter="set_axis_value" getter="get_axis_value" default="0.0"> Current position of the joystick on the given axis. The value ranges from [code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the axis is in its resting position. diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 34afa90553..767e67c615 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -14,7 +14,7 @@ <return type="int"> </return> <description> - Returns the keycode combined with modifier keys such as [code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers]. + Returns the keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey]. </description> </method> @@ -22,7 +22,7 @@ <return type="int"> </return> <description> - Returns the physical keycode combined with modifier keys such as [code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers]. + Returns the physical keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey]. </description> </method> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 97b9d5247a..c36089fe9b 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -5,6 +5,7 @@ </brief_description> <description> Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input]. + [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> @@ -16,7 +17,7 @@ Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code]. </member> <member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2( 0, 0 )"> - The mouse position relative to the previous position (position at the last frame). + The mouse position relative to the previous position (position at the last frame). [b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of [code]Vector2(0, 0)[/code] when the user stops moving the mouse. </member> <member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2( 0, 0 )"> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 34faf18e24..cc7de2ca32 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -4,7 +4,7 @@ Base class for keys events with modifiers. </brief_description> <description> - Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input]. + Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> @@ -13,19 +13,19 @@ </methods> <members> <member name="alt" type="bool" setter="set_alt" getter="get_alt" default="false"> - State of the [code]Alt[/code] modifier. + State of the [kbd]Alt[/kbd] modifier. </member> <member name="command" type="bool" setter="set_command" getter="get_command" default="false"> - State of the [code]Command[/code] modifier. + State of the [kbd]Cmd[/kbd] modifier. </member> <member name="control" type="bool" setter="set_control" getter="get_control" default="false"> - State of the [code]Ctrl[/code] modifier. + State of the [kbd]Ctrl[/kbd] modifier. </member> <member name="meta" type="bool" setter="set_metakey" getter="get_metakey" default="false"> - State of the [code]Meta[/code] modifier. + State of the [kbd]Meta[/kbd] modifier. </member> <member name="shift" type="bool" setter="set_shift" getter="get_shift" default="false"> - State of the [code]Shift[/code] modifier. + State of the [kbd]Shift[/kbd] modifier. </member> </members> <constants> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index da93d7fb53..03212538c9 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -41,6 +41,15 @@ Removes all events from an action. </description> </method> + <method name="action_get_events"> + <return type="Array"> + </return> + <argument index="0" name="action" type="StringName"> + </argument> + <description> + Returns an array of [InputEvent]s associated with a given action. + </description> + </method> <method name="action_has_event"> <return type="bool"> </return> @@ -95,15 +104,6 @@ Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. </description> </method> - <method name="get_action_list"> - <return type="Array"> - </return> - <argument index="0" name="action" type="StringName"> - </argument> - <description> - Returns an array of [InputEvent]s associated with a given action. - </description> - </method> <method name="get_actions"> <return type="Array"> </return> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index c6ed1e22ed..25420bd77b 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -5,7 +5,7 @@ </brief_description> <description> This control provides a selectable list of items that may be in a single (or multiple columns) with option of text, icons, or both text and icon. Tooltips are supported and may be different for every item in the list. - Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing Enter. + Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing [kbd]Enter[/kbd]. Item text only supports single-line strings, newline characters (e.g. [code]\n[/code]) in the string won't produce a newline. Text wrapping is enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to fully fit its content by default. You need to set [member fixed_column_width] greater than zero to wrap the text. </description> <tutorials> @@ -278,7 +278,7 @@ </argument> <description> Disables (or enables) the item at the specified index. - Disabled items cannot be selected and do not trigger activation signals (when double-clicking or pressing Enter). + Disabled items cannot be selected and do not trigger activation signals (when double-clicking or pressing [kbd]Enter[/kbd]). </description> </method> <method name="set_item_icon"> @@ -452,7 +452,7 @@ <argument index="0" name="index" type="int"> </argument> <description> - Triggered when specified list item is activated via double-clicking or by pressing Enter. + Triggered when specified list item is activated via double-clicking or by pressing [kbd]Enter[/kbd]. </description> </signal> <signal name="item_rmb_selected"> @@ -508,7 +508,7 @@ Only allow selecting a single item. </constant> <constant name="SELECT_MULTI" value="1" enum="SelectMode"> - Allows selecting multiple items by holding Ctrl or Shift. + Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/kbd]. </constant> </constants> <theme_items> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index 7bd2edcb1c..a9fb50c262 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -15,7 +15,7 @@ <argument index="0" name="json" type="String"> </argument> <description> - Parses a JSON encoded string and returns a [JSONParseResult] containing the result. + Parses a JSON-encoded string and returns a [JSONParseResult] containing the result. </description> </method> <method name="print"> @@ -29,6 +29,29 @@ </argument> <description> Converts a [Variant] var to JSON text and returns the result. Useful for serializing data to store or send over the network. + [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a Variant to JSON text will convert all numerical values to [float] types. + Use [code]indent[/code] parameter to pretty print the output. + [b]Example output:[/b] + [codeblock] + ## JSON.print(my_dictionary) + {"name":"my_dictionary","version":"1.0.0","entities":[{"name":"entity_0","value":"value_0"},{"name":"entity_1","value":"value_1"}]} + + ## JSON.print(my_dictionary, "\t") + { + "name": "my_dictionary", + "version": "1.0.0", + "entities": [ + { + "name": "entity_0", + "value": "value_0" + }, + { + "name": "entity_1", + "value": "value_1" + } + ] + } + [/codeblock] </description> </method> </methods> diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml index 4444e08593..4dbceb35e9 100644 --- a/doc/classes/JSONParseResult.xml +++ b/doc/classes/JSONParseResult.xml @@ -15,21 +15,21 @@ The error type if the JSON source was not successfully parsed. See the [enum Error] constants. </member> <member name="error_line" type="int" setter="set_error_line" getter="get_error_line" default="-1"> - The line number where the error occurred if JSON source was not successfully parsed. + The line number where the error occurred if the JSON source was not successfully parsed. </member> <member name="error_string" type="String" setter="set_error_string" getter="get_error_string" default=""""> - The error message if JSON source was not successfully parsed. See the [enum Error] constants. + The error message if the JSON source was not successfully parsed. See the [enum Error] constants. </member> <member name="result" type="Variant" setter="set_result" getter="get_result"> - A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with braces ([code][][/code]), an [Array] will be returned. - [b]Note:[/b] The JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types. + A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned. + [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types. [b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements: [codeblock] var p = JSON.parse('["hello", "world", "!"]') if typeof(p.result) == TYPE_ARRAY: print(p.result[0]) # Prints "hello" else: - print("unexpected results") + push_error("Unexpected results.") [/codeblock] </member> </members> diff --git a/doc/classes/Joint2D.xml b/doc/classes/Joint2D.xml index fb0e184c26..b055293b9d 100644 --- a/doc/classes/Joint2D.xml +++ b/doc/classes/Joint2D.xml @@ -15,7 +15,7 @@ When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint. </member> <member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], [member node_a] and [member node_b] can collide. + If [code]true[/code], [member node_a] and [member node_b] can not collide. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> The first body attached to the joint. Must derive from [PhysicsBody2D]. diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 6b2bbeb895..455fdad771 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -9,7 +9,7 @@ [b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> </tutorials> <methods> @@ -104,7 +104,7 @@ <description> Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. + [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml index 5f9b36f97d..01cce907f9 100644 --- a/doc/classes/KinematicBody3D.xml +++ b/doc/classes/KinematicBody3D.xml @@ -18,7 +18,7 @@ <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> </argument> <description> - Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. + Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z]. </description> </method> <method name="get_floor_normal" qualifiers="const"> @@ -106,9 +106,9 @@ <description> Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. + [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. - If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code]. + If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D]. @@ -145,7 +145,7 @@ <argument index="1" name="lock" type="bool"> </argument> <description> - Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. + Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z]. </description> </method> <method name="test_move"> @@ -163,18 +163,18 @@ </method> </methods> <members> - <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> - If the body is at least this close to another body, this body will consider them to be colliding. - </member> - <member name="move_lock_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's X axis movement. </member> - <member name="move_lock_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's Y axis movement. </member> - <member name="move_lock_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's Z axis movement. </member> + <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> + If the body is at least this close to another body, this body will consider them to be colliding. + </member> </members> <constants> </constants> diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 263fb6c022..3318f2757d 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -57,7 +57,7 @@ </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="2" /> <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0"> - Limits the count of visible characters. If you set [code]percent_visible[/code] to 50, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box. + Limits the amount of visible characters. If you set [code]percent_visible[/code] to 0.5, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box. </member> <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" override="true" default="4" /> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index cb21db2d00..6979efa569 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -4,7 +4,7 @@ Provides a base class for different kinds of light nodes. </brief_description> <description> - Light3D is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. + Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> @@ -36,19 +36,19 @@ If [code]true[/code], the light only appears in the editor and will not be visible at runtime. </member> <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> - Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code]. + The light's angular size in degrees. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1"> The light's bake mode. See [enum BakeMode]. </member> <member name="light_color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> - The light's color. + The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy]. </member> <member name="light_cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> The light will affect objects in the selected layers. </member> <member name="light_energy" type="float" setter="set_param" getter="get_param" default="1.0"> - The light's strength multiplier. + The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius. </member> <member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0"> Secondary multiplier used with indirect light (light bounces). Used with [GIProbe]. @@ -60,16 +60,16 @@ [Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained glass. </member> <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0"> - The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. + The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent. </member> <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> - The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light. + The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. </member> - <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.02"> - Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed. + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1"> + Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. </member> <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0"> - Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. + Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )"> The color of shadows cast by this light. @@ -77,8 +77,8 @@ <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> If [code]true[/code], the light will cast shadows. </member> - <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0"> - Offsets the lookup into the shadow map by the objects normal. This can be used reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0"> + Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. </member> <member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false"> If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED]. @@ -148,12 +148,9 @@ Light is ignored when baking. [b]Note:[/b] Hiding a light does [i]not[/i] affect baking. </constant> - <constant name="BAKE_INDIRECT" value="1" enum="BakeMode"> - Only indirect lighting will be baked (default). + <constant name="BAKE_DYNAMIC" value="1" enum="BakeMode"> </constant> - <constant name="BAKE_ALL" value="2" enum="BakeMode"> - Both direct and indirect light will be baked. - [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked). + <constant name="BAKE_STATIC" value="2" enum="BakeMode"> </constant> </constants> </class> diff --git a/doc/classes/LightmapProbe.xml b/doc/classes/LightmapProbe.xml new file mode 100644 index 0000000000..3af71f3774 --- /dev/null +++ b/doc/classes/LightmapProbe.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="LightmapProbe" inherits="Node3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml new file mode 100644 index 0000000000..e80194858a --- /dev/null +++ b/doc/classes/Lightmapper.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Lightmapper" inherits="Reference" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/LightmapperRD.xml b/doc/classes/LightmapperRD.xml new file mode 100644 index 0000000000..0993b28f19 --- /dev/null +++ b/doc/classes/LightmapperRD.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="LightmapperRD" inherits="Lightmapper" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml index 68cec3e624..cfd23b28bd 100644 --- a/doc/classes/Line2D.xml +++ b/doc/classes/Line2D.xml @@ -72,7 +72,7 @@ <member name="begin_cap_mode" type="int" setter="set_begin_cap_mode" getter="get_begin_cap_mode" enum="Line2D.LineCapMode" default="0"> Controls the style of the line's first point. Use [enum LineCapMode] constants. </member> - <member name="default_color" type="Color" setter="set_default_color" getter="get_default_color" default="Color( 0.4, 0.5, 1, 1 )"> + <member name="default_color" type="Color" setter="set_default_color" getter="get_default_color" default="Color( 1, 1, 1, 1 )"> The line's color. Will not be used if a gradient is set. </member> <member name="end_cap_mode" type="int" setter="set_end_cap_mode" getter="get_end_cap_mode" enum="Line2D.LineCapMode" default="0"> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 447446ba10..f08a15d873 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -5,27 +5,27 @@ </brief_description> <description> LineEdit provides a single-line string editor, used for text fields. - It features many built-in shortcuts which will always be available ([code]Ctrl[/code] here maps to [code]Command[/code] on macOS): - - Ctrl + C: Copy - - Ctrl + X: Cut - - Ctrl + V or Ctrl + Y: Paste/"yank" - - Ctrl + Z: Undo - - Ctrl + Shift + Z: Redo - - Ctrl + U: Delete text from the cursor position to the beginning of the line - - Ctrl + K: Delete text from the cursor position to the end of the line - - Ctrl + A: Select all text - - Up/Down arrow: Move the cursor to the beginning/end of the line + It features many built-in shortcuts which will always be available ([kbd]Ctrl[/kbd] here maps to [kbd]Cmd[/kbd] on macOS): + - [kbd]Ctrl + C[/kbd]: Copy + - [kbd]Ctrl + X[/kbd]: Cut + - [kbd]Ctrl + V[/kbd] or [kbd]Ctrl + Y[/kbd]: Paste/"yank" + - [kbd]Ctrl + Z[/kbd]: Undo + - [kbd]Ctrl + Shift + Z[/kbd]: Redo + - [kbd]Ctrl + U[/kbd]: Delete text from the cursor position to the beginning of the line + - [kbd]Ctrl + K[/kbd]: Delete text from the cursor position to the end of the line + - [kbd]Ctrl + A[/kbd]: Select all text + - [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]: Move the cursor to the beginning/end of the line On macOS, some extra keyboard shortcuts are available: - - Ctrl + F: Like the right arrow key, move the cursor one character right - - Ctrl + B: Like the left arrow key, move the cursor one character left - - Ctrl + P: Like the up arrow key, move the cursor to the previous line - - Ctrl + N: Like the down arrow key, move the cursor to the next line - - Ctrl + D: Like the Delete key, delete the character on the right side of cursor - - Ctrl + H: Like the Backspace key, delete the character on the left side of the cursor - - Ctrl + A: Like the Home key, move the cursor to the beginning of the line - - Ctrl + E: Like the End key, move the cursor to the end of the line - - Command + Left arrow: Like the Home key, move the cursor to the beginning of the line - - Command + Right arrow: Like the End key, move the cursor to the end of the line + - [kbd]Ctrl + F[/kbd]: Same as [kbd]Right Arrow[/kbd], move the cursor one character right + - [kbd]Ctrl + B[/kbd]: Same as [kbd]Left Arrow[/kbd], move the cursor one character left + - [kbd]Ctrl + P[/kbd]: Same as [kbd]Up Arrow[/kbd], move the cursor to the previous line + - [kbd]Ctrl + N[/kbd]: Same as [kbd]Down Arrow[/kbd], move the cursor to the next line + - [kbd]Ctrl + D[/kbd]: Same as [kbd]Delete[/kbd], delete the character on the right side of cursor + - [kbd]Ctrl + H[/kbd]: Same as [kbd]Backspace[/kbd], delete the character on the left side of the cursor + - [kbd]Ctrl + A[/kbd]: Same as [kbd]Home[/kbd], move the cursor to the beginning of the line + - [kbd]Ctrl + E[/kbd]: Same as [kbd]End[/kbd], move the cursor to the end of the line + - [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the cursor to the beginning of the line + - [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the cursor to the end of the line </description> <tutorials> </tutorials> @@ -43,7 +43,25 @@ <return type="void"> </return> <description> - Erases the [LineEdit] text. + Erases the [LineEdit]'s [member text]. + </description> + </method> + <method name="delete_char_at_cursor"> + <return type="void"> + </return> + <description> + Deletes one character at the cursor's current position (equivalent to pressing [kbd]Delete[/kbd]). + </description> + </method> + <method name="delete_text"> + <return type="void"> + </return> + <argument index="0" name="from_column" type="int"> + </argument> + <argument index="1" name="to_column" type="int"> + </argument> + <description> + Deletes a section of the [member text] going from position [code]from_column[/code] to [code]to_column[/code]. Both parameters should be within the text's length. </description> </method> <method name="deselect"> @@ -104,6 +122,8 @@ <member name="caret_blink_speed" type="float" setter="cursor_set_blink_speed" getter="cursor_get_blink_speed" default="0.65"> Duration (in seconds) of a caret's blinking cycle. </member> + <member name="caret_force_displayed" type="bool" setter="cursor_set_force_displayed" getter="cursor_get_force_displayed" default="false"> + </member> <member name="caret_position" type="int" setter="set_cursor_position" getter="get_cursor_position" default="0"> The cursor's position inside the [LineEdit]. When set, the text may scroll to accommodate it. </member> @@ -149,6 +169,9 @@ String value of the [LineEdit]. [b]Note:[/b] Changing text using this property won't emit the [signal text_changed] signal. </member> + <member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true"> + If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it. + </member> </members> <signals> <signal name="text_change_rejected"> diff --git a/doc/classes/LineShape2D.xml b/doc/classes/LineShape2D.xml index d3cfc94a8c..58caf1b1de 100644 --- a/doc/classes/LineShape2D.xml +++ b/doc/classes/LineShape2D.xml @@ -11,7 +11,7 @@ <methods> </methods> <members> - <member name="d" type="float" setter="set_d" getter="get_d" default="0.0"> + <member name="distance" type="float" setter="set_distance" getter="get_distance" default="0.0"> The line's distance from the origin. </member> <member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2( 0, 1 )"> diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index 7bb478fce2..55ae54d12b 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -142,13 +142,21 @@ Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string). Specific to the macOS platform. </constant> - <constant name="NOTIFICATION_APP_RESUMED" value="2014"> - Notification received from the OS when the app is resumed. + <constant name="NOTIFICATION_APPLICATION_RESUMED" value="2014"> + Notification received from the OS when the application is resumed. Specific to the Android platform. </constant> - <constant name="NOTIFICATION_APP_PAUSED" value="2015"> - Notification received from the OS when the app is paused. + <constant name="NOTIFICATION_APPLICATION_PAUSED" value="2015"> + Notification received from the OS when the application is paused. Specific to the Android platform. </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016"> + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Implemented on desktop platforms. + </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017"> + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Implemented on desktop platforms. + </constant> </constants> </class> diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index a37c8127f0..f3686876ca 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -17,7 +17,7 @@ </member> <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0"> Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. - [b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are sorted based on depth, while transparent objects are sorted from back to front (subject to priority). + [b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). </member> </members> <constants> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 6958c815a6..367099e455 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -102,7 +102,7 @@ </method> </methods> <members> - <member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )"> + <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i( 0, 0 )"> Sets a hint to be used for lightmap resolution. </member> </members> diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 0cfc8deb0a..689f8d83e1 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -17,6 +17,7 @@ </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> The normal map that will be used if using the default [CanvasItemMaterial]. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml index 07f21514ef..a461c8e056 100644 --- a/doc/classes/MultiMeshInstance2D.xml +++ b/doc/classes/MultiMeshInstance2D.xml @@ -17,6 +17,7 @@ </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> The normal map that will be used if using the default [CanvasItemMaterial]. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 1c745de7f0..8f66c9df38 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -55,6 +55,7 @@ It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_physics_process" qualifiers="virtual"> @@ -66,6 +67,7 @@ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process]. Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_process" qualifiers="virtual"> @@ -77,6 +79,7 @@ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process]. Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_ready" qualifiers="virtual"> @@ -99,6 +102,7 @@ It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_unhandled_key_input" qualifiers="virtual"> @@ -111,6 +115,7 @@ It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="add_child"> @@ -129,21 +134,19 @@ child_node.get_parent().remove_child(child_node) add_child(child_node) [/codeblock] - If you need the child node to be added below a specific node in the list of children, use [method add_child_below_node] instead of this method. + If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> - <method name="add_child_below_node"> + <method name="add_sibling"> <return type="void"> </return> - <argument index="0" name="preceding_node" type="Node"> + <argument index="0" name="sibling" type="Node"> </argument> - <argument index="1" name="node" type="Node"> - </argument> - <argument index="2" name="legible_unique_name" type="bool" default="false"> + <argument index="1" name="legible_unique_name" type="bool" default="false"> </argument> <description> - Adds a child node below the [code]preceding_node[/code]. + Adds a [code]sibling[/code] node to current's node parent, at the the same level as that node, right below it. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. </description> @@ -305,7 +308,7 @@ <return type="Node"> </return> <description> - Returns the parent node of the current node, or an empty [Node] if the node lacks a parent. + Returns the parent node of the current node, or a [code]null instance[/code] if the node lacks a parent. </description> </method> <method name="get_path" qualifiers="const"> @@ -915,6 +918,9 @@ <constant name="NOTIFICATION_INTERNAL_PHYSICS_PROCESS" value="26"> Notification received every frame when the internal physics process flag is set (see [method set_physics_process_internal]). </constant> + <constant name="NOTIFICATION_POST_ENTER_TREE" value="27"> + Notification received when the node is ready, just before [constant NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the node enters tree, instead of only once. + </constant> <constant name="NOTIFICATION_WM_MOUSE_ENTER" value="1002"> Notification received from the OS when the mouse enters the game window. Implemented on desktop and web platforms. @@ -923,16 +929,14 @@ Notification received from the OS when the mouse leaves the game window. Implemented on desktop and web platforms. </constant> - <constant name="NOTIFICATION_WM_FOCUS_IN" value="1004"> - Notification received from the OS when the game window is focused. - Implemented on all platforms. + <constant name="NOTIFICATION_WM_WINDOW_FOCUS_IN" value="1004"> + Notification received from the OS when the node's parent [Window] is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted). </constant> - <constant name="NOTIFICATION_WM_FOCUS_OUT" value="1005"> - Notification received from the OS when the game window is unfocused. - Implemented on all platforms. + <constant name="NOTIFICATION_WM_WINDOW_FOCUS_OUT" value="1005"> + Notification received from the OS when the node's parent [Window] is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted). </constant> <constant name="NOTIFICATION_WM_CLOSE_REQUEST" value="1006"> - Notification received from the OS when a close request is sent (e.g. closing the window with a "Close" button or Alt+F4). + Notification received from the OS when a close request is sent (e.g. closing the window with a "Close" button or [kbd]Alt + F4[/kbd]). Implemented on desktop platforms. </constant> <constant name="NOTIFICATION_WM_GO_BACK_REQUEST" value="1007"> @@ -960,14 +964,22 @@ Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string). Specific to the macOS platform. </constant> - <constant name="NOTIFICATION_APP_RESUMED" value="2014"> - Notification received from the OS when the app is resumed. + <constant name="NOTIFICATION_APPLICATION_RESUMED" value="2014"> + Notification received from the OS when the application is resumed. Specific to the Android platform. </constant> - <constant name="NOTIFICATION_APP_PAUSED" value="2015"> - Notification received from the OS when the app is paused. + <constant name="NOTIFICATION_APPLICATION_PAUSED" value="2015"> + Notification received from the OS when the application is paused. Specific to the Android platform. </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016"> + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Implemented on desktop platforms. + </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017"> + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Implemented on desktop platforms. + </constant> <constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode"> Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default. </constant> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index 9f017e9aed..d29c556216 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -92,7 +92,7 @@ <argument index="0" name="local_point" type="Vector2"> </argument> <description> - Converts a local point's coordinates to global coordinates. + Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position. </description> </method> <method name="to_local" qualifiers="const"> @@ -101,7 +101,7 @@ <argument index="0" name="global_point" type="Vector2"> </argument> <description> - Converts a global point's coordinates to local coordinates. + Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent. </description> </method> <method name="translate"> @@ -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..02b319fb5a 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> @@ -101,7 +101,7 @@ <return type="bool"> </return> <description> - Returns whether the node is visible, taking into consideration that its parents visibility. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. </description> </method> <method name="look_at"> @@ -323,7 +323,7 @@ Local translation of this node. </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> - If [code]true[/code], this node is drawn. + If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). </member> </members> <signals> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index db79ee7765..26110df335 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -112,7 +112,18 @@ <return type="PackedStringArray"> </return> <description> - Returns the command line arguments passed to the engine. + Returns the command-line arguments passed to the engine. + Command-line arguments can be written in any form, including both [code]--key value[/code] and [code]--key=value[/code] forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments. + You can also incorporate environment variables using the [method get_environment] method. + You can set [code]editor/main_run_args[/code] in the Project Settings to define command-line arguments to be passed by the editor when running the project. + Here's a minimal example on how to parse command-line arguments into a dictionary using the [code]--key=value[/code] form for arguments: + [codeblock] + var arguments = {} + for argument in OS.get_cmdline_args(): + if argument.find("=") > -1: + var key_value = argument.split("=") + arguments[key_value[0].lstrip("--")] = key_value[1] + [/codeblock] </description> </method> <method name="get_connected_midi_inputs"> @@ -205,7 +216,7 @@ <return type="String"> </return> <description> - Returns the name of the host OS. Possible values are: [code]"Android"[/code], [code]"Haiku"[/code], [code]"iOS"[/code], [code]"HTML5"[/code], [code]"OSX"[/code], [code]"Server"[/code], [code]"Windows"[/code], [code]"UWP"[/code], [code]"X11"[/code]. + Returns the name of the host OS. Possible values are: [code]"Android"[/code], [code]"iOS"[/code], [code]"HTML5"[/code], [code]"OSX"[/code], [code]"Server"[/code], [code]"Windows"[/code], [code]"UWP"[/code], [code]"X11"[/code]. </description> </method> <method name="get_process_id" qualifiers="const"> @@ -254,18 +265,22 @@ [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. </description> </method> - <method name="get_system_time_msecs" qualifiers="const"> + <method name="get_tablet_driver_count" qualifiers="const"> <return type="int"> </return> <description> - Returns the epoch time of the operating system in milliseconds. + Returns the total number of available tablet drivers. + [b]Note:[/b] This method is implemented on Windows. </description> </method> - <method name="get_system_time_secs" qualifiers="const"> - <return type="int"> + <method name="get_tablet_driver_name" qualifiers="const"> + <return type="String"> </return> + <argument index="0" name="idx" type="int"> + </argument> <description> - Returns the epoch time of the operating system in seconds. + Returns the tablet driver name for the given index. + [b]Note:[/b] This method is implemented on Windows. </description> </method> <method name="get_ticks_msec" qualifiers="const"> @@ -307,7 +322,7 @@ </description> </method> <method name="get_unix_time" qualifiers="const"> - <return type="int"> + <return type="float"> </return> <description> Returns the current UNIX epoch timestamp. @@ -484,6 +499,7 @@ - [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder. - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://blog.escapecreative.com/customizing-mailto-links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields that can be added. + Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method. [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows. </description> </method> @@ -499,6 +515,9 @@ <member name="low_processor_usage_mode_sleep_usec" type="int" setter="set_low_processor_usage_mode_sleep_usec" getter="get_low_processor_usage_mode_sleep_usec" default="6900"> The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage. </member> + <member name="tablet_driver" type="String" setter="set_current_tablet_driver" getter="get_current_tablet_driver" default=""""> + The current tablet driver in use. + </member> </members> <constants> <constant name="VIDEO_DRIVER_GLES2" value="0" enum="VideoDriver"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 35e87d1a2a..ca6b624359 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -15,9 +15,12 @@ print("position" in n) # Prints "True". print("other_property" in n) # Prints "False". [/codeblock] + The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code]. Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification]. + [b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object]. </description> <tutorials> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_get" qualifiers="virtual"> @@ -96,6 +99,7 @@ [codeblock] call("set", "position", Vector2(42.0, 0.0)) [/codeblock] + [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="call_deferred" qualifiers="vararg"> @@ -108,6 +112,7 @@ [codeblock] call_deferred("set", "position", Vector2(42.0, 0.0)) [/codeblock] + [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="callv"> @@ -192,7 +197,7 @@ <return type="void"> </return> <description> - Deletes the object from memory. Any pre-existing reference to the freed object will now return [code]null[/code]. + Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. [code]is_instance_valid(object)[/code] will return [code]false[/code]. </description> </method> <method name="get" qualifiers="const"> @@ -202,6 +207,7 @@ </argument> <description> Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code]. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="get_class" qualifiers="const"> @@ -401,6 +407,7 @@ </argument> <description> Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="set_block_signals"> @@ -421,6 +428,7 @@ </argument> <description> Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code]. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="set_indexed"> @@ -512,7 +520,7 @@ One-shot connections disconnect themselves after emission. </constant> <constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags"> - Connect a signal as reference counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. + Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. </constant> </constants> </class> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 0bbc987156..000d67e691 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -16,7 +16,7 @@ The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. </member> <member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0"> - The light's radius. + The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. </member> <member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1"> See [enum ShadowMode]. diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index b08357e278..08f8558881 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -78,6 +78,15 @@ Returns a copy of the array's contents as [String]. Slower than [method get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="hex_encode"> <return type="String"> </return> @@ -152,6 +161,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> <method name="subarray"> <return type="PackedByteArray"> </return> diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml index 06228e4dac..ec087e1b39 100644 --- a/doc/classes/PackedColorArray.xml +++ b/doc/classes/PackedColorArray.xml @@ -44,6 +44,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="Color"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -107,6 +116,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml index ee82586cdb..a6b726944b 100644 --- a/doc/classes/PackedFloat32Array.xml +++ b/doc/classes/PackedFloat32Array.xml @@ -45,6 +45,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="float"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -108,6 +117,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml index ce2300c65a..f867cda3b6 100644 --- a/doc/classes/PackedFloat64Array.xml +++ b/doc/classes/PackedFloat64Array.xml @@ -45,6 +45,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="float"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -108,6 +117,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml index 176c624956..b796d9cacb 100644 --- a/doc/classes/PackedInt32Array.xml +++ b/doc/classes/PackedInt32Array.xml @@ -45,6 +45,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -108,6 +117,13 @@ Returns the array size. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml index d8a8071590..3d0d9a1360 100644 --- a/doc/classes/PackedInt64Array.xml +++ b/doc/classes/PackedInt64Array.xml @@ -45,6 +45,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -108,6 +117,13 @@ Returns the array size. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index 2d70dea012..bb56330248 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -7,6 +7,13 @@ A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself. Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). [b]Note:[/b] The node doesn't need to own itself. + [b]Example of loading a saved scene:[/b] + [codeblock] + # Use `load()` instead of `preload()` if the path isn't known at compile-time. + var scene = preload("res://scene.tscn").instance() + # Add the node as a child of the node the script is attached to. + add_child(scene) + [/codeblock] [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblock] # Create the objects. diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml index 9526f5899d..f36af66d6d 100644 --- a/doc/classes/PackedStringArray.xml +++ b/doc/classes/PackedStringArray.xml @@ -44,6 +44,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="String"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -107,6 +116,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml index 87f202357c..ecc535e488 100644 --- a/doc/classes/PackedVector2Array.xml +++ b/doc/classes/PackedVector2Array.xml @@ -44,6 +44,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="Vector2"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -107,6 +116,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml index 7bfa684ff5..f268fbcc83 100644 --- a/doc/classes/PackedVector3Array.xml +++ b/doc/classes/PackedVector3Array.xml @@ -44,6 +44,15 @@ Returns [code]true[/code] if the array is empty. </description> </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="Vector3"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. + </description> + </method> <method name="insert"> <return type="int"> </return> @@ -107,6 +116,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/Path2D.xml b/doc/classes/Path2D.xml index ab266a2f73..57e2091268 100644 --- a/doc/classes/Path2D.xml +++ b/doc/classes/Path2D.xml @@ -15,7 +15,6 @@ <member name="curve" type="Curve2D" setter="set_curve" getter="get_curve"> A [Curve2D] describing the path. </member> - <member name="self_modulate" type="Color" setter="set_self_modulate" getter="get_self_modulate" override="true" default="Color( 0.5, 0.6, 1, 0.7 )" /> </members> <constants> </constants> diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 2a0c153267..0a9079ce71 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -5,12 +5,55 @@ </brief_description> <description> This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code. + You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors. [b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build. [b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes. + [b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0. </description> <tutorials> </tutorials> <methods> + <method name="add_custom_monitor"> + <return type="void"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <argument index="1" name="callable" type="Callable"> + </argument> + <argument index="2" name="arguments" type="Array" default="[ ]"> + </argument> + <description> + Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom". + [codeblock] + Performance.add_custom_monitor("MyCategory/MyMonitor", some_callable) # Adds monitor with name "MyName" to category "MyCategory" + Performance.add_custom_monitor("MyMonitor", some_callable) # Adds monitor with name "MyName" to category "Custom" + # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so above code is valid + Performance.add_custom_monitor("Custom/MyMonitor", some_callable) # Adds monitor with name "MyName" to category "Custom" + # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so above code is valid + Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", some_callable) # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom" + [/codeblock] + The debugger calls the callable to get the value of custom monitor. The callable must return a number. + Callables are called with arguments supplied in argument array. + [b]Note:[/b] It throws an error if given id is already present. + </description> + </method> + <method name="get_custom_monitor"> + <return type="Variant"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <description> + Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor. + [b]Note:[/b] It throws an error if the given id is absent. + </description> + </method> + <method name="get_custom_monitor_names"> + <return type="Array"> + </return> + <description> + Returns the names of active custom monitors in an array. + </description> + </method> <method name="get_monitor" qualifiers="const"> <return type="float"> </return> @@ -23,6 +66,32 @@ [/codeblock] </description> </method> + <method name="get_monitor_modification_time"> + <return type="int"> + </return> + <description> + Returns the last tick in which custom monitor was added/removed. + </description> + </method> + <method name="has_custom_monitor"> + <return type="bool"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <description> + Returns true if custom monitor with the given id is present otherwise returns false. + </description> + </method> + <method name="remove_custom_monitor"> + <return type="void"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <description> + Removes the custom monitor with given id. + [b]Note:[/b] It throws an error if the given id is already absent. + </description> + </method> </methods> <constants> <constant name="TIME_FPS" value="0" enum="Monitor"> diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index 58930aae37..0808e4a724 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -18,9 +18,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="position" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> - <argument index="1" name="impulse" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> </description> diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 89b43158dc..2e0f9c52f2 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -31,6 +31,9 @@ <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 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. </member> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 46205fecd1..30519e11be 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -22,9 +22,9 @@ <method name="add_force"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="force" type="Vector2"> </argument> - <argument index="1" name="force" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. @@ -51,9 +51,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="impulse" type="Vector2"> </argument> - <argument index="1" name="impulse" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin. diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 1ee520fe5f..eea681e696 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -12,7 +12,7 @@ <method name="add_central_force"> <return type="void"> </return> - <argument index="0" name="force" type="Vector3"> + <argument index="0" name="force" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Adds a constant directional force without affecting rotation. @@ -24,7 +24,7 @@ </return> <argument index="0" name="force" type="Vector3"> </argument> - <argument index="1" name="position" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. @@ -42,7 +42,7 @@ <method name="apply_central_impulse"> <return type="void"> </return> - <argument index="0" name="j" type="Vector3"> + <argument index="0" name="impulse" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Applies a single directional impulse without affecting rotation. @@ -52,9 +52,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="position" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> - <argument index="1" name="j" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin. @@ -63,7 +63,7 @@ <method name="apply_torque_impulse"> <return type="void"> </return> - <argument index="0" name="j" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> <description> Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter. diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml index 6410626496..0889c238dc 100644 --- a/doc/classes/PhysicsMaterial.xml +++ b/doc/classes/PhysicsMaterial.xml @@ -12,6 +12,7 @@ </methods> <members> <member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false"> + If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it. </member> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0"> The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). @@ -20,6 +21,7 @@ The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). </member> <member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false"> + If [code]true[/code], the physics engine will use the friction of the object marked as "rough" when two objects collide. If [code]false[/code], the physics engine will use the lowest friction of all colliding objects instead. If [code]true[/code] for both colliding objects, the physics engine will use the highest friction. </member> </members> <constants> diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 9da739e57a..b2904c6538 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -331,9 +331,9 @@ </return> <argument index="0" name="body" type="RID"> </argument> - <argument index="1" name="offset" type="Vector2"> + <argument index="1" name="force" type="Vector2"> </argument> - <argument index="2" name="force" type="Vector2"> + <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied. @@ -379,9 +379,9 @@ </return> <argument index="0" name="body" type="RID"> </argument> - <argument index="1" name="position" type="Vector2"> + <argument index="1" name="impulse" type="Vector2"> </argument> - <argument index="2" name="impulse" type="Vector2"> + <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates. @@ -864,28 +864,28 @@ Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. </description> </method> - <method name="damped_string_joint_get_param" qualifiers="const"> + <method name="damped_spring_joint_get_param" qualifiers="const"> <return type="float"> </return> <argument index="0" name="joint" type="RID"> </argument> - <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam"> + <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam"> </argument> <description> - Returns the value of a damped spring joint parameter. + Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. </description> </method> - <method name="damped_string_joint_set_param"> + <method name="damped_spring_joint_set_param"> <return type="void"> </return> <argument index="0" name="joint" type="RID"> </argument> - <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam"> + <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam"> </argument> <argument index="2" name="value" type="float"> </argument> <description> - Sets a damped spring joint parameter. See [enum DampedStringParam] for a list of available parameters. + Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. </description> </method> <method name="free_rid"> @@ -1247,13 +1247,13 @@ </constant> <constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam"> </constant> - <constant name="DAMPED_STRING_REST_LENGTH" value="0" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam"> Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. </constant> - <constant name="DAMPED_STRING_STIFFNESS" value="1" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_STIFFNESS" value="1" enum="DampedSpringParam"> Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. </constant> - <constant name="DAMPED_STRING_DAMPING" value="2" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_DAMPING" value="2" enum="DampedSpringParam"> Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). </constant> <constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index e9e1552c92..5fd3ef5db2 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -334,7 +334,7 @@ </argument> <argument index="1" name="force" type="Vector3"> </argument> - <argument index="2" name="position" type="Vector3"> + <argument index="2" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> </description> @@ -379,9 +379,9 @@ </return> <argument index="0" name="body" type="RID"> </argument> - <argument index="1" name="position" type="Vector3"> + <argument index="1" name="impulse" type="Vector3"> </argument> - <argument index="2" name="impulse" type="Vector3"> + <argument index="2" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Gives the body a push at a [code]position[/code] in the direction of the [code]impulse[/code]. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 9a162dabbb..63e13954ab 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -9,15 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="set_shape"> - <return type="void"> - </return> - <argument index="0" name="shape" type="Resource"> - </argument> - <description> - Sets the [Shape2D] that will be used for collision/intersection queries. - </description> - </method> </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> @@ -38,8 +29,24 @@ <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2( 0, 0 )"> The motion of the shape being queried for. </member> + <member name="shape" type="Resource" setter="set_shape" getter="get_shape"> + The [Shape2D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid]. + </member> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid"> - The queried shape's [RID]. See also [method set_shape]. + The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API: + [codeblock] + var shape_rid = PhysicsServer2D.circle_shape_create() + var radius = 64 + PhysicsServer2D.shape_set_data(shape_rid, radius) + + var params = PhysicsShapeQueryParameters2D.new() + params.shape_rid = shape_rid + + # Execute physics queries here... + + # Release the shape when done with physics queries. + PhysicsServer2D.free_rid(shape_rid) + [/codeblock] </member> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )"> The queried shape's transform matrix. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 6606cfbc59..f4191d4862 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -9,15 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="set_shape"> - <return type="void"> - </return> - <argument index="0" name="shape" type="Resource"> - </argument> - <description> - Sets the [Shape3D] that will be used for collision/intersection queries. - </description> - </method> </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> @@ -35,8 +26,24 @@ <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. </member> + <member name="shape" type="Resource" setter="set_shape" getter="get_shape"> + The [Shape3D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid]. + </member> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid"> - The queried shape's [RID]. See also [method set_shape]. + The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API: + [codeblock] + var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE) + var radius = 2.0 + PhysicsServer3D.shape_set_data(shape_rid, radius) + + var params = PhysicsShapeQueryParameters3D.new() + params.shape_rid = shape_rid + + # Execute physics queries here... + + # Release the shape when done with physics queries. + PhysicsServer3D.free_rid(shape_rid) + [/codeblock] </member> <member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> The queried shape's transform matrix. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 292acd8b5d..ce0680523c 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -65,13 +65,6 @@ Returns the shortest distance from the plane to the position [code]point[/code]. </description> </method> - <method name="get_any_point"> - <return type="Vector3"> - </return> - <description> - Returns a point on the plane. - </description> - </method> <method name="has_point"> <return type="bool"> </return> @@ -80,7 +73,7 @@ <argument index="1" name="epsilon" type="float" default="1e-05"> </argument> <description> - Returns [code]true[/code] if [code]point[/code] is inside the plane (by a very minimum [code]epsilon[/code] threshold). + Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]epsilon[/code] threshold. </description> </method> <method name="intersect_3"> @@ -147,36 +140,38 @@ <argument index="0" name="point" type="Vector3"> </argument> <description> - Returns the orthogonal projection of point [code]p[/code] into a point in the plane. + Returns the orthogonal projection of [code]point[/code] into a point in the plane. </description> </method> </methods> <members> <member name="d" type="float" setter="" getter="" default="0.0"> - Distance from the origin to the plane, in the direction of [member normal]. + The distance from the origin to the plane, in the direction of [member normal]. This value is typically non-negative. + In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. </member> <member name="normal" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - The normal of the plane. "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. + The normal of the plane, which must be normalized. + In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. </member> <member name="x" type="float" setter="" getter="" default="0.0"> - The [member normal]'s X component. + The X component of the plane's [member normal] vector. </member> <member name="y" type="float" setter="" getter="" default="0.0"> - The [member normal]'s Y component. + The Y component of the plane's [member normal] vector. </member> <member name="z" type="float" setter="" getter="" default="0.0"> - The [member normal]'s Z component. + The Z component of the plane's [member normal] vector. </member> </members> <constants> <constant name="PLANE_YZ" value="Plane( 1, 0, 0, 0 )"> - A plane that extends in the Y and Z axes. + A plane that extends in the Y and Z axes (normal vector points +X). </constant> <constant name="PLANE_XZ" value="Plane( 0, 1, 0, 0 )"> - A plane that extends in the X and Z axes. + A plane that extends in the X and Z axes (normal vector points +Y). </constant> <constant name="PLANE_XY" value="Plane( 0, 0, 1, 0 )"> - A plane that extends in the X and Y axes. + A plane that extends in the X and Y axes (normal vector points +Z). </constant> </constants> </class> diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml index 13332ca4f0..335df1ac3f 100644 --- a/doc/classes/Polygon2D.xml +++ b/doc/classes/Polygon2D.xml @@ -102,6 +102,8 @@ If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> + The normal map gives depth to the Polygon2D. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The offset applied to each vertex. diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 569da5c58b..ce55c90c68 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -242,6 +242,12 @@ Removes all items from the [PopupMenu]. </description> </method> + <method name="get_current_index" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> <method name="get_item_accelerator" qualifiers="const"> <return type="int"> </return> @@ -585,7 +591,7 @@ </method> </methods> <members> - <member name="allow_search" type="bool" setter="set_allow_search" getter="get_allow_search" default="false"> + <member name="allow_search" type="bool" setter="set_allow_search" getter="get_allow_search" default="true"> If [code]true[/code], allows to navigate [PopupMenu] with letter keys. </member> <member name="hide_on_checkable_item_selection" type="bool" setter="set_hide_on_checkable_item_selection" getter="is_hide_on_checkable_item_selection" default="true"> diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index 77915bc538..9e7f26ed4f 100644 --- a/doc/classes/PrimitiveMesh.xml +++ b/doc/classes/PrimitiveMesh.xml @@ -13,7 +13,12 @@ <return type="Array"> </return> <description> - Returns mesh arrays used to constitute surface of [Mesh]. Mesh arrays can be used with [ArrayMesh] to create new surfaces. + Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example: + [codeblock] + var c := CylinderMesh.new() + var arr_mesh := ArrayMesh.new() + arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays()) + [/codeblock] </description> </method> </methods> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index feded45c27..793249afc5 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -137,7 +137,7 @@ <argument index="0" name="file" type="String"> </argument> <description> - Saves the configuration to a custom file. + Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). </description> </method> <method name="set_initial_value"> @@ -244,7 +244,7 @@ <member name="audio/default_bus_layout" type="String" setter="" getter="" default=""res://default_bus_layout.tres""> Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene. </member> - <member name="audio/driver" type="String" setter="" getter="" default=""PulseAudio""> + <member name="audio/driver" type="String" setter="" getter=""> Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used. </member> <member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false"> @@ -256,27 +256,34 @@ <member name="audio/output_latency" type="int" setter="" getter="" default="15"> Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. </member> + <member name="audio/output_latency.web" type="int" setter="" getter="" default="50"> + Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices. + </member> <member name="audio/video_delay_compensation_ms" type="int" setter="" getter="" default="0"> Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing. </member> <member name="compression/formats/gzip/compression_level" type="int" setter="" getter="" default="-1"> - Default compression level for gzip. Affects compressed scenes and resources. + The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates. </member> <member name="compression/formats/zlib/compression_level" type="int" setter="" getter="" default="-1"> - Default compression level for Zlib. Affects compressed scenes and resources. + The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates. </member> <member name="compression/formats/zstd/compression_level" type="int" setter="" getter="" default="3"> - Default compression level for Zstandard. Affects compressed scenes and resources. + The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. </member> <member name="compression/formats/zstd/long_distance_matching" type="bool" setter="" getter="" default="false"> - Enables long-distance matching in Zstandard. + Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-distance matching[/url] in Zstandard. </member> <member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27"> - Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. + Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing. </member> <member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false"> If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards. </member> + <member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true"> + </member> + <member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a constant is used as a function. </member> @@ -289,15 +296,6 @@ <member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true"> If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings. </member> - <member name="debug/gdscript/warnings/function_conflicts_constant" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function is declared with the same name as a constant. - </member> - <member name="debug/gdscript/warnings/function_conflicts_variable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript. - </member> - <member name="debug/gdscript/warnings/function_may_yield" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function assigned to a variable may yield and return a function state instead of a value. - </member> <member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when using a function as if it was a property. </member> @@ -313,12 +311,16 @@ <member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when using a property as if it was a function. </member> + <member name="debug/gdscript/warnings/redundant_await" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> <member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). </member> + <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. </member> @@ -337,6 +339,8 @@ <member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). </member> + <member name="debug/gdscript/warnings/unreachable_pattern" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected. </member> @@ -349,11 +353,11 @@ <member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class. </member> - <member name="debug/gdscript/warnings/unused_argument" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function parameter is unused. + <member name="debug/gdscript/warnings/unused_local_constant" type="bool" setter="" getter="" default="true"> + </member> + <member name="debug/gdscript/warnings/unused_parameter" type="bool" setter="" getter="" default="true"> </member> - <member name="debug/gdscript/warnings/unused_class_variable" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when a member variable is unused. + <member name="debug/gdscript/warnings/unused_private_class_variable" type="bool" setter="" getter="" default="true"> </member> <member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a signal is unused. @@ -361,9 +365,6 @@ <member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a local variable is unused. </member> - <member name="debug/gdscript/warnings/variable_conflicts_function" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript. - </member> <member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable. </member> @@ -450,6 +451,9 @@ <member name="display/window/size/width" type="int" setter="" getter="" default="1024"> Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. </member> + <member name="display/window/tablet_driver" type="String" setter="" getter=""> + Specifies the tablet driver to use. If left empty, the default driver will be used. + </member> <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5). </member> @@ -466,8 +470,10 @@ <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0"> Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. </member> - <member name="gui/common/swap_ok_cancel" type="bool" setter="" getter="" default="false"> - If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions. + <member name="gui/common/swap_cancel_ok" type="bool" setter="" getter=""> + If [code]true[/code], swaps Cancel and OK buttons in dialogs on Windows and UWP to follow interface conventions. + </member> + <member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024"> </member> <member name="gui/theme/custom" type="String" setter="" getter="" default=""""> Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension). @@ -794,10 +800,12 @@ <member name="logging/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false"> If [code]true[/code], logs all output to files. </member> - <member name="logging/file_logging/log_path" type="String" setter="" getter="" default=""user://logs/log.txt""> + <member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true"> + </member> + <member name="logging/file_logging/log_path" type="String" setter="" getter="" default=""user://logs/godot.log""> Path to logs within the project. Using an [code]user://[/code] path is recommended. </member> - <member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="10"> + <member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5"> Specifies the maximum amount of log files allowed (used for rotation). </member> <member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="1024"> @@ -816,6 +824,8 @@ </member> <member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false"> </member> + <member name="mono/project/auto_update_project" type="bool" setter="" getter="" default="true"> + </member> <member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0"> </member> <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768"> @@ -839,38 +849,15 @@ <member name="network/limits/webrtc/max_channel_in_buffer_kb" type="int" setter="" getter="" default="64"> Maximum size (in kiB) for the [WebRTCDataChannel] input buffer. </member> - <member name="network/limits/websocket_client/max_in_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketClient] input buffer. - </member> - <member name="network/limits/websocket_client/max_in_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent input packets for [WebSocketClient]. - </member> - <member name="network/limits/websocket_client/max_out_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketClient] output buffer. - </member> - <member name="network/limits/websocket_client/max_out_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent output packets for [WebSocketClient]. - </member> - <member name="network/limits/websocket_server/max_in_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketServer] input buffer. - </member> - <member name="network/limits/websocket_server/max_in_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent input packets for [WebSocketServer]. - </member> - <member name="network/limits/websocket_server/max_out_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketServer] output buffer. - </member> - <member name="network/limits/websocket_server/max_out_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent output packets for [WebSocketServer]. - </member> <member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="" default="4"> Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage. </member> <member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536"> Page size used by remote filesystem (in bytes). </member> - <member name="network/ssl/certificates" type="String" setter="" getter="" default=""""> - CA certificates bundle to use for SSL connections. If not defined, Godot's internal CA certificates are used. + <member name="network/ssl/certificate_bundle_override" type="String" setter="" getter="" default=""""> + The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. + If in doubt, leave this setting empty. </member> <member name="node/name_casing" type="int" setter="" getter="" default="0"> When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. @@ -972,14 +959,36 @@ <member name="rendering/environment/default_environment" type="String" setter="" getter="" default=""""> [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. </member> + <member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> + </member> + <member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/gpu_lightmapper/performance/region_size" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/gpu_lightmapper/quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/gpu_lightmapper/quality/high_quality_ray_count" type="int" setter="" getter="" default="256"> + </member> + <member name="rendering/gpu_lightmapper/quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/gpu_lightmapper/quality/low_quality_ray_count" type="int" setter="" getter="" default="16"> + </member> + <member name="rendering/gpu_lightmapper/quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256"> + </member> + <member name="rendering/gpu_lightmapper/quality/medium_quality_ray_count" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/gpu_lightmapper/quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048"> + </member> + <member name="rendering/gpu_lightmapper/quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024"> + </member> <member name="rendering/high_end/global_shader_variables_buffer_size" type="int" setter="" getter="" default="65536"> </member> + <member name="rendering/lightmapper/probe_capture_update_speed" type="float" setter="" getter="" default="15"> + </member> <member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000"> Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves. </member> - <member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false"> - Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details. - If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend. + <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600"> </member> <member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false"> If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles. @@ -1063,18 +1072,18 @@ Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/quality/screen_filters/msaa" type="int" setter="" getter="" default="0"> - Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. + Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. [b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend. </member> <member name="rendering/quality/screen_filters/screen_space_aa" type="int" setter="" getter="" default="0"> Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. - Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter]. + Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter_enabled]. </member> - <member name="rendering/quality/screen_filters/screen_space_roughness_limiter" type="int" setter="" getter="" default="0"> - Enables the screen-space roughness limiter which increases material roughness in areas with a high normal frequency (i.e. when normals change a lot from pixel to pixel). This helps to reduce the amount of specular aliasing in a scene. Specular aliasing looks like random bright pixels that occur in reflections. + <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_amount" type="float" setter="" getter="" default="0.25"> </member> - <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_curve" type="float" setter="" getter="" default="1.0"> - Curves the amount of the roughness limited effect. A higher value limits the effect to very sharply curved surfaces, while a lower threshold extends the effect to smoother surfaces. + <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_enabled" type="bool" setter="" getter="" default="true"> + </member> + <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_limit" type="float" setter="" getter="" default="0.18"> </member> <member name="rendering/quality/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1"> Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better. @@ -1136,13 +1145,16 @@ <member name="rendering/quality/subsurface_scattering/subsurface_scattering_scale" type="float" setter="" getter="" default="0.05"> Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light. </member> - <member name="rendering/quality/texture_filters/max_anisotropy" type="int" setter="" getter="" default="4"> - Sets the maximum number of samples to take when using anisotropic filtering on textures. A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. - Only power of two values are valid ([code]1[/code], [code]2[/code], [code]4[/code], [code]8[/code], [code]16[/code]). A value of [code]1[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. + <member name="rendering/quality/texture_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> + Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. </member> <member name="rendering/quality/texture_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. </member> + <member name="rendering/sdfgi/frames_to_converge" type="int" setter="" getter="" default="1"> + </member> + <member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2"> + </member> <member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1"> Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> @@ -1169,6 +1181,9 @@ </member> <member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64"> </member> + <member name="world/2d/cell_size" type="int" setter="" getter="" default="100"> + Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses. + </member> </members> <constants> </constants> diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 327fa882e5..730edb00d9 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -4,9 +4,9 @@ Quaternion. </brief_description> <description> - A unit quaternion used for representing 3D rotations. - It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - Quaternions need to be (re)normalized. + A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation. + It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quat only stores rotation. + Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> @@ -18,7 +18,7 @@ <argument index="0" name="from" type="Basis"> </argument> <description> - Returns the rotation matrix corresponding to the given quaternion. + Constructs a quaternion from the given [Basis]. </description> </method> <method name="Quat"> @@ -27,7 +27,7 @@ <argument index="0" name="euler" type="Vector3"> </argument> <description> - Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). + Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). </description> </method> <method name="Quat"> @@ -38,7 +38,7 @@ <argument index="1" name="angle" type="float"> </argument> <description> - Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. + Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. </description> </method> <method name="Quat"> @@ -53,7 +53,7 @@ <argument index="3" name="w" type="float"> </argument> <description> - Returns a quaternion defined by these values. + Constructs a quaternion defined by the given values. </description> </method> <method name="cubic_slerp"> @@ -68,7 +68,7 @@ <argument index="3" name="t" type="float"> </argument> <description> - Performs a cubic spherical-linear interpolation with another quaternion. + Performs a cubic spherical interpolation between quaternions [code]preA[/code], this vector, [code]b[/code], and [code]postB[/code], by the given amount [code]t[/code]. </description> </method> <method name="dot"> @@ -84,7 +84,7 @@ <return type="Vector3"> </return> <description> - Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). </description> </method> <method name="inverse"> @@ -148,7 +148,7 @@ <argument index="0" name="euler" type="Vector3"> </argument> <description> - Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). + Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). </description> </method> <method name="slerp"> @@ -159,7 +159,8 @@ <argument index="1" name="t" type="float"> </argument> <description> - Performs a spherical-linear interpolation with another quaternion. + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code]. + [b]Note:[/b] Both quaternions must be normalized. </description> </method> <method name="slerpni"> @@ -170,7 +171,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°. + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees. </description> </method> <method name="xform"> @@ -179,27 +180,31 @@ <argument index="0" name="v" type="Vector3"> </argument> <description> - Transforms the vector [code]v[/code] by this quaternion. + Returns a vector transformed (multiplied) by this quaternion. </description> </method> </methods> <members> <member name="w" type="float" setter="" getter="" default="1.0"> - W component of the quaternion. + W component of the quaternion (real part). + Quaternion components should usually not be manipulated directly. </member> <member name="x" type="float" setter="" getter="" default="0.0"> - X component of the quaternion. + X component of the quaternion (imaginary [code]i[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> <member name="y" type="float" setter="" getter="" default="0.0"> - Y component of the quaternion. + Y component of the quaternion (imaginary [code]j[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> <member name="z" type="float" setter="" getter="" default="0.0"> - Z component of the quaternion. + Z component of the quaternion (imaginary [code]k[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> </members> <constants> <constant name="IDENTITY" value="Quat( 0, 0, 0, 1 )"> - The identity rotation. Equivalent to an identity matrix. If a vector is transformed by an identity quaternion, it will not change. + The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change. </constant> </constants> </class> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 51f3f0334d..6a11630c0e 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -44,7 +44,7 @@ </return> <description> Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. - [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. + [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> <method name="get_collider" qualifiers="const"> @@ -135,7 +135,7 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. </member> - <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false"> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. </member> <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 08c6d6f40c..e7ee1d284f 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -45,7 +45,7 @@ <description> Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. - [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. + [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> <method name="get_collider" qualifiers="const"> @@ -138,7 +138,7 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. </member> - <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false"> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. </member> <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index dbf461cdf1..8599aad95e 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -171,13 +171,14 @@ </methods> <members> <member name="end" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Ending corner. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Position (starting corner). + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 2e8be384c1..7362580c02 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -46,7 +46,130 @@ Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will be truncated. </description> </method> + <method name="abs"> + <return type="Rect2i"> + </return> + <description> + Returns a [Rect2i] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive. + </description> + </method> + <method name="clip"> + <return type="Rect2i"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns the intersection of this [Rect2i] and b. + </description> + </method> + <method name="encloses"> + <return type="bool"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns [code]true[/code] if this [Rect2i] completely encloses another one. + </description> + </method> + <method name="expand"> + <return type="Rect2i"> + </return> + <argument index="0" name="to" type="Vector2i"> + </argument> + <description> + Returns this [Rect2i] expanded to include a given point. + </description> + </method> + <method name="get_area"> + <return type="int"> + </return> + <description> + Returns the area of the [Rect2i]. + </description> + </method> + <method name="grow"> + <return type="Rect2i"> + </return> + <argument index="0" name="by" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown a given amount of units towards all the sides. + </description> + </method> + <method name="grow_individual"> + <return type="Rect2i"> + </return> + <argument index="0" name="left" type="int"> + </argument> + <argument index="1" name="top" type="int"> + </argument> + <argument index="2" name="right" type="int"> + </argument> + <argument index="3" name=" bottom" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown a given amount of units towards each direction individually. + </description> + </method> + <method name="grow_margin"> + <return type="Rect2i"> + </return> + <argument index="0" name="margin" type="int"> + </argument> + <argument index="1" name="by" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown a given amount of units towards the [enum Margin] direction. + </description> + </method> + <method name="has_no_area"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the [Rect2i] is flat or empty. + </description> + </method> + <method name="has_point"> + <return type="bool"> + </return> + <argument index="0" name="point" type="Vector2i"> + </argument> + <description> + Returns [code]true[/code] if the [Rect2i] contains a point. + </description> + </method> + <method name="intersects"> + <return type="bool"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i.e. they have at least one point in common). + If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection. + </description> + </method> + <method name="merge"> + <return type="Rect2i"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]. + </description> + </method> </methods> + <members> + <member name="end" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. + </member> + <member name="position" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Beginning corner. Typically has values lower than [member end]. + </member> + <member name="size" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index 860a47798c..9c3d1d5d9d 100644 --- a/doc/classes/Reference.xml +++ b/doc/classes/Reference.xml @@ -5,10 +5,11 @@ </brief_description> <description> Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class. - References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free]. + Unlike [Object]s, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free]. In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused. </description> <tutorials> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="init_ref"> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 84f87c3e71..07d7b646a1 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -13,6 +13,12 @@ <methods> </methods> <members> + <member name="ambient_color" type="Color" setter="set_ambient_color" getter="get_ambient_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="ambient_color_energy" type="float" setter="set_ambient_color_energy" getter="get_ambient_color_energy" default="1.0"> + </member> + <member name="ambient_mode" type="int" setter="set_ambient_mode" getter="get_ambient_mode" enum="ReflectionProbe.AmbientMode" default="1"> + </member> <member name="box_projection" type="bool" setter="set_enable_box_projection" getter="is_box_projection_enabled" default="false"> If [code]true[/code], enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location. </member> @@ -28,17 +34,8 @@ <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="1.0"> Defines the reflection intensity. Intensity modulates the strength of the reflection. </member> - <member name="interior_ambient_color" type="Color" setter="set_interior_ambient" getter="get_interior_ambient" default="Color( 0, 0, 0, 1 )"> - Sets the ambient light color to be used when this probe is set to [member interior_enable]. - </member> - <member name="interior_ambient_contrib" type="float" setter="set_interior_ambient_probe_contribution" getter="get_interior_ambient_probe_contribution" default="0.0"> - Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to [member interior_enable]. Useful so that ambient light matches the color of the room. - </member> - <member name="interior_ambient_energy" type="float" setter="set_interior_ambient_energy" getter="get_interior_ambient_energy" default="1.0"> - Sets the energy multiplier for this reflection probe's ambient light contribution when set to [member interior_enable]. - </member> - <member name="interior_enable" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false"> - If [code]true[/code], reflections will ignore sky contribution. Ambient lighting is then controlled by the [code]interior_ambient_*[/code] properties. + <member name="interior" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false"> + If [code]true[/code], reflections will ignore sky contribution. </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> Sets the max distance away from the probe an object can be before it is culled. @@ -57,5 +54,11 @@ <constant name="UPDATE_ALWAYS" value="1" enum="UpdateMode"> Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use [constant UPDATE_ONCE] whenever possible. </constant> + <constant name="AMBIENT_DISABLED" value="0" enum="AmbientMode"> + </constant> + <constant name="AMBIENT_ENVIRONMENT" value="1" enum="AmbientMode"> + </constant> + <constant name="AMBIENT_COLOR" value="2" enum="AmbientMode"> + </constant> </constants> </class> diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 8a44d213e8..7e5df9c40d 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -152,6 +152,8 @@ </argument> <argument index="8" name="region" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> + <argument index="9" name="storage_textures" type="Array" default="[ ]"> + </argument> <description> </description> </method> @@ -188,6 +190,8 @@ </argument> <argument index="9" name="region" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> + <argument index="10" name="storage_textures" type="RID[]" default="[ ]"> + </argument> <description> </description> </method> @@ -293,6 +297,16 @@ <description> </description> </method> + <method name="framebuffer_create_empty"> + <return type="RID"> + </return> + <argument index="0" name="size" type="Vector2i"> + </argument> + <argument index="1" name="validate_with_format" type="int" default="-1"> + </argument> + <description> + </description> + </method> <method name="framebuffer_format_create"> <return type="int"> </return> @@ -301,6 +315,14 @@ <description> </description> </method> + <method name="framebuffer_format_create_empty"> + <return type="int"> + </return> + <argument index="0" name="size" type="Vector2i"> + </argument> + <description> + </description> + </method> <method name="framebuffer_format_get_texture_samples"> <return type="int" enum="RenderingDevice.TextureSamples"> </return> @@ -496,6 +518,8 @@ </argument> <argument index="1" name="data" type="PackedByteArray" default="PackedByteArray( )"> </argument> + <argument index="2" name="usage" type="int" default="0"> + </argument> <description> </description> </method> @@ -1285,6 +1309,8 @@ </constant> <constant name="INDEX_BUFFER_FORMAT_UINT32" value="1" enum="IndexBufferFormat"> </constant> + <constant name="STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT" value="1" enum="StorageBufferUsage"> + </constant> <constant name="UNIFORM_TYPE_SAMPLER" value="0" enum="UniformType"> </constant> <constant name="UNIFORM_TYPE_SAMPLER_WITH_TEXTURE" value="1" enum="UniformType"> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 4e0762a68b..85eaac454f 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. @@ -1282,7 +1282,7 @@ <argument index="1" name="base" type="RID"> </argument> <description> - Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. + Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. </description> </method> <method name="instance_set_blend_shape_weight"> @@ -1377,19 +1377,6 @@ Sets the world space transform of the instance. Equivalent to [member Node3D.transform]. </description> </method> - <method name="instance_set_use_lightmap"> - <return type="void"> - </return> - <argument index="0" name="instance" type="RID"> - </argument> - <argument index="1" name="lightmap_instance" type="RID"> - </argument> - <argument index="2" name="lightmap" type="RID"> - </argument> - <description> - Sets the lightmap to use with this instance. - </description> - </method> <method name="instance_set_visible"> <return type="void"> </return> @@ -1483,6 +1470,16 @@ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. </description> </method> + <method name="light_set_bake_mode"> + <return type="void"> + </return> + <argument index="0" name="light" type="RID"> + </argument> + <argument index="1" name="bake_mode" type="int" enum="RenderingServer.LightBakeMode"> + </argument> + <description> + </description> + </method> <method name="light_set_color"> <return type="void"> </return> @@ -1573,126 +1570,6 @@ Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color]. </description> </method> - <method name="light_set_use_gi"> - <return type="void"> - </return> - <argument index="0" name="light" type="RID"> - </argument> - <argument index="1" name="enabled" type="bool"> - </argument> - <description> - Sets whether GI probes capture light information from this light. - </description> - </method> - <method name="lightmap_capture_create"> - <return type="RID"> - </return> - <description> - Creates a lightmap capture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] RenderingServer functions. - Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. - To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID. - </description> - </method> - <method name="lightmap_capture_get_bounds" qualifiers="const"> - <return type="AABB"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the size of the lightmap capture area. - </description> - </method> - <method name="lightmap_capture_get_energy" qualifiers="const"> - <return type="float"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the energy multiplier used by the lightmap capture. - </description> - </method> - <method name="lightmap_capture_get_octree" qualifiers="const"> - <return type="PackedByteArray"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the octree used by the lightmap capture. - </description> - </method> - <method name="lightmap_capture_get_octree_cell_subdiv" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the cell subdivision amount used by this lightmap capture's octree. - </description> - </method> - <method name="lightmap_capture_get_octree_cell_transform" qualifiers="const"> - <return type="Transform"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the cell transform for this lightmap capture's octree. - </description> - </method> - <method name="lightmap_capture_set_bounds"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="bounds" type="AABB"> - </argument> - <description> - Sets the size of the area covered by the lightmap capture. - </description> - </method> - <method name="lightmap_capture_set_energy"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="energy" type="float"> - </argument> - <description> - Sets the energy multiplier for this lightmap capture. - </description> - </method> - <method name="lightmap_capture_set_octree"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="octree" type="PackedByteArray"> - </argument> - <description> - Sets the octree to be used by this lightmap capture. - </description> - </method> - <method name="lightmap_capture_set_octree_cell_subdiv"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="subdiv" type="int"> - </argument> - <description> - Sets the subdivision level of this lightmap capture's octree. - </description> - </method> - <method name="lightmap_capture_set_octree_cell_transform"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="xform" type="Transform"> - </argument> - <description> - Sets the octree cell transform for this lightmap capture's octree. - </description> - </method> <method name="make_sphere_mesh"> <return type="RID"> </return> @@ -2414,40 +2291,37 @@ To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID. </description> </method> - <method name="reflection_probe_set_as_interior"> + <method name="reflection_probe_set_ambient_color"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="1" name="color" type="Color"> </argument> <description> - If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior_enable]. </description> </method> - <method name="reflection_probe_set_cull_mask"> + <method name="reflection_probe_set_ambient_energy"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="layers" type="int"> + <argument index="1" name="energy" type="float"> </argument> <description> - Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask]. </description> </method> - <method name="reflection_probe_set_enable_box_projection"> + <method name="reflection_probe_set_ambient_mode"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="1" name="mode" type="int" enum="RenderingServer.ReflectionProbeAmbientMode"> </argument> <description> - If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection]. </description> </method> - <method name="reflection_probe_set_enable_shadows"> + <method name="reflection_probe_set_as_interior"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> @@ -2455,62 +2329,62 @@ <argument index="1" name="enable" type="bool"> </argument> <description> - If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows]. + If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior]. </description> </method> - <method name="reflection_probe_set_extents"> + <method name="reflection_probe_set_cull_mask"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="extents" type="Vector3"> + <argument index="1" name="layers" type="int"> </argument> <description> - Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents]. + Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask]. </description> </method> - <method name="reflection_probe_set_intensity"> + <method name="reflection_probe_set_enable_box_projection"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="intensity" type="float"> + <argument index="1" name="enable" type="bool"> </argument> <description> - Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity]. + If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection]. </description> </method> - <method name="reflection_probe_set_interior_ambient"> + <method name="reflection_probe_set_enable_shadows"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="color" type="Color"> + <argument index="1" name="enable" type="bool"> </argument> <description> - Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_color]. + If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows]. </description> </method> - <method name="reflection_probe_set_interior_ambient_energy"> + <method name="reflection_probe_set_extents"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="energy" type="float"> + <argument index="1" name="extents" type="Vector3"> </argument> <description> - Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_energy]. + Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents]. </description> </method> - <method name="reflection_probe_set_interior_ambient_probe_contribution"> + <method name="reflection_probe_set_intensity"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="contrib" type="float"> + <argument index="1" name="intensity" type="float"> </argument> <description> - Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to [member ReflectionProbe.interior_ambient_contrib]. + Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity]. </description> </method> <method name="reflection_probe_set_max_distance"> @@ -3131,6 +3005,11 @@ </description> </method> </methods> + <members> + <member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled"> + If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled. + </member> + </members> <signals> <signal name="frame_post_draw"> <description> @@ -3378,6 +3257,12 @@ <constant name="LIGHT_PARAM_MAX" value="18" enum="LightParam"> Represents the size of the [enum LightParam] enum. </constant> + <constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode"> + </constant> + <constant name="LIGHT_BAKE_DYNAMIC" value="1" enum="LightBakeMode"> + </constant> + <constant name="LIGHT_BAKE_STATIC" value="2" enum="LightBakeMode"> + </constant> <constant name="LIGHT_OMNI_SHADOW_DUAL_PARABOLOID" value="0" enum="LightOmniShadowMode"> Use a dual paraboloid shadow map for omni lights. </constant> @@ -3405,6 +3290,12 @@ <constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode"> Reflection probe will update each frame. This mode is necessary to capture moving objects. </constant> + <constant name="REFLECTION_PROBE_AMBIENT_DISABLED" value="0" enum="ReflectionProbeAmbientMode"> + </constant> + <constant name="REFLECTION_PROBE_AMBIENT_ENVIRONMENT" value="1" enum="ReflectionProbeAmbientMode"> + </constant> + <constant name="REFLECTION_PROBE_AMBIENT_COLOR" value="2" enum="ReflectionProbeAmbientMode"> + </constant> <constant name="DECAL_TEXTURE_ALBEDO" value="0" enum="DecalTexture"> </constant> <constant name="DECAL_TEXTURE_NORMAL" value="1" enum="DecalTexture"> @@ -3529,18 +3420,21 @@ <constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw"> Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. </constant> - <constant name="VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER" value="13" enum="ViewportDebugDraw"> - Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work. - </constant> - <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw"> + <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="13" enum="ViewportDebugDraw"> Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow. </constant> - <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw"> + <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="14" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="15" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="16" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw"> </constant> - <constant name="SKY_MODE_QUALITY" value="0" enum="SkyMode"> + <constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode"> Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. </constant> - <constant name="SKY_MODE_REALTIME" value="1" enum="SkyMode"> + <constant name="SKY_MODE_REALTIME" value="3" enum="SkyMode"> Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256]. </constant> @@ -3725,8 +3619,8 @@ <constant name="INSTANCE_GI_PROBE" value="8" enum="InstanceType"> The instance is a GI probe. </constant> - <constant name="INSTANCE_LIGHTMAP_CAPTURE" value="9" enum="InstanceType"> - The instance is a lightmap capture. + <constant name="INSTANCE_LIGHTMAP" value="9" enum="InstanceType"> + The instance is a lightmap. </constant> <constant name="INSTANCE_MAX" value="10" enum="InstanceType"> Represents the size of the [enum InstanceType] enum. diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 5bc34772c8..e79a2e0ea9 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -4,10 +4,11 @@ Base class for all resources. </brief_description> <description> - Resource is the base class for all Godot-specific resource types, serving primarily as data containers. They are reference counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. + Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Unlike [Object]s, they are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link> + <link title="Resources">https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_setup_local_to_scene" qualifiers="virtual"> @@ -23,7 +24,8 @@ <argument index="0" name="subresources" type="bool" default="false"> </argument> <description> - Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency, this can be changed by passing [code]true[/code] to the [code]subresources[/code] argument. + Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources. + [b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. </description> </method> <method name="get_local_scene" qualifiers="const"> diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 713f2c1726..ad0c438f98 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -6,7 +6,7 @@ <description> Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver]. - [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with better efficiency on the graphics card. + [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture2D]) first, so they can be loaded with better efficiency on the graphics card. </description> <tutorials> </tutorials> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index efc0c9d600..c44df72878 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -20,8 +20,10 @@ </argument> <argument index="2" name="height" type="int" default="0"> </argument> + <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> <description> - Adds an image's opening and closing tags to the tag stack, optionally providing a [code]width[/code] and [code]height[/code] to resize the image. + Adds an image's opening and closing tags to the tag stack, optionally providing a [code]width[/code] and [code]height[/code] to resize the image and a [code]color[/code] to tint the image. If [code]width[/code] or [code]height[/code] is set to 0, the image size will be adjusted in order to keep the original aspect ratio. </description> </method> @@ -50,7 +52,7 @@ Clears the tag stack and sets [member bbcode_text] to an empty string. </description> </method> - <method name="get_content_height"> + <method name="get_content_height" qualifiers="const"> <return type="int"> </return> <description> @@ -292,6 +294,10 @@ The currently installed custom effects. This is an array of [RichTextEffect]s. To add a custom effect, it's more convenient to use [method install_effect]. </member> + <member name="fit_content_height" type="bool" setter="set_fit_content_height" getter="is_fit_content_height_enabled" default="false"> + If [code]true[/code], the label's height will be automatically updated to fit its content. + [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. + </member> <member name="meta_underlined" type="bool" setter="set_meta_underline" getter="is_meta_underlined" default="true"> If [code]true[/code], the label underlines meta tags such as [code][url]{text}[/url][/code]. </member> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 8379fc5b58..a7efba518c 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -34,9 +34,9 @@ <method name="add_force"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="force" type="Vector2"> </argument> - <argument index="1" name="force" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. @@ -54,7 +54,7 @@ <method name="apply_central_impulse"> <return type="void"> </return> - <argument index="0" name="impulse" type="Vector2"> + <argument index="0" name="impulse" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Applies a directional impulse without affecting rotation. @@ -63,9 +63,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="impulse" type="Vector2"> </argument> - <argument index="1" name="impulse" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin. @@ -84,7 +84,7 @@ <return type="Node2D[]"> </return> <description> - Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> @@ -127,13 +127,14 @@ The body's total applied torque. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> - If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. + If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum number of contacts to report. + The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). </member> <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0"> Continuous collision detection mode. @@ -165,7 +166,7 @@ If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> - If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force]. + If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b]. @@ -176,14 +177,14 @@ <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body enters into contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body exits contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_shape_entered"> @@ -196,7 +197,7 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_shape_exited"> @@ -209,12 +210,13 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="sleeping_state_changed"> <description> - Emitted when [member sleeping] changes. + Emitted when the physics engine changes the body's sleeping state. + [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used. </description> </signal> </signals> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 1db818d6af..933885ba77 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -37,7 +37,7 @@ </return> <argument index="0" name="force" type="Vector3"> </argument> - <argument index="1" name="position" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Adds a constant directional force (i.e. acceleration). @@ -66,9 +66,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="position" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> - <argument index="1" name="impulse" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin. @@ -96,10 +96,17 @@ <return type="Array"> </return> <description> - Returns a list of the bodies colliding with this one. By default, number of max contacts reported is at 0, see the [member contacts_reported] property to increase it. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> + <method name="get_inverse_inertia_tensor"> + <return type="Basis"> + </return> + <description> + Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. + </description> + </method> <method name="set_axis_lock"> <return type="void"> </return> @@ -147,13 +154,14 @@ Lock the body's movement in the Z axis. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> - If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awaken by an external force. + If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. + If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). </member> <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false"> If [code]true[/code], continuous collision detection is used. @@ -182,7 +190,7 @@ If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> - If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. + If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project > Project Settings > Physics > 3d[/b]. @@ -193,14 +201,14 @@ <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. </description> </signal> <signal name="body_shape_entered"> @@ -213,7 +221,7 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. This signal not only receives the body that collided with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body collided with. </description> </signal> @@ -227,13 +235,14 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. This signal not only receives the body that stopped colliding with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body stopped colliding with. </description> </signal> <signal name="sleeping_state_changed"> <description> - Emitted when the body changes its sleeping state. Either by sleeping or waking up. + Emitted when the physics engine changes the body's sleeping state. + [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used. </description> </signal> </signals> diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml index f0ad781f77..20b0750431 100644 --- a/doc/classes/ScriptEditor.xml +++ b/doc/classes/ScriptEditor.xml @@ -33,6 +33,12 @@ <description> </description> </method> + <method name="get_current_editor" qualifiers="const"> + <return type="ScriptEditorBase"> + </return> + <description> + </description> + </method> <method name="get_current_script"> <return type="Script"> </return> @@ -50,6 +56,12 @@ <description> </description> </method> + <method name="get_open_script_editors" qualifiers="const"> + <return type="Array"> + </return> + <description> + </description> + </method> <method name="get_open_scripts" qualifiers="const"> <return type="Array"> </return> @@ -76,6 +88,22 @@ <description> </description> </method> + <method name="register_syntax_highlighter"> + <return type="void"> + </return> + <argument index="0" name="syntax_highlighter" type="EditorSyntaxHighlighter"> + </argument> + <description> + </description> + </method> + <method name="unregister_syntax_highlighter"> + <return type="void"> + </return> + <argument index="0" name="syntax_highlighter" type="EditorSyntaxHighlighter"> + </argument> + <description> + </description> + </method> </methods> <signals> <signal name="editor_script_changed"> diff --git a/doc/classes/ScriptEditorBase.xml b/doc/classes/ScriptEditorBase.xml new file mode 100644 index 0000000000..9968ae06c3 --- /dev/null +++ b/doc/classes/ScriptEditorBase.xml @@ -0,0 +1,67 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ScriptEditorBase" inherits="VBoxContainer" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_syntax_highlighter" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="highlighter" type="Object"> + </argument> + <description> + </description> + </method> + </methods> + <signals> + <signal name="edited_script_changed"> + <description> + </description> + </signal> + <signal name="go_to_help"> + <argument index="0" name="what" type="String"> + </argument> + <description> + </description> + </signal> + <signal name="name_changed"> + <description> + </description> + </signal> + <signal name="replace_in_files_requested"> + <argument index="0" name="text" type="String"> + </argument> + <description> + </description> + </signal> + <signal name="request_help"> + <argument index="0" name="topic" type="String"> + </argument> + <description> + </description> + </signal> + <signal name="request_open_script_at_line"> + <argument index="0" name="script" type="Object"> + </argument> + <argument index="1" name="line" type="int"> + </argument> + <description> + </description> + </signal> + <signal name="request_save_history"> + <description> + </description> + </signal> + <signal name="search_in_files_requested"> + <argument index="0" name="text" type="String"> + </argument> + <description> + </description> + </signal> + </signals> + <constants> + </constants> +</class> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 9e913cb44d..5f41d05816 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -74,6 +74,17 @@ This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). </description> </method> + <method name="draw"> + <return type="void"> + </return> + <argument index="0" name="canvas_item" type="RID"> + </argument> + <argument index="1" name="color" type="Color"> + </argument> + <description> + Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled with the specified [code]color[/code]. The exact drawing method is specific for each shape and cannot be configured. + </description> + </method> </methods> <members> <member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0"> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 4460b519fc..7ec8fe12fb 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -31,6 +31,16 @@ [i]Deprecated soon.[/i] </description> </method> + <method name="bone_transform_to_world_transform"> + <return type="Transform"> + </return> + <argument index="0" name="bone_transform" type="Transform"> + </argument> + <description> + Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node. + This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes. + </description> + </method> <method name="clear_bones"> <return type="void"> </return> @@ -42,6 +52,7 @@ <return type="void"> </return> <description> + Removes the global pose override on all bones in the skeleton. </description> </method> <method name="find_bone" qualifiers="const"> @@ -106,6 +117,12 @@ Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. </description> </method> + <method name="get_bone_process_orders"> + <return type="PackedInt32Array"> + </return> + <description> + </description> + </method> <method name="get_bone_rest" qualifiers="const"> <return type="Transform"> </return> @@ -130,12 +147,14 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled. </description> </method> <method name="localize_rests"> <return type="void"> </return> <description> + Returns all bones in the skeleton to their rest poses. </description> </method> <method name="physical_bones_add_collision_exception"> @@ -144,6 +163,8 @@ <argument index="0" name="exception" type="RID"> </argument> <description> + Adds a collision exception to the physical bone. + Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> @@ -152,6 +173,8 @@ <argument index="0" name="exception" type="RID"> </argument> <description> + Removes a collision exception to the physical bone. + Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> @@ -160,12 +183,15 @@ <argument index="0" name="bones" type="StringName[]" default="[ ]"> </argument> <description> + Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world. + Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated. </description> </method> <method name="physical_bones_stop_simulation"> <return type="void"> </return> <description> + Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating. </description> </method> <method name="register_skin"> @@ -174,6 +200,7 @@ <argument index="0" name="skin" type="Skin"> </argument> <description> + Binds the given Skin to the Skeleton. </description> </method> <method name="set_bone_custom_pose"> @@ -184,6 +211,8 @@ <argument index="1" name="custom_pose" type="Transform"> </argument> <description> + Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose. + [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_disable_rest"> @@ -194,6 +223,7 @@ <argument index="1" name="disable" type="bool"> </argument> <description> + 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_global_pose_override"> @@ -208,6 +238,9 @@ <argument index="3" name="persistent" type="bool" default="false"> </argument> <description> + Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code]. + [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. + [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_parent"> @@ -230,7 +263,8 @@ <argument index="1" name="pose" type="Transform"> </argument> <description> - Returns the pose transform for bone [code]bone_idx[/code]. + Sets the pose transform for bone [code]bone_idx[/code]. + [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_rest"> @@ -261,6 +295,17 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of it's parent prior to being reset. + </description> + </method> + <method name="world_transform_to_bone_transform"> + <return type="Transform"> + </return> + <argument index="0" name="world_transform" type="Transform"> + </argument> + <description> + Takes the given world transform, relative to the [Skeleton3D], and converts it to a bone pose/transform. + This is useful for using setting bone poses using transforms from [Node3D]-based nodes. </description> </method> </methods> @@ -268,6 +313,12 @@ <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> </member> </members> + <signals> + <signal name="pose_updated"> + <description> + </description> + </signal> + </signals> <constants> <constant name="NOTIFICATION_UPDATE_SKELETON" value="50"> </constant> diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml index 78c75d9c2b..a77515b3e6 100644 --- a/doc/classes/Sky.xml +++ b/doc/classes/Sky.xml @@ -48,11 +48,17 @@ <constant name="RADIANCE_SIZE_MAX" value="7" enum="RadianceSize"> Represents the size of the [enum RadianceSize] enum. </constant> - <constant name="PROCESS_MODE_QUALITY" value="0" enum="ProcessMode"> + <constant name="PROCESS_MODE_AUTOMATIC" value="0" enum="ProcessMode"> + Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY]. + </constant> + <constant name="PROCESS_MODE_QUALITY" value="1" enum="ProcessMode"> Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. </constant> - <constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode"> - Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. + <constant name="PROCESS_MODE_INCREMENTAL" value="2" enum="ProcessMode"> + Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/quality/reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly. + </constant> + <constant name="PROCESS_MODE_REALTIME" value="3" enum="ProcessMode"> + Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/quality/reflections/fast_filter_high_quality]. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]. </constant> </constants> diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml index c8ba8ab697..e674ceb57e 100644 --- a/doc/classes/SpinBox.xml +++ b/doc/classes/SpinBox.xml @@ -45,7 +45,7 @@ Adds the specified [code]prefix[/code] string before the numerical value of the [SpinBox]. </member> <member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default=""""> - Adds the specified [code]prefix[/code] string after the numerical value of the [SpinBox]. + Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox]. </member> </members> <constants> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index f094818c21..423633e583 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -12,6 +12,8 @@ <methods> </methods> <members> + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.02" /> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" /> <member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0"> The spotlight's angle in degrees. </member> @@ -22,7 +24,7 @@ The spotlight's light energy attenuation curve. </member> <member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0"> - The maximal range that can be reached by the spotlight. + The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. </member> </members> <constants> diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 8305494c2b..15caff9eeb 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -32,7 +32,7 @@ <return type="float"> </return> <description> - Returns the proportion between the current arm length (after checking for collisions) and the [member spring_length]. Ranges from 0 to 1. + Returns the spring arm's current length. </description> </method> <method name="remove_excluded_object"> diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml index 950fda4e20..92f561d7b5 100644 --- a/doc/classes/Sprite2D.xml +++ b/doc/classes/Sprite2D.xml @@ -54,6 +54,7 @@ </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> The normal map gives depth to the Sprite2D. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The texture's drawing offset. diff --git a/doc/classes/StreamCubemap.xml b/doc/classes/StreamCubemap.xml new file mode 100644 index 0000000000..16648266eb --- /dev/null +++ b/doc/classes/StreamCubemap.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamCubemap" inherits="StreamTextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamCubemapArray.xml b/doc/classes/StreamCubemapArray.xml new file mode 100644 index 0000000000..b84973fd14 --- /dev/null +++ b/doc/classes/StreamCubemapArray.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamCubemapArray" inherits="StreamTextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamTexture.xml b/doc/classes/StreamTexture2D.xml index 03afcb5b0d..214298475c 100644 --- a/doc/classes/StreamTexture.xml +++ b/doc/classes/StreamTexture2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="StreamTexture" inherits="Texture2D" version="4.0"> +<class name="StreamTexture2D" inherits="Texture2D" version="4.0"> <brief_description> A [code].stex[/code] texture. </brief_description> diff --git a/doc/classes/StreamTexture2DArray.xml b/doc/classes/StreamTexture2DArray.xml new file mode 100644 index 0000000000..ec545b24d0 --- /dev/null +++ b/doc/classes/StreamTexture2DArray.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamTexture2DArray" inherits="StreamTextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamTextureLayered.xml b/doc/classes/StreamTextureLayered.xml new file mode 100644 index 0000000000..10a7aae976 --- /dev/null +++ b/doc/classes/StreamTextureLayered.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamTextureLayered" inherits="TextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="load"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index a72b8f05d8..ded64761d0 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -4,7 +4,7 @@ Built-in string class. </brief_description> <description> - This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources. + This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> @@ -325,14 +325,15 @@ <return type="String"> </return> <description> - Returns a copy of the string with escaped characters replaced by their meanings according to the C language standard. + Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code]. + [b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence. </description> </method> <method name="capitalize"> <return type="String"> </return> <description> - Changes the case of some letters. Replaces underscores with spaces, converts all letters to lowercase, then capitalizes first and every letter following the space character. For [code]capitalize camelCase mixed_with_underscores[/code], it will return [code]Capitalize Camelcase Mixed With Underscores[/code]. + Changes the case of some letters. Replaces underscores with spaces, adds spaces before in-word uppercase characters, converts all letters to lowercase, then capitalizes the first letter and every letter following a space character. For [code]capitalize camelCase mixed_with_underscores[/code], it will return [code]Capitalize Camel Case Mixed With Underscores[/code]. </description> </method> <method name="casecmp_to"> @@ -381,7 +382,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the string is empty. + Returns [code]true[/code] if the length of the string equals [code]0[/code]. </description> </method> <method name="ends_with"> @@ -412,16 +413,13 @@ <argument index="1" name="from" type="int" default="0"> </argument> <description> - Finds the first occurrence of a substring. Returns the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. - </description> - </method> - <method name="find_last"> - <return type="int"> - </return> - <argument index="0" name="what" type="String"> - </argument> - <description> - Finds the last occurrence of a substring. Returns the starting position of the substring or -1 if not found. + Returns the index of the [b]first[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string. + [b]Note:[/b] If you just want to know whether a string contains a substring, use the [code]in[/code] operator as follows: + [codeblock] + # Will evaluate to `false`. + if "i" in "team": + pass + [/codeblock] </description> </method> <method name="findn"> @@ -432,7 +430,7 @@ <argument index="1" name="from" type="int" default="0"> </argument> <description> - Finds the first occurrence of a substring, ignoring case. Returns the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. + Returns the index of the [b]first[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string. </description> </method> <method name="format"> @@ -620,6 +618,19 @@ Returns [code]true[/code] if this string contains a valid IP address. </description> </method> + <method name="join"> + <return type="String"> + </return> + <argument index="0" name="parts" type="PackedStringArray"> + </argument> + <description> + Return a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method. + Example: + [codeblock] + print(", ".join(["One", "Two", "Three", "Four"])) + [/codeblock] + </description> + </method> <method name="json_escape"> <return type="String"> </return> @@ -782,7 +793,7 @@ <argument index="1" name="from" type="int" default="-1"> </argument> <description> - Performs a case-sensitive search for a substring, but starts from the end of the string instead of the beginning. + Returns the index of the [b]last[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string. </description> </method> <method name="rfindn"> @@ -793,7 +804,7 @@ <argument index="1" name="from" type="int" default="-1"> </argument> <description> - Performs a case-insensitive search for a substring, but starts from the end of the string instead of the beginning. + Returns the index of the [b]last[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string. </description> </method> <method name="right"> @@ -884,8 +895,8 @@ <argument index="2" name="maxsplit" type="int" default="0"> </argument> <description> - Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. - If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of 0 means that all items are split. + Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length. + If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split. Example: [codeblock] var some_string = "One,Two,Three,Four" @@ -894,6 +905,7 @@ print(some_array[0]) # Prints "One" print(some_array[1]) # Prints "Two,Three,Four" [/codeblock] + If you need to split strings with more complex rules, use the [RegEx] class instead. </description> </method> <method name="split_floats"> @@ -934,7 +946,7 @@ <argument index="1" name="len" type="int" default="-1"> </argument> <description> - Returns part of the string from the position [code]from[/code] with length [code]len[/code]. Argument [code]len[/code] is optional and using -1 will return remaining characters from given position. + Returns part of the string from the position [code]from[/code] with length [code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/code] will return remaining characters from given position. </description> </method> <method name="to_ascii"> diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml index 8ed94c8c26..f8aa14cb2b 100644 --- a/doc/classes/StyleBoxTexture.xml +++ b/doc/classes/StyleBoxTexture.xml @@ -121,6 +121,7 @@ </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> The normal map to use when drawing this style box. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )"> Species a sub-region of the texture to use. diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml index e6a0bd4866..16d483e7f8 100644 --- a/doc/classes/SubViewportContainer.xml +++ b/doc/classes/SubViewportContainer.xml @@ -5,6 +5,7 @@ </brief_description> <description> A [Container] node that holds a [SubViewport], automatically setting its size. + [b]Note:[/b] Changing a SubViewportContainer's [member Control.rect_scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container). </description> <tutorials> </tutorials> diff --git a/doc/classes/SyntaxHighlighter.xml b/doc/classes/SyntaxHighlighter.xml new file mode 100644 index 0000000000..2d6e3de02a --- /dev/null +++ b/doc/classes/SyntaxHighlighter.xml @@ -0,0 +1,53 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="SyntaxHighlighter" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_line_syntax_highlighting" qualifiers="virtual"> + <return type="Dictionary"> + </return> + <argument index="0" name="p_line" type="int"> + </argument> + <description> + </description> + </method> + <method name="_update_cache" qualifiers="virtual"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_highlighting_cache"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_line_syntax_highlighting"> + <return type="Dictionary"> + </return> + <argument index="0" name="p_line" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_text_edit"> + <return type="TextEdit"> + </return> + <description> + </description> + </method> + <method name="update_cache"> + <return type="void"> + </return> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 22e92ae5d9..d56781105b 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -204,8 +204,8 @@ <theme_item name="font_color_fg" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> Font color of the currently selected tab. </theme_item> - <theme_item name="hseparation" type="int" default="4"> - Horizontal separation between tabs. + <theme_item name="icon_separation" type="int" default="4"> + Space between tab's name and its icon. </theme_item> <theme_item name="increment" type="Texture2D"> Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent. diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index b7cf93d672..d4abac15c0 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -9,32 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="add_color_region"> - <return type="void"> - </return> - <argument index="0" name="begin_key" type="String"> - </argument> - <argument index="1" name="end_key" type="String"> - </argument> - <argument index="2" name="color" type="Color"> - </argument> - <argument index="3" name="line_only" type="bool" default="false"> - </argument> - <description> - Adds color region (given the delimiters) and its colors. - </description> - </method> - <method name="add_keyword_color"> - <return type="void"> - </return> - <argument index="0" name="keyword" type="String"> - </argument> - <argument index="1" name="color" type="Color"> - </argument> - <description> - Adds a [code]keyword[/code] and its [Color]. - </description> - </method> <method name="can_fold" qualifiers="const"> <return type="bool"> </return> @@ -48,13 +22,7 @@ <return type="void"> </return> <description> - </description> - </method> - <method name="clear_colors"> - <return type="void"> - </return> - <description> - Clears all custom syntax coloring information previously added with [method add_color_region] or [method add_keyword_color]. + Centers the viewport on the line the editing cursor is at. This also resets the [member scroll_horizontal] value to [code]0[/code]. </description> </method> <method name="clear_undo_history"> @@ -151,15 +119,6 @@ Returns an array containing the line number of each breakpoint. </description> </method> - <method name="get_keyword_color" qualifiers="const"> - <return type="Color"> - </return> - <argument index="0" name="keyword" type="String"> - </argument> - <description> - Returns the [Color] of the specified [code]keyword[/code]. - </description> - </method> <method name="get_line" qualifiers="const"> <return type="String"> </return> @@ -225,15 +184,6 @@ Returns a [String] text with the word under the mouse cursor location. </description> </method> - <method name="has_keyword_color" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="keyword" type="String"> - </argument> - <description> - Returns whether the specified [code]keyword[/code] has a color set to it or not. - </description> - </method> <method name="insert_text_at_cursor"> <return type="void"> </return> @@ -299,7 +249,7 @@ </description> </method> <method name="search" qualifiers="const"> - <return type="PackedInt32Array"> + <return type="Dictionary"> </return> <argument index="0" name="key" type="String"> </argument> @@ -311,13 +261,13 @@ </argument> <description> Perform a search inside the text. Search flags can be specified in the [enum SearchFlags] enum. - Returns an empty [code]PackedInt32Array[/code] if no result was found. Otherwise, the result line and column can be accessed at indices specified in the [enum SearchResult] enum, e.g: + Returns an empty [code]Dictionary[/code] if no result was found. Otherwise, returns a [code]Dictionary[/code] containing [code]line[/code] and [code]column[/code] entries, e.g: [codeblock] var result = search(key, flags, line, column) - if result.size() > 0: + if !result.empty(): # Result found. - var res_line = result[TextEdit.SEARCH_RESULT_LINE] - var res_column = result[TextEdit.SEARCH_RESULT_COLUMN] + var line_number = result.line + var column_number = result.column [/codeblock] </description> </method> @@ -334,6 +284,7 @@ </argument> <description> Perform selection, from line/column to line/column. + If [member selecting_enabled] is [code]false[/code], no selection will occur. </description> </method> <method name="select_all"> @@ -341,6 +292,18 @@ </return> <description> Select all the text. + If [member selecting_enabled] is [code]false[/code], no selection will occur. + </description> + </method> + <method name="set_line"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="new_text" type="String"> + </argument> + <description> + Sets the text for a specific line. </description> </method> <method name="set_line_as_hidden"> @@ -428,8 +391,10 @@ If [code]true[/code], the line containing the cursor is highlighted. </member> <member name="minimap_draw" type="bool" setter="draw_minimap" getter="is_drawing_minimap" default="false"> + If [code]true[/code], a minimap is shown, providing an outline of your source code. </member> <member name="minimap_width" type="int" setter="set_minimap_width" getter="get_minimap_width" default="80"> + The width, in pixels, of the minimap. </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" override="true" enum="Control.CursorShape" default="1" /> <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false"> @@ -445,8 +410,11 @@ The current vertical scroll value. </member> <member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true"> + If [code]true[/code], text can be selected. + If [code]false[/code], text can not be selected by the user or by the [method select] or [method select_all] methods. </member> <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true"> + If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled. </member> <member name="show_line_numbers" type="bool" setter="set_show_line_numbers" getter="is_show_line_numbers_enabled" default="false"> If [code]true[/code], line numbers are displayed to the left of the text. @@ -454,8 +422,7 @@ <member name="smooth_scrolling" type="bool" setter="set_smooth_scroll_enable" getter="is_smooth_scroll_enabled" default="false"> If [code]true[/code], sets the [code]step[/code] of the scrollbars to [code]0.25[/code] which results in smoother scrolling. </member> - <member name="syntax_highlighting" type="bool" setter="set_syntax_coloring" getter="is_syntax_coloring_enabled" default="false"> - If [code]true[/code], any custom color properties that have been set for this [TextEdit] will be visible. + <member name="syntax_highlighter" type="SyntaxHighlighter" setter="set_syntax_highlighter" getter="get_syntax_highlighter"> </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> String value of the [TextEdit]. @@ -463,6 +430,9 @@ <member name="v_scroll_speed" type="float" setter="set_v_scroll_speed" getter="get_v_scroll_speed" default="80.0"> Vertical scroll sensitivity. </member> + <member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true"> + If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it. + </member> <member name="wrap_enabled" type="bool" setter="set_wrap_enabled" getter="is_wrap_enabled" default="false"> If [code]true[/code], enables text wrapping when it goes beyond the edge of what is visible. </member> @@ -489,6 +459,12 @@ Emitted when the info icon is clicked. </description> </signal> + <signal name="line_edited_from"> + <argument index="0" name="line" type="int"> + </argument> + <description> + </description> + </signal> <signal name="request_completion"> <description> </description> @@ -525,12 +501,6 @@ <constant name="SEARCH_BACKWARDS" value="4" enum="SearchFlags"> Search from end to beginning. </constant> - <constant name="SEARCH_RESULT_COLUMN" value="0" enum="SearchResult"> - Used to access the result column from [method search]. - </constant> - <constant name="SEARCH_RESULT_LINE" value="1" enum="SearchResult"> - Used to access the result line from [method search]. - </constant> <constant name="MENU_CUT" value="0" enum="MenuItems"> Cuts (copies and clears) the selected text. </constant> @@ -614,8 +584,6 @@ <theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )"> Sets the [Color] of the selected text. [member override_selected_font_color] has to be enabled. </theme_item> - <theme_item name="function_color" type="Color" default="Color( 0.4, 0.64, 0.81, 1 )"> - </theme_item> <theme_item name="line_number_color" type="Color" default="Color( 0.67, 0.67, 0.67, 0.4 )"> Sets the [Color] of the line numbers. [member show_line_numbers] has to be enabled. </theme_item> @@ -625,13 +593,9 @@ <theme_item name="mark_color" type="Color" default="Color( 1, 0.4, 0.4, 0.4 )"> Sets the [Color] of marked text. </theme_item> - <theme_item name="member_variable_color" type="Color" default="Color( 0.9, 0.31, 0.35, 1 )"> - </theme_item> <theme_item name="normal" type="StyleBox"> Sets the [StyleBox] of this [TextEdit]. </theme_item> - <theme_item name="number_color" type="Color" default="Color( 0.92, 0.58, 0.2, 1 )"> - </theme_item> <theme_item name="read_only" type="StyleBox"> Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled. </theme_item> @@ -642,8 +606,6 @@ </theme_item> <theme_item name="space" type="Texture2D"> </theme_item> - <theme_item name="symbol_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> - </theme_item> <theme_item name="tab" type="Texture2D"> Sets a custom [Texture2D] for tab text characters. </theme_item> diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index 657506120e..bb9283803d 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Texture2DArray" inherits="TextureLayered" version="4.0"> +<class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0"> <brief_description> </brief_description> <description> diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 0e2872755e..a5172586fe 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -15,6 +15,12 @@ <member name="expand" type="bool" setter="set_expand" getter="get_expand" default="false"> If [code]true[/code], the texture stretches to the edges of the node's bounding rectangle using the [member stretch_mode]. If [code]false[/code], the texture will not scale with the node. </member> + <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> + If [code]true[/code], texture is flipped horizontally. + </member> + <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false"> + If [code]true[/code], texture is flipped vertically. + </member> <member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode" default="0"> Controls the texture's behavior when you resize the node's bounding rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to one of the [enum StretchMode] constants. See the constants to learn more. </member> diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index 66e5b69ab4..d81c3c7c5a 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -9,14 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="create_from_images"> - <return type="int" enum="Error"> - </return> - <argument index="0" name="images" type="Array"> - </argument> - <description> - </description> - </method> <method name="get_format" qualifiers="const"> <return type="int" enum="Image.Format"> </return> @@ -40,6 +32,12 @@ Returns an [Image] resource with the data from specified [code]layer[/code]. </description> </method> + <method name="get_layered_type" qualifiers="const"> + <return type="int" enum="TextureLayered.LayeredType"> + </return> + <description> + </description> + </method> <method name="get_layers" qualifiers="const"> <return type="int"> </return> @@ -53,17 +51,19 @@ Returns the width of the texture. Width is typically represented by the X-axis. </description> </method> - <method name="update_layer"> - <return type="void"> + <method name="has_mipmaps" qualifiers="const"> + <return type="bool"> </return> - <argument index="0" name="image" type="Image"> - </argument> - <argument index="1" name="layer" type="int"> - </argument> <description> </description> </method> </methods> <constants> + <constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType"> + </constant> + <constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType"> + </constant> + <constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType"> + </constant> </constants> </class> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 4d6e89fa6f..5c63d01322 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -7,7 +7,8 @@ A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html</link> </tutorials> <methods> <method name="get_id" qualifiers="const"> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index bfe6983f06..9df2b656f4 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -80,13 +80,13 @@ Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]). </description> </method> - <method name="get_used_cells_by_id" qualifiers="const"> + <method name="get_used_cells_by_index" qualifiers="const"> <return type="Vector2i[]"> </return> - <argument index="0" name="id" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> - Returns an array of all cells with the given tile [code]id[/code]. + Returns an array of all cells with the given tile [code]index[/code]. </description> </method> <method name="get_used_rect"> @@ -273,7 +273,7 @@ <member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="TileMap.TileOrigin" default="0"> Position for tile origin. See [enum TileOrigin] for possible values. </member> - <member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled" default="false"> + <member name="cell_y_sort" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> If [code]true[/code], the TileMap's children will be drawn in order of their Y coordinate. </member> <member name="centered_textures" type="bool" setter="set_centered_textures" getter="is_centered_textures_enabled" default="false"> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 65988ae2b7..4991a1e58b 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -44,6 +44,8 @@ <argument index="1" name="neighbor_id" type="int"> </argument> <description> + Determines when the auto-tiler should consider two different auto-tile IDs to be bound together. + [b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile. </description> </method> <method name="autotile_clear_bitmask_map"> @@ -476,7 +478,17 @@ <argument index="0" name="id" type="int"> </argument> <description> - Returns an array of the tile's shapes. + Returns an array of dictionaries describing the tile's shapes. + [b]Dictionary structure in the array returned by this method:[/b] + [codeblock] + { + "autotile_coord": Vector2, + "one_way": bool, + "one_way_margin": int, + "shape": CollisionShape2D, + "shape_transform": Transform2D, + } + [/codeblock] </description> </method> <method name="tile_get_texture" qualifiers="const"> @@ -590,6 +602,7 @@ </argument> <description> Sets the tile's normal map texture. + [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </description> </method> <method name="tile_set_occluder_offset"> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index c1e5987a06..5d684755fa 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -5,6 +5,7 @@ </brief_description> <description> Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode. + [b]Note:[/b] To create an one-shot timer without instantiating a node, use [method SceneTree.create_timer]. </description> <tutorials> </tutorials> diff --git a/doc/classes/ToolButton.xml b/doc/classes/ToolButton.xml deleted file mode 100644 index f78627b163..0000000000 --- a/doc/classes/ToolButton.xml +++ /dev/null @@ -1,57 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="ToolButton" inherits="Button" version="4.0"> - <brief_description> - Flat button helper class. - </brief_description> - <description> - This is a helper class to generate a flat [Button] (see [member Button.flat]), creating a [ToolButton] is equivalent to: - [codeblock] - var btn = Button.new() - btn.flat = true - [/codeblock] - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="flat" type="bool" setter="set_flat" getter="is_flat" override="true" default="true" /> - </members> - <constants> - </constants> - <theme_items> - <theme_item name="disabled" type="StyleBox"> - [StyleBox] used when the [ToolButton] is disabled. - </theme_item> - <theme_item name="focus" type="StyleBox"> - [StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - </theme_item> - <theme_item name="font" type="Font"> - [Font] of the [ToolButton]'s text. - </theme_item> - <theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> - Default text [Color] of the [ToolButton]. - </theme_item> - <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.95, 1, 0.3 )"> - Text [Color] used when the [ToolButton] is disabled. - </theme_item> - <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> - Text [Color] used when the [ToolButton] is being hovered. - </theme_item> - <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> - Text [Color] used when the [ToolButton] is being pressed. - </theme_item> - <theme_item name="hover" type="StyleBox"> - [StyleBox] used when the [ToolButton] is being hovered. - </theme_item> - <theme_item name="hseparation" type="int" default="3"> - The horizontal space between [ToolButton]'s icon and text. - </theme_item> - <theme_item name="normal" type="StyleBox"> - Default [StyleBox] for the [ToolButton]. - </theme_item> - <theme_item name="pressed" type="StyleBox"> - [StyleBox] used when the [ToolButton] is being pressed. - </theme_item> - </theme_items> -</class> diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index e4d367c344..26c190bfa9 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -4,10 +4,12 @@ 3D transformation (3×4 matrix). </brief_description> <description> - Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [member basis] and an [member origin]. It is similar to a 3×4 matrix. + 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column). + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> @@ -23,7 +25,7 @@ <argument index="3" name="origin" type="Vector3"> </argument> <description> - Constructs the Transform from four [Vector3]. Each axis corresponds to local basis vectors (some of which may be scaled). + Constructs a Transform from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled). </description> </method> <method name="Transform"> @@ -34,7 +36,7 @@ <argument index="1" name="origin" type="Vector3"> </argument> <description> - Constructs the Transform from a [Basis] and [Vector3]. + Constructs a Transform from a [Basis] and [Vector3]. </description> </method> <method name="Transform"> @@ -43,7 +45,7 @@ <argument index="0" name="from" type="Transform2D"> </argument> <description> - Constructs the Transform from a [Transform2D]. + Constructs a Transform from a [Transform2D]. </description> </method> <method name="Transform"> @@ -52,7 +54,7 @@ <argument index="0" name="from" type="Quat"> </argument> <description> - Constructs the Transform from a [Quat]. The origin will be Vector3(0, 0, 0). + Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, 0)[/code]. </description> </method> <method name="Transform"> @@ -79,7 +81,7 @@ <argument index="1" name="weight" type="float"> </argument> <description> - Interpolates the transform to other Transform by weight amount (0-1). + Interpolates the transform to other Transform by weight amount (on the range of 0.0 to 1.0). </description> </method> <method name="inverse"> @@ -135,7 +137,7 @@ <argument index="0" name="scale" type="Vector3"> </argument> <description> - Scales the transform by the given scale factor, using matrix multiplication. + Scales basis and origin of the transform by the given scale factor, using matrix multiplication. </description> </method> <method name="translated"> @@ -172,7 +174,7 @@ The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, and Z axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. </member> <member name="origin" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - The translation offset of the transform. + The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code]. </member> </members> <constants> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index af93d4c654..f630df7afe 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -1,12 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Transform2D" version="4.0"> <brief_description> - 2D transformation (3×2 matrix). + 2D transformation (2×3 matrix). </brief_description> <description> - Represents one or many transformations in 2D space such as translation, rotation, or scaling. It consists of two [member x] and [member y] [Vector2]s and an [member origin]. It is similar to a 3×2 matrix. + 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a three [Vector2] values: [member x], [member y], and the [member origin]. + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> </tutorials> <methods> <method name="Transform2D"> @@ -28,7 +30,7 @@ <argument index="2" name="origin" type="Vector2"> </argument> <description> - Constructs the transform from 3 [Vector2]s representing x, y, and origin. + Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors). </description> </method> <method name="Transform2D"> @@ -46,7 +48,7 @@ <return type="Transform2D"> </return> <description> - Returns the inverse of the matrix. + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation. </description> </method> <method name="basis_xform"> @@ -55,7 +57,8 @@ <argument index="0" name="v" type="Vector2"> </argument> <description> - Transforms the given vector by this transform's basis (no translation). + Returns a vector transformed (multiplied) by the basis matrix. + This method does not account for translation (the origin vector). </description> </method> <method name="basis_xform_inv"> @@ -64,7 +67,8 @@ <argument index="0" name="v" type="Vector2"> </argument> <description> - Inverse-transforms the given vector by this transform's basis (no translation). + Returns a vector transformed (multiplied) by the inverse basis matrix. + This method does not account for translation (the origin vector). </description> </method> <method name="get_origin"> @@ -96,14 +100,14 @@ <argument index="1" name="weight" type="float"> </argument> <description> - Returns a transform interpolated between this transform and another by a given weight (0-1). + Returns a transform interpolated between this transform and another by a given weight (on the range of 0.0 to 1.0). </description> </method> <method name="inverse"> <return type="Transform2D"> </return> <description> - Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling). + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling). </description> </method> <method name="is_equal_approx"> @@ -119,7 +123,7 @@ <return type="Transform2D"> </return> <description> - Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors. + Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1). </description> </method> <method name="rotated"> @@ -171,24 +175,24 @@ </methods> <members> <member name="origin" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - The transform's translation offset. + The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation. </member> <member name="x" type="Vector2" setter="" getter="" default="Vector2( 1, 0 )"> - The X axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. + The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )"> - The Y axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. + The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> </members> <constants> <constant name="IDENTITY" value="Transform2D( 1, 0, 0, 1, 0, 0 )"> - [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. + The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. </constant> <constant name="FLIP_X" value="Transform2D( -1, 0, 0, 1, 0, 0 )"> - [Transform2D] with mirroring applied parallel to the X axis. + The [Transform2D] that will flip something along the X axis. </constant> <constant name="FLIP_Y" value="Transform2D( 1, 0, 0, -1, 0, 0 )"> - [Transform2D] with mirroring applied parallel to the Y axis. + The [Transform2D] that will flip something along the Y axis. </constant> </constants> </class> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index b01ba3850f..0b2fb80480 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -16,7 +16,7 @@ var subchild1 = tree.create_item(child1) subchild1.set_text(0, "Subchild1") [/codeblock] - To iterate over all the [TreeItem] objects in a [Tree] object, use [method TreeItem.get_next] and [method TreeItem.get_children] after getting the root through [method get_root]. + To iterate over all the [TreeItem] objects in a [Tree] object, use [method TreeItem.get_next] and [method TreeItem.get_children] after getting the root through [method get_root]. You can use [method Object.free] on a [TreeItem] to remove it from the [Tree]. </description> <tutorials> </tutorials> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index 84aa3a3686..22e643a51d 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -5,6 +5,7 @@ </brief_description> <description> Control for a single item inside a [Tree]. May have child [TreeItem]s and be styled as well as contain buttons. + You can remove a [TreeItem] by using [method Object.free]. </description> <tutorials> </tutorials> @@ -117,7 +118,7 @@ <return type="TreeItem"> </return> <description> - Returns the TreeItem's child items. + Returns the TreeItem's first child item or a null object if there is none. </description> </method> <method name="get_custom_bg_color" qualifiers="const"> @@ -195,7 +196,7 @@ <return type="TreeItem"> </return> <description> - Returns the next TreeItem in the tree. + Returns the next TreeItem in the tree or a null object if there is none. </description> </method> <method name="get_next_visible"> @@ -204,7 +205,7 @@ <argument index="0" name="wrap" type="bool" default="false"> </argument> <description> - Returns the next visible TreeItem in the tree. + Returns the next visible TreeItem in the tree or a null object if there is none. If [code]wrap[/code] is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns [code]null[/code]. </description> </method> @@ -212,14 +213,14 @@ <return type="TreeItem"> </return> <description> - Returns the parent TreeItem. + Returns the parent TreeItem or a null object if there is none. </description> </method> <method name="get_prev"> <return type="TreeItem"> </return> <description> - Returns the previous TreeItem in the tree. + Returns the previous TreeItem in the tree or a null object if there is none. </description> </method> <method name="get_prev_visible"> @@ -228,7 +229,7 @@ <argument index="0" name="wrap" type="bool" default="false"> </argument> <description> - Returns the previous visible TreeItem in the tree. + Returns the previous visible TreeItem in the tree or a null object if there is none. If [code]wrap[/code] is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns [code]null[/code]. </description> </method> @@ -248,6 +249,14 @@ <description> </description> </method> + <method name="get_suffix" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + </description> + </method> <method name="get_text" qualifiers="const"> <return type="String"> </return> @@ -350,7 +359,7 @@ <argument index="0" name="child" type="Object"> </argument> <description> - Removes the given child TreeItem. + Removes the given child [TreeItem] and all its children from the [Tree]. Note that it doesn't free the item from memory, so it can be reused later. To completely remove a [TreeItem] use [method Object.free]. </description> </method> <method name="select"> @@ -571,6 +580,16 @@ If [code]true[/code], the given column is selectable. </description> </method> + <method name="set_suffix"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="text" type="String"> + </argument> + <description> + </description> + </method> <method name="set_text"> <return type="void"> </return> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 371b027534..56ccaaf383 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -6,7 +6,7 @@ <description> Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. [Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween] node; it would be difficult to do the same thing with an [AnimationPlayer] node. - Here is a brief usage example that causes a 2D node to move smoothly between two positions: + Here is a brief usage example that makes a 2D node move smoothly between two positions: [codeblock] var tween = get_node("Tween") tween.interpolate_property($Node2D, "position", @@ -15,7 +15,8 @@ tween.start() [/codeblock] Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component. - Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. + Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. + [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] </description> <tutorials> </tutorials> diff --git a/doc/classes/UDPServer.xml b/doc/classes/UDPServer.xml index f3c865c392..aabfed85f0 100644 --- a/doc/classes/UDPServer.xml +++ b/doc/classes/UDPServer.xml @@ -5,6 +5,7 @@ </brief_description> <description> A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host]. + After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method Node._process]) for it to process new packets, delivering them to the appropriate [PacketPeerUDP], and taking new connections. Below a small example of how it can be used: [codeblock] # server.gd @@ -17,6 +18,7 @@ server.listen(4242) func _process(delta): + server.poll() # Important! if server.is_connection_available(): var peer : PacketPeerUDP = server.take_connection() var pkt = peer.get_packet() @@ -57,7 +59,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if a packet with a new address/port combination is received on the socket. + Returns [code]true[/code] if a packet with a new address/port combination was received on the socket. </description> </method> <method name="is_listening" qualifiers="const"> @@ -78,21 +80,33 @@ Starts the server by opening a UDP socket listening on the given port. You can optionally specify a [code]bind_address[/code] to only listen for packets sent to that address. See also [method PacketPeerUDP.listen]. </description> </method> + <method name="poll"> + <return type="int" enum="Error"> + </return> + <description> + Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. And packet from known address/port pair will be delivered to the appropriate [PacketPeerUDP], any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections]. + </description> + </method> <method name="stop"> <return type="void"> </return> <description> - Stops the server, closing the UDP socket if open. Will not disconnect any connected [PacketPeerUDP]. + Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified). </description> </method> <method name="take_connection"> <return type="PacketPeerUDP"> </return> <description> - Returns a [PacketPeerUDP] connected to the address/port combination of the first packet in queue. Will return [code]null[/code] if no packet is in queue. See also [method PacketPeerUDP.connect_to_host]. + Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host]. </description> </method> </methods> + <members> + <member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16"> + Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected). + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 7b02a1a4c9..11716f511b 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses floating point coordinates. + It uses floating-point coordinates. See [Vector2i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> @@ -42,8 +43,9 @@ <return type="float"> </return> <description> - Returns the vector's angle in radians with respect to the X axis, or [code](1, 0)[/code] vector. - Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member x] and [member y] as parameters: [code]atan2(x, y)[/code]. + Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians. + For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees). + Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]. </description> </method> <method name="angle_to"> @@ -52,7 +54,7 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the angle in radians between the two vectors. + Returns the angle to the given vector, in radians. </description> </method> <method name="angle_to_point"> @@ -61,14 +63,14 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the angle in radians between the line connecting the two points and the X coordinate. + Returns the angle between the line connecting the two points and the X axis, in radians. </description> </method> <method name="aspect"> <return type="float"> </return> <description> - Returns the ratio of [member x] to [member y]. + Returns the aspect ratio of this vector, the ratio of [member x] to [member y]. </description> </method> <method name="bounce"> @@ -84,7 +86,7 @@ <return type="Vector2"> </return> <description> - Returns the vector with all components rounded up. + Returns the vector with all components rounded up (towards positive infinity). </description> </method> <method name="clamped"> @@ -93,7 +95,7 @@ <argument index="0" name="length" type="float"> </argument> <description> - Returns the vector with a maximum length. + Returns the vector with a maximum length by limiting its length to [code]length[/code]. </description> </method> <method name="cross"> @@ -102,7 +104,7 @@ <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the 2-dimensional analog of the cross product with the given vector. + Returns the cross product of this vector and [code]with[/code]. </description> </method> <method name="cubic_interpolate"> @@ -117,7 +119,7 @@ <argument index="3" name="t" type="float"> </argument> <description> - Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="direction_to"> @@ -135,7 +137,8 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the squared distance to vector [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance between this vector and [code]b[/code]. + This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to"> @@ -144,7 +147,7 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the distance to vector [code]b[/code]. + Returns the distance between this vector and [code]to[/code]. </description> </method> <method name="dot"> @@ -153,14 +156,17 @@ <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the dot product with vector [code]b[/code]. + Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. + When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. + [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. </description> </method> <method name="floor"> <return type="Vector2"> </return> <description> - Returns the vector with all components rounded down. + Returns the vector with all components rounded down (towards negative infinity). </description> </method> <method name="is_equal_approx"> @@ -176,24 +182,25 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the vector is normalized. + Returns [code]true[/code] if the vector is normalized, and false otherwise. </description> </method> <method name="length"> <return type="float"> </return> <description> - Returns the vector's length. + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> - Returns the vector's length squared. Prefer this method over [method length] if you need to sort vectors or need the squared length for some formula. + Returns the squared length (squared magnitude) of this vector. + This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> - <method name="linear_interpolate"> + <method name="lerp"> <return type="Vector2"> </return> <argument index="0" name="b" type="Vector2"> @@ -201,7 +208,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="move_toward"> @@ -228,7 +235,7 @@ <argument index="0" name="mod" type="float"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code]. </description> </method> <method name="posmodv"> @@ -237,7 +244,7 @@ <argument index="0" name="modv" type="Vector2"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components. </description> </method> <method name="project"> @@ -278,7 +285,7 @@ <return type="Vector2"> </return> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GDScript.sign] on each component. </description> </method> <method name="slerp"> @@ -289,7 +296,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. </description> </method> @@ -299,7 +306,7 @@ <argument index="0" name="n" type="Vector2"> </argument> <description> - Returns the component of the vector along a plane defined by the given normal. + Returns this vector slid along a plane defined by the given normal. </description> </method> <method name="snapped"> @@ -308,14 +315,14 @@ <argument index="0" name="by" type="Vector2"> </argument> <description> - Returns the vector snapped to a grid with the given size. + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> <method name="tangent"> <return type="Vector2"> </return> <description> - Returns a perpendicular vector. + Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length. </description> </method> </methods> @@ -335,25 +342,25 @@ Enumerated value for the Y axis. </constant> <constant name="ZERO" value="Vector2( 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector2( 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="INF" value="Vector2( inf, inf )"> - Infinity vector. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> <constant name="LEFT" value="Vector2( -1, 0 )"> - Left unit vector. + Left unit vector. Represents the direction of left. </constant> <constant name="RIGHT" value="Vector2( 1, 0 )"> - Right unit vector. + Right unit vector. Represents the direction of right. </constant> <constant name="UP" value="Vector2( 0, -1 )"> - Up unit vector. + Up unit vector. Y is down in 2D, so this vector points -Y. </constant> <constant name="DOWN" value="Vector2( 0, 1 )"> - Down unit vector. + Down unit vector. Y is down in 2D, so this vector points +Y. </constant> </constants> </class> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index a516eb01dd..d03db712fc 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses integer coordinates. + It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. + [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> @@ -31,7 +32,36 @@ Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated. </description> </method> + <method name="abs"> + <return type="Vector2i"> + </return> + <description> + Returns a new vector with all components in absolute values (i.e. positive). + </description> + </method> + <method name="aspect"> + <return type="float"> + </return> + <description> + Returns the ratio of [member x] to [member y]. + </description> + </method> + <method name="sign"> + <return type="Vector2i"> + </return> + <description> + Returns the vector with each component set to one or negative one, depending on the signs of the components. + </description> + </method> </methods> + <members> + <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. + </member> + <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. + </member> + </members> <constants> <constant name="AXIS_X" value="0"> Enumerated value for the X axis. @@ -40,22 +70,22 @@ Enumerated value for the Y axis. </constant> <constant name="ZERO" value="Vector2i( 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector2i( 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector2i( -1, 0 )"> - Left unit vector. + Left unit vector. Represents the direction of left. </constant> <constant name="RIGHT" value="Vector2i( 1, 0 )"> - Right unit vector. + Right unit vector. Represents the direction of right. </constant> <constant name="UP" value="Vector2i( 0, -1 )"> - Up unit vector. + Up unit vector. Y is down in 2D, so this vector points -Y. </constant> <constant name="DOWN" value="Vector2i( 0, 1 )"> - Down unit vector. + Down unit vector. Y is down in 2D, so this vector points +Y. </constant> </constants> </class> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 600c03ba7d..776dfd929e 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -5,7 +5,8 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. - It uses floating point coordinates. + It uses floating-point coordinates. See [Vector3i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> @@ -46,7 +47,7 @@ <argument index="0" name="to" type="Vector3"> </argument> <description> - Returns the minimum angle to the given vector. + Returns the minimum angle to the given vector, in radians. </description> </method> <method name="bounce"> @@ -62,7 +63,7 @@ <return type="Vector3"> </return> <description> - Returns a new vector with all components rounded up. + Returns a new vector with all components rounded up (towards positive infinity). </description> </method> <method name="cross"> @@ -71,7 +72,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the cross product with [code]b[/code]. + Returns the cross product of this vector and [code]b[/code]. </description> </method> <method name="cubic_interpolate"> @@ -86,7 +87,7 @@ <argument index="3" name="t" type="float"> </argument> <description> - Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="direction_to"> @@ -104,7 +105,8 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the squared distance to [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance between this vector and [code]b[/code]. + This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to"> @@ -113,7 +115,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the distance to [code]b[/code]. + Returns the distance between this vector and [code]b[/code]. </description> </method> <method name="dot"> @@ -122,14 +124,17 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the dot product with [code]b[/code]. + Returns the dot product of this vector and [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. + When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. + [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. </description> </method> <method name="floor"> <return type="Vector3"> </return> <description> - Returns a new vector with all components rounded down. + Returns a new vector with all components rounded down (towards negative infinity). </description> </method> <method name="inverse"> @@ -152,24 +157,25 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the vector is normalized. + Returns [code]true[/code] if the vector is normalized, and false otherwise. </description> </method> <method name="length"> <return type="float"> </return> <description> - Returns the vector's length. + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> - Returns the vector's length squared. Prefer this function over [method length] if you need to sort vectors or need the squared length for some formula. + Returns the squared length (squared magnitude) of this vector. + This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> - <method name="linear_interpolate"> + <method name="lerp"> <return type="Vector3"> </return> <argument index="0" name="b" type="Vector3"> @@ -177,21 +183,21 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.. + Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="max_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. </description> </method> <method name="min_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z]. </description> </method> <method name="move_toward"> @@ -202,7 +208,7 @@ <argument index="1" name="delta" type="float"> </argument> <description> - Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. + Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. </description> </method> <method name="normalized"> @@ -227,7 +233,7 @@ <argument index="0" name="mod" type="float"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code]. </description> </method> <method name="posmodv"> @@ -236,7 +242,7 @@ <argument index="0" name="modv" type="Vector3"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. + Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components. </description> </method> <method name="project"> @@ -245,7 +251,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the vector projected onto the vector [code]b[/code]. + Returns this vector projected onto another vector [code]b[/code]. </description> </method> <method name="reflect"> @@ -254,7 +260,7 @@ <argument index="0" name="n" type="Vector3"> </argument> <description> - Returns the vector reflected from a plane defined by the given normal. + Returns this vector reflected from a plane defined by the given normal. </description> </method> <method name="rotated"> @@ -265,21 +271,21 @@ <argument index="1" name="phi" type="float"> </argument> <description> - Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. + Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. </description> </method> <method name="round"> <return type="Vector3"> </return> <description> - Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. + Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. </description> </method> <method name="sign"> <return type="Vector3"> </return> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GDScript.sign] on each component. </description> </method> <method name="slerp"> @@ -290,7 +296,7 @@ <argument index="1" name="t" type="float"> </argument> <description> - Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. </description> </method> @@ -300,7 +306,7 @@ <argument index="0" name="n" type="Vector3"> </argument> <description> - Returns the component of the vector along a plane defined by the given normal. + Returns this vector slid along a plane defined by the given normal. </description> </method> <method name="snapped"> @@ -309,7 +315,7 @@ <argument index="0" name="by" type="Vector3"> </argument> <description> - Returns a copy of the vector snapped to the lowest neared multiple. + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> <method name="to_diagonal_matrix"> @@ -317,6 +323,7 @@ </return> <description> Returns a diagonal matrix with the vector as main diagonal. + This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale. </description> </method> </methods> @@ -342,19 +349,19 @@ Enumerated value for the Z axis. Returned by [method max_axis] and [method min_axis]. </constant> <constant name="ZERO" value="Vector3( 0, 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3( 1, 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="INF" value="Vector3( inf, inf, inf )"> - Infinity vector. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> <constant name="LEFT" value="Vector3( -1, 0, 0 )"> - Left unit vector. + Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3( 1, 0, 0 )"> - Right unit vector. + Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3( 0, 1, 0 )"> Up unit vector. @@ -363,10 +370,10 @@ Down unit vector. </constant> <constant name="FORWARD" value="Vector3( 0, 0, -1 )"> - Forward unit vector. + Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3( 0, 0, 1 )"> - Back unit vector. + Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 4f5a658b89..94551e1c2f 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -5,7 +5,8 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. - It uses integer coordinates. + It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. + [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> @@ -33,7 +34,39 @@ Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated. </description> </method> + <method name="max_axis"> + <return type="int"> + </return> + <description> + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. + </description> + </method> + <method name="min_axis"> + <return type="int"> + </return> + <description> + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z]. + </description> + </method> + <method name="sign"> + <return type="Vector3i"> + </return> + <description> + Returns the vector with each component set to one or negative one, depending on the signs of the components. + </description> + </method> </methods> + <members> + <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. + </member> + <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. + </member> + <member name="z" type="int" setter="" getter="" default="0"> + The vector's Z component. Also accessible by using the index position [code][2][/code]. + </member> + </members> <constants> <constant name="AXIS_X" value="0"> Enumerated value for the X axis. @@ -45,16 +78,16 @@ Enumerated value for the Z axis. </constant> <constant name="ZERO" value="Vector3i( 0, 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3i( 1, 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector3i( -1, 0, 0 )"> - Left unit vector. + Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3i( 1, 0, 0 )"> - Right unit vector. + Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3i( 0, 1, 0 )"> Up unit vector. @@ -63,10 +96,10 @@ Down unit vector. </constant> <constant name="FORWARD" value="Vector3i( 0, 0, -1 )"> - Forward unit vector. + Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3i( 0, 0, 1 )"> - Back unit vector. + Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index b8b85ff605..5a2cce376e 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -6,6 +6,7 @@ <description> This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a [CollisionShape3D] for the main body of your vehicle and add [VehicleWheel3D] nodes for the wheels. You should also add a [MeshInstance3D] to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. [b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle so it is better to keep this low and move the [CollisionShape3D] and [MeshInstance3D] upwards. + [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody3D] class. </description> <tutorials> </tutorials> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index c71d797eff..97b2abfa92 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> This node needs to be used as a child node of [VehicleBody3D] and simulates the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface. + [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody3D] class. </description> <tutorials> </tutorials> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index a2d53f8e0c..3294ab4cc7 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"> @@ -315,7 +315,7 @@ Do not perform any antialiasing in the full screen post-process. </constant> <constant name="SCREEN_SPACE_AA_FXAA" value="1" enum="ScreenSpaceAA"> - Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. + Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. </constant> <constant name="SCREEN_SPACE_AA_MAX" value="2" enum="ScreenSpaceAA"> Represents the size of the [enum ScreenSpaceAA] enum. @@ -377,15 +377,18 @@ <constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw"> Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. </constant> - <constant name="DEBUG_DRAW_ROUGHNESS_LIMITER" value="13" enum="DebugDraw"> - Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work. - </constant> - <constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw"> + <constant name="DEBUG_DRAW_PSSM_SPLITS" value="13" enum="DebugDraw"> Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow. </constant> - <constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw"> + <constant name="DEBUG_DRAW_DECAL_ATLAS" value="14" enum="DebugDraw"> Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport]. </constant> + <constant name="DEBUG_DRAW_SDFGI" value="15" enum="DebugDraw"> + </constant> + <constant name="DEBUG_DRAW_SDFGI_PROBES" value="16" enum="DebugDraw"> + </constant> + <constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw"> + </constant> <constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter"> The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. </constant> diff --git a/doc/classes/VisibilityEnabler2D.xml b/doc/classes/VisibilityEnabler2D.xml index f0e4c999ac..02fe7a7cd0 100644 --- a/doc/classes/VisibilityEnabler2D.xml +++ b/doc/classes/VisibilityEnabler2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself. - [b]Note:[/b] VisibilityEnabler2D uses an approximate heuristic for performance reasons. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. + If you just want to receive notifications, use [VisibilityNotifier2D] instead. + [b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. [b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene initialization. </description> <tutorials> diff --git a/doc/classes/VisibilityEnabler3D.xml b/doc/classes/VisibilityEnabler3D.xml index 342a37e7a4..d78ebb55f2 100644 --- a/doc/classes/VisibilityEnabler3D.xml +++ b/doc/classes/VisibilityEnabler3D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler3D itself. - [b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node. + If you just want to receive notifications, use [VisibilityNotifier3D] instead. + [b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. [b]Note:[/b] VisibilityEnabler3D will not affect nodes added after scene initialization. </description> <tutorials> diff --git a/doc/classes/VisibilityNotifier2D.xml b/doc/classes/VisibilityNotifier2D.xml index 813f74f404..314a100989 100644 --- a/doc/classes/VisibilityNotifier2D.xml +++ b/doc/classes/VisibilityNotifier2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport. - [b]Note:[/b] VisibilityNotifier2D uses an approximate heuristic for performance reasons. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. + If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler2D] instead. + [b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisibilityNotifier3D.xml b/doc/classes/VisibilityNotifier3D.xml index eb7bb91f26..e5d3116612 100644 --- a/doc/classes/VisibilityNotifier3D.xml +++ b/doc/classes/VisibilityNotifier3D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityNotifier3D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera3D]'s view. - [b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node. + If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler3D] instead. + [b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeBooleanUniform.xml b/doc/classes/VisualShaderNodeBooleanUniform.xml index 8313a8256e..7d72f13f9d 100644 --- a/doc/classes/VisualShaderNodeBooleanUniform.xml +++ b/doc/classes/VisualShaderNodeBooleanUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="bool" setter="set_default_value" getter="get_default_value" default="false"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeColorUniform.xml b/doc/classes/VisualShaderNodeColorUniform.xml index 6972ccefd9..90ef381b76 100644 --- a/doc/classes/VisualShaderNodeColorUniform.xml +++ b/doc/classes/VisualShaderNodeColorUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Color" setter="set_default_value" getter="get_default_value" default="Color( 1, 1, 1, 1 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeFloatUniform.xml b/doc/classes/VisualShaderNodeFloatUniform.xml index 33ece8ac1b..705d5e8796 100644 --- a/doc/classes/VisualShaderNodeFloatUniform.xml +++ b/doc/classes/VisualShaderNodeFloatUniform.xml @@ -11,6 +11,12 @@ <methods> </methods> <members> + <member name="default_value" type="float" setter="set_default_value" getter="get_default_value" default="0.0"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeFloatUniform.Hint" default="0"> A hint applied to the uniform, which controls the values it can take when set through the inspector. </member> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index ed629508d0..9261d0088d 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -4,8 +4,10 @@ Represents the input shader parameter within the visual shader graph. </brief_description> <description> + Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). </description> <tutorials> + <link>https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> @@ -18,7 +20,7 @@ </methods> <members> <member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]""> - One of the several input constants in lower-case style like: "vertex"([/code]VERTEX[code]) or "point_size"([code]POINT_SIZE[/code]). + One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]). </member> </members> <signals> diff --git a/doc/classes/VisualShaderNodeIntUniform.xml b/doc/classes/VisualShaderNodeIntUniform.xml index 8c7c288177..e39eba865b 100644 --- a/doc/classes/VisualShaderNodeIntUniform.xml +++ b/doc/classes/VisualShaderNodeIntUniform.xml @@ -11,6 +11,12 @@ <methods> </methods> <members> + <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntUniform.Hint" default="0"> A hint applied to the uniform, which controls the values it can take when set through the inspector. </member> diff --git a/doc/classes/VisualShaderNodeIs.xml b/doc/classes/VisualShaderNodeIs.xml index 184c9e099f..b767a9638e 100644 --- a/doc/classes/VisualShaderNodeIs.xml +++ b/doc/classes/VisualShaderNodeIs.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeIs" inherits="VisualShaderNode" version="4.0"> <brief_description> + A boolean comparison operator to be used within the visual shader graph. </brief_description> <description> + Returns the boolean result of the comparison between [code]INF[/code] or [code]NaN[/code] and a scalar parameter. </description> <tutorials> </tutorials> @@ -10,12 +12,15 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIs.Function" default="0"> + The comparison function. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_IS_INF" value="0" enum="Function"> + Comparison with [code]INF[/code] (Infinity). </constant> <constant name="FUNC_IS_NAN" value="1" enum="Function"> + Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric results, e.g. division by zero). </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeMultiplyAdd.xml b/doc/classes/VisualShaderNodeMultiplyAdd.xml new file mode 100644 index 0000000000..ba79b3fe8f --- /dev/null +++ b/doc/classes/VisualShaderNodeMultiplyAdd.xml @@ -0,0 +1,29 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeMultiplyAdd" inherits="VisualShaderNode" version="4.0"> + <brief_description> + Performs a fused multiply-add operation within the visual shader graph. + </brief_description> + <description> + Uses three operands to compute [code](a * b + c)[/code] expression. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="type" type="int" setter="set_type" getter="get_type" enum="VisualShaderNodeMultiplyAdd.Type" default="0"> + A type of operands and returned value. + </member> + </members> + <constants> + <constant name="TYPE_SCALAR" value="0" enum="Type"> + A scalar type. + </constant> + <constant name="TYPE_VECTOR" value="1" enum="Type"> + A vector type. + </constant> + <constant name="TYPE_MAX" value="2" enum="Type"> + Represents the size of the [enum Type] enum. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeOuterProduct.xml b/doc/classes/VisualShaderNodeOuterProduct.xml index b8d4fd687f..ba6822bfce 100644 --- a/doc/classes/VisualShaderNodeOuterProduct.xml +++ b/doc/classes/VisualShaderNodeOuterProduct.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeOuterProduct" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates an outer product of two vectors within the visual shader graph. </brief_description> <description> + [code]OuterProduct[/code] treats the first parameter [code]c[/code] as a column vector (matrix with one column) and the second parameter [code]r[/code] as a row vector (matrix with one row) and does a linear algebraic matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is the number of components in [code]c[/code] and whose number of columns is the number of components in [code]r[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeOutput.xml b/doc/classes/VisualShaderNodeOutput.xml index c63e307bad..83da6f29f9 100644 --- a/doc/classes/VisualShaderNodeOutput.xml +++ b/doc/classes/VisualShaderNodeOutput.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeOutput" inherits="VisualShaderNode" version="4.0"> <brief_description> + Represents the output shader parameters within the visual shader graph. </brief_description> <description> + This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeSample3D.xml b/doc/classes/VisualShaderNodeSample3D.xml new file mode 100644 index 0000000000..cf6933ab55 --- /dev/null +++ b/doc/classes/VisualShaderNodeSample3D.xml @@ -0,0 +1,26 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeSample3D" inherits="VisualShaderNode" version="4.0"> + <brief_description> + A base node for nodes which samples 3D textures in the visual shader graph. + </brief_description> + <description> + A virtual class, use the descendants instead. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeSample3D.Source" default="0"> + An input source type. + </member> + </members> + <constants> + <constant name="SOURCE_TEXTURE" value="0" enum="Source"> + Creates internal uniform and provides a way to assign it within node. + </constant> + <constant name="SOURCE_PORT" value="1" enum="Source"> + Use the uniform texture from sampler port. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeScalarClamp.xml b/doc/classes/VisualShaderNodeScalarClamp.xml index fd963dcb5d..7432e8dfca 100644 --- a/doc/classes/VisualShaderNodeScalarClamp.xml +++ b/doc/classes/VisualShaderNodeScalarClamp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarClamp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Clamps a scalar value within the visual shader graph. </brief_description> <description> + Constrains a value to lie between [code]min[/code] and [code]max[/code] values. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml b/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml index fa9aa07761..33777c1e49 100644 --- a/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarDerivativeFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a scalar derivative within the visual shader graph. </brief_description> <description> + This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders. </description> <tutorials> </tutorials> @@ -10,14 +12,18 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeScalarDerivativeFunc.Function" default="0"> + The derivative type. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_SUM" value="0" enum="Function"> + Sum of absolute derivative in [code]x[/code] and [code]y[/code]. </constant> <constant name="FUNC_X" value="1" enum="Function"> + Derivative in [code]x[/code] using local differencing. </constant> <constant name="FUNC_Y" value="2" enum="Function"> + Derivative in [code]y[/code] using local differencing. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeScalarInterp.xml b/doc/classes/VisualShaderNodeScalarInterp.xml index a25ab750cc..393ea70e1a 100644 --- a/doc/classes/VisualShaderNodeScalarInterp.xml +++ b/doc/classes/VisualShaderNodeScalarInterp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarInterp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Linearly interpolates between two scalars within the visual shader graph. </brief_description> <description> + Translates to [code]mix(a, b, weight)[/code] in the shader language. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeScalarSmoothStep.xml b/doc/classes/VisualShaderNodeScalarSmoothStep.xml index 1ac16e451f..e619cc8571 100644 --- a/doc/classes/VisualShaderNodeScalarSmoothStep.xml +++ b/doc/classes/VisualShaderNodeScalarSmoothStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarSmoothStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a scalar SmoothStep function within the visual shader graph. </brief_description> <description> + Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeScalarSwitch.xml b/doc/classes/VisualShaderNodeScalarSwitch.xml index 789c8972bb..2ad5202745 100644 --- a/doc/classes/VisualShaderNodeScalarSwitch.xml +++ b/doc/classes/VisualShaderNodeScalarSwitch.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarSwitch" inherits="VisualShaderNodeSwitch" version="4.0"> <brief_description> + A boolean/scalar function for use within the visual shader graph. </brief_description> <description> + Returns an associated scalar if the provided boolean value is [code]true[/code] or [code]false[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeSwitch.xml b/doc/classes/VisualShaderNodeSwitch.xml index 5bbb9168a0..9f8a12c0fd 100644 --- a/doc/classes/VisualShaderNodeSwitch.xml +++ b/doc/classes/VisualShaderNodeSwitch.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeSwitch" inherits="VisualShaderNode" version="4.0"> <brief_description> + A boolean/vector function for use within the visual shader graph. </brief_description> <description> + Returns an associated vector if the provided boolean value is [code]true[/code] or [code]false[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index a28a7f5c65..8e389e0b40 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTexture" inherits="VisualShaderNode" version="4.0"> <brief_description> + Performs a texture lookup within the visual shader graph. </brief_description> <description> + Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from. </description> <tutorials> </tutorials> @@ -10,30 +12,42 @@ </methods> <members> <member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeTexture.Source" default="0"> + Determines the source for the lookup. See [enum Source] for options. </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The source texture, if needed for the selected [member source]. </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTexture.TextureType" default="0"> + Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options. </member> </members> <constants> <constant name="SOURCE_TEXTURE" value="0" enum="Source"> + Use the texture given as an argument for this function. </constant> <constant name="SOURCE_SCREEN" value="1" enum="Source"> + Use the current viewport's texture as the source. </constant> <constant name="SOURCE_2D_TEXTURE" value="2" enum="Source"> + Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]). </constant> <constant name="SOURCE_2D_NORMAL" value="3" enum="Source"> + Use the texture from this shader's normal map built-in. </constant> <constant name="SOURCE_DEPTH" value="4" enum="Source"> + Use the depth texture available for this shader. </constant> <constant name="SOURCE_PORT" value="5" enum="Source"> + Use the texture provided in the input port for this function. </constant> <constant name="TYPE_DATA" value="0" enum="TextureType"> + No hints are added to the uniform declaration. </constant> <constant name="TYPE_COLOR" value="1" enum="TextureType"> + Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. </constant> <constant name="TYPE_NORMALMAP" value="2" enum="TextureType"> + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTexture2DArray.xml b/doc/classes/VisualShaderNodeTexture2DArray.xml new file mode 100644 index 0000000000..3c6d328ed0 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DArray.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DArray" inherits="VisualShaderNodeSample3D" version="4.0"> + <brief_description> + A 2D texture uniform array to be used within the visual shader graph. + </brief_description> + <description> + Translated to [code]uniform sampler2DArray[/code] in the shader language. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="texture_array" type="Texture2DArray" setter="set_texture_array" getter="get_texture_array"> + A source texture array. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml new file mode 100644 index 0000000000..976fcf26c8 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DArrayUniform" inherits="VisualShaderNodeTextureUniform" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml index 4e2c39a297..107f08ba28 100644 --- a/doc/classes/VisualShaderNodeTextureUniform.xml +++ b/doc/classes/VisualShaderNodeTextureUniform.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" version="4.0"> <brief_description> + Performs a uniform texture lookup within the visual shader graph. </brief_description> <description> + Performs a lookup operation on the texture provided as a uniform for the shader. </description> <tutorials> </tutorials> @@ -10,22 +12,30 @@ </methods> <members> <member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0"> + Sets the default color if no texture is assigned to the uniform. </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0"> + Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> </members> <constants> <constant name="TYPE_DATA" value="0" enum="TextureType"> + No hints are added to the uniform declaration. </constant> <constant name="TYPE_COLOR" value="1" enum="TextureType"> + Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. </constant> <constant name="TYPE_NORMALMAP" value="2" enum="TextureType"> + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. </constant> <constant name="TYPE_ANISO" value="3" enum="TextureType"> + Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap. </constant> <constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault"> + Defaults to white color. </constant> <constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault"> + Defaults to black color. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml b/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml index 3d69575444..28504cc7ac 100644 --- a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml +++ b/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTextureUniformTriplanar" inherits="VisualShaderNodeTextureUniform" version="4.0"> <brief_description> + Performs a uniform texture lookup with triplanar within the visual shader graph. </brief_description> <description> + Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformCompose.xml b/doc/classes/VisualShaderNodeTransformCompose.xml index 6d9cab7ab0..41762b0099 100644 --- a/doc/classes/VisualShaderNodeTransformCompose.xml +++ b/doc/classes/VisualShaderNodeTransformCompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformCompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Composes a [Transform] from four [Vector3]s within the visual shader graph. </brief_description> <description> + Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformConstant.xml b/doc/classes/VisualShaderNodeTransformConstant.xml index 15422e1728..e5004e5bb6 100644 --- a/doc/classes/VisualShaderNodeTransformConstant.xml +++ b/doc/classes/VisualShaderNodeTransformConstant.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformConstant" inherits="VisualShaderNode" version="4.0"> <brief_description> + A [Transform] constant for use within the visual shader graph. </brief_description> <description> + A constant [Transform], which can be used as an input node. </description> <tutorials> </tutorials> @@ -10,6 +12,7 @@ </methods> <members> <member name="constant" type="Transform" setter="set_constant" getter="get_constant" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> + A [Transform] constant which represents the state of this node. </member> </members> <constants> diff --git a/doc/classes/VisualShaderNodeTransformDecompose.xml b/doc/classes/VisualShaderNodeTransformDecompose.xml index 4d3c464781..c8d893db00 100644 --- a/doc/classes/VisualShaderNodeTransformDecompose.xml +++ b/doc/classes/VisualShaderNodeTransformDecompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformDecompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Decomposes a [Transform] into four [Vector3]s within the visual shader graph. </brief_description> <description> + Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformFunc.xml b/doc/classes/VisualShaderNodeTransformFunc.xml index d2b6fcef2b..d0b5c5129d 100644 --- a/doc/classes/VisualShaderNodeTransformFunc.xml +++ b/doc/classes/VisualShaderNodeTransformFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + Computes a [Transform] function within the visual shader graph. </brief_description> <description> + Computes an inverse or transpose function on the provided [Transform]. </description> <tutorials> </tutorials> @@ -10,12 +12,15 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeTransformFunc.Function" default="0"> + The function to be computed. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_INVERSE" value="0" enum="Function"> + Perform the inverse operation on the [Transform] matrix. </constant> <constant name="FUNC_TRANSPOSE" value="1" enum="Function"> + Perform the transpose operation on the [Transform] matrix. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTransformMult.xml b/doc/classes/VisualShaderNodeTransformMult.xml index 5893d1413b..02b6e0cd1c 100644 --- a/doc/classes/VisualShaderNodeTransformMult.xml +++ b/doc/classes/VisualShaderNodeTransformMult.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformMult" inherits="VisualShaderNode" version="4.0"> <brief_description> + Multiplies [Transform] by [Transform] within the visual shader graph. </brief_description> <description> + A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators. </description> <tutorials> </tutorials> @@ -10,16 +12,21 @@ </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformMult.Operator" default="0"> + The multiplication type to be performed on the transforms. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_AxB" value="0" enum="Operator"> + Multiplies transform [code]a[/code] by the transform [code]b[/code]. </constant> <constant name="OP_BxA" value="1" enum="Operator"> + Multiplies transform [code]b[/code] by the transform [code]a[/code]. </constant> <constant name="OP_AxB_COMP" value="2" enum="Operator"> + Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code]. </constant> <constant name="OP_BxA_COMP" value="3" enum="Operator"> + Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code]. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTransformUniform.xml b/doc/classes/VisualShaderNodeTransformUniform.xml index 7605ef96d5..ff6246618d 100644 --- a/doc/classes/VisualShaderNodeTransformUniform.xml +++ b/doc/classes/VisualShaderNodeTransformUniform.xml @@ -1,13 +1,23 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformUniform" inherits="VisualShaderNodeUniform" version="4.0"> <brief_description> + A [Transform] uniform for use within the visual shader graph. </brief_description> <description> + Translated to [code]uniform mat4[/code] in the shader language. </description> <tutorials> </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Transform" setter="set_default_value" getter="get_default_value" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTransformVecMult.xml b/doc/classes/VisualShaderNodeTransformVecMult.xml index d53c3c5ae5..3d5f87f727 100644 --- a/doc/classes/VisualShaderNodeTransformVecMult.xml +++ b/doc/classes/VisualShaderNodeTransformVecMult.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformVecMult" inherits="VisualShaderNode" version="4.0"> <brief_description> + Multiplies a [Transform] and a [Vector3] within the visual shader graph. </brief_description> <description> + A multiplication operation on a transform (4x4 matrix) and a vector, with support for different multiplication operators. </description> <tutorials> </tutorials> @@ -10,16 +12,21 @@ </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformVecMult.Operator" default="0"> + The multiplication type to be performed. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_AxB" value="0" enum="Operator"> + Multiplies transform [code]a[/code] by the vector [code]b[/code]. </constant> <constant name="OP_BxA" value="1" enum="Operator"> + Multiplies vector [code]b[/code] by the transform [code]a[/code]. </constant> <constant name="OP_3x3_AxB" value="2" enum="Operator"> + Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping the last row and column of the transform. </constant> <constant name="OP_3x3_BxA" value="3" enum="Operator"> + Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping the last row and column of the transform. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeUniform.xml b/doc/classes/VisualShaderNodeUniform.xml index c4362f6f2a..83261344bd 100644 --- a/doc/classes/VisualShaderNodeUniform.xml +++ b/doc/classes/VisualShaderNodeUniform.xml @@ -1,17 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeUniform" inherits="VisualShaderNode" version="4.0"> <brief_description> + A base type for the uniforms within the visual shader graph. </brief_description> <description> + A uniform represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Uniforms are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script. </description> <tutorials> </tutorials> <methods> </methods> <members> + <member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeUniform.Qualifier" default="0"> + </member> <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""""> + Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties. </member> </members> <constants> + <constant name="QUAL_NONE" value="0" enum="Qualifier"> + </constant> + <constant name="QUAL_GLOBAL" value="1" enum="Qualifier"> + </constant> + <constant name="QUAL_INSTANCE" value="2" enum="Qualifier"> + </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeUniformRef.xml b/doc/classes/VisualShaderNodeUniformRef.xml new file mode 100644 index 0000000000..db02e398ab --- /dev/null +++ b/doc/classes/VisualShaderNodeUniformRef.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUniformRef" inherits="VisualShaderNode" version="4.0"> + <brief_description> + A reference to an existing [VisualShaderNodeUniform]. + </brief_description> + <description> + Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this uniform in different shaders or shader stages easily. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""[None]""> + The name of the uniform which this reference points to. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeVec3Constant.xml b/doc/classes/VisualShaderNodeVec3Constant.xml index 8532c5476f..4dfc9dc081 100644 --- a/doc/classes/VisualShaderNodeVec3Constant.xml +++ b/doc/classes/VisualShaderNodeVec3Constant.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVec3Constant" inherits="VisualShaderNode" version="4.0"> <brief_description> + A [Vector3] constant to be used within the visual shader graph. </brief_description> <description> + A constant [Vector3], which can be used as an input node. </description> <tutorials> </tutorials> @@ -10,6 +12,7 @@ </methods> <members> <member name="constant" type="Vector3" setter="set_constant" getter="get_constant" default="Vector3( 0, 0, 0 )"> + A [Vector3] constant which represents the state of this node. </member> </members> <constants> diff --git a/doc/classes/VisualShaderNodeVec3Uniform.xml b/doc/classes/VisualShaderNodeVec3Uniform.xml index f2b4c4778b..cd1500f5a1 100644 --- a/doc/classes/VisualShaderNodeVec3Uniform.xml +++ b/doc/classes/VisualShaderNodeVec3Uniform.xml @@ -1,13 +1,23 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVec3Uniform" inherits="VisualShaderNodeUniform" version="4.0"> <brief_description> + A [Vector3] uniform to be used within the visual shader graph. </brief_description> <description> + Translated to [code]uniform vec3[/code] in the shader language. </description> <tutorials> </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Vector3" setter="set_default_value" getter="get_default_value" default="Vector3( 0, 0, 0 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorClamp.xml b/doc/classes/VisualShaderNodeVectorClamp.xml index 85c093f84c..567fed8a41 100644 --- a/doc/classes/VisualShaderNodeVectorClamp.xml +++ b/doc/classes/VisualShaderNodeVectorClamp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorClamp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Clamps a vector value within the visual shader graph. </brief_description> <description> + Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorCompose.xml b/doc/classes/VisualShaderNodeVectorCompose.xml index e5e4924a9e..c9ff3cd38e 100644 --- a/doc/classes/VisualShaderNodeVectorCompose.xml +++ b/doc/classes/VisualShaderNodeVectorCompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorCompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Composes a [Vector3] from three scalars within the visual shader graph. </brief_description> <description> + Creates a [code]vec3[/code] using three scalar values that can be provided from separate inputs. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorDecompose.xml b/doc/classes/VisualShaderNodeVectorDecompose.xml index 5378f38b6d..95af323c9b 100644 --- a/doc/classes/VisualShaderNodeVectorDecompose.xml +++ b/doc/classes/VisualShaderNodeVectorDecompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorDecompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Decomposes a [Vector3] into three scalars within the visual shader graph. </brief_description> <description> + Takes a [code]vec3[/code] and decomposes it into three scalar values that can be used as separate inputs. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml b/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml index d62512d68b..859c47bc33 100644 --- a/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorDerivativeFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector derivative within the visual shader graph. </brief_description> <description> + This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders. </description> <tutorials> </tutorials> @@ -10,14 +12,18 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeVectorDerivativeFunc.Function" default="0"> + A derivative type. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_SUM" value="0" enum="Function"> + Sum of absolute derivative in [code]x[/code] and [code]y[/code]. </constant> <constant name="FUNC_X" value="1" enum="Function"> + Derivative in [code]x[/code] using local differencing. </constant> <constant name="FUNC_Y" value="2" enum="Function"> + Derivative in [code]y[/code] using local differencing. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorDistance.xml b/doc/classes/VisualShaderNodeVectorDistance.xml index 2e681156a5..2da04b122e 100644 --- a/doc/classes/VisualShaderNodeVectorDistance.xml +++ b/doc/classes/VisualShaderNodeVectorDistance.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorDistance" inherits="VisualShaderNode" version="4.0"> <brief_description> + Returns the distance between two points. To be used within the visual shader graph. </brief_description> <description> + Calculates distance from point represented by vector [code]p0[/code] to vector [code]p1[/code]. + Translated to [code]distance(p0, p1)[/code] in the shader language. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml index 0b3f317b8b..cbda3dfb46 100644 --- a/doc/classes/VisualShaderNodeVectorFunc.xml +++ b/doc/classes/VisualShaderNodeVectorFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + A vector function to be used within the visual shader graph. </brief_description> <description> + A visual shader node able to perform different functions using vectors. </description> <tutorials> </tutorials> @@ -10,78 +12,114 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeVectorFunc.Function" default="0"> + The function to be performed. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_NORMALIZE" value="0" enum="Function"> + Normalizes the vector so that it has a length of [code]1[/code] but points in the same direction. </constant> <constant name="FUNC_SATURATE" value="1" enum="Function"> + Clamps the value between [code]0.0[/code] and [code]1.0[/code]. </constant> <constant name="FUNC_NEGATE" value="2" enum="Function"> + Returns the opposite value of the parameter. </constant> <constant name="FUNC_RECIPROCAL" value="3" enum="Function"> + Returns [code]1/vector[/code]. </constant> <constant name="FUNC_RGB2HSV" value="4" enum="Function"> + Converts RGB vector to HSV equivalent. </constant> <constant name="FUNC_HSV2RGB" value="5" enum="Function"> + Converts HSV vector to RGB equivalent. </constant> <constant name="FUNC_ABS" value="6" enum="Function"> + Returns the absolute value of the parameter. </constant> <constant name="FUNC_ACOS" value="7" enum="Function"> + Returns the arc-cosine of the parameter. </constant> <constant name="FUNC_ACOSH" value="8" enum="Function"> + Returns the inverse hyperbolic cosine of the parameter. </constant> <constant name="FUNC_ASIN" value="9" enum="Function"> + Returns the arc-sine of the parameter. </constant> <constant name="FUNC_ASINH" value="10" enum="Function"> + Returns the inverse hyperbolic sine of the parameter. </constant> <constant name="FUNC_ATAN" value="11" enum="Function"> + Returns the arc-tangent of the parameter. </constant> <constant name="FUNC_ATANH" value="12" enum="Function"> + Returns the inverse hyperbolic tangent of the parameter. </constant> <constant name="FUNC_CEIL" value="13" enum="Function"> + Finds the nearest integer that is greater than or equal to the parameter. </constant> <constant name="FUNC_COS" value="14" enum="Function"> + Returns the cosine of the parameter. </constant> <constant name="FUNC_COSH" value="15" enum="Function"> + Returns the hyperbolic cosine of the parameter. </constant> <constant name="FUNC_DEGREES" value="16" enum="Function"> + Converts a quantity in radians to degrees. </constant> <constant name="FUNC_EXP" value="17" enum="Function"> + Base-e Exponential. </constant> <constant name="FUNC_EXP2" value="18" enum="Function"> + Base-2 Exponential. </constant> <constant name="FUNC_FLOOR" value="19" enum="Function"> + Finds the nearest integer less than or equal to the parameter. </constant> <constant name="FUNC_FRAC" value="20" enum="Function"> + Computes the fractional part of the argument. </constant> <constant name="FUNC_INVERSE_SQRT" value="21" enum="Function"> + Returns the inverse of the square root of the parameter. </constant> <constant name="FUNC_LOG" value="22" enum="Function"> + Natural logarithm. </constant> <constant name="FUNC_LOG2" value="23" enum="Function"> + Base-2 logarithm. </constant> <constant name="FUNC_RADIANS" value="24" enum="Function"> + Converts a quantity in degrees to radians. </constant> <constant name="FUNC_ROUND" value="25" enum="Function"> + Finds the nearest integer to the parameter. </constant> <constant name="FUNC_ROUNDEVEN" value="26" enum="Function"> + Finds the nearest even integer to the parameter. </constant> <constant name="FUNC_SIGN" value="27" enum="Function"> + Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise. </constant> <constant name="FUNC_SIN" value="28" enum="Function"> + Returns the sine of the parameter. </constant> <constant name="FUNC_SINH" value="29" enum="Function"> + Returns the hyperbolic sine of the parameter. </constant> <constant name="FUNC_SQRT" value="30" enum="Function"> + Returns the square root of the parameter. </constant> <constant name="FUNC_TAN" value="31" enum="Function"> + Returns the tangent of the parameter. </constant> <constant name="FUNC_TANH" value="32" enum="Function"> + Returns the hyperbolic tangent of the parameter. </constant> <constant name="FUNC_TRUNC" value="33" enum="Function"> + Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter. </constant> <constant name="FUNC_ONEMINUS" value="34" enum="Function"> + Returns [code]1.0 - vector[/code]. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorInterp.xml b/doc/classes/VisualShaderNodeVectorInterp.xml index 4d6d3ac577..b63d34b742 100644 --- a/doc/classes/VisualShaderNodeVectorInterp.xml +++ b/doc/classes/VisualShaderNodeVectorInterp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorInterp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Linearly interpolates between two vectors within the visual shader graph. </brief_description> <description> + Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]weight[/code] is a [Vector3] with weights for each component. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorLen.xml b/doc/classes/VisualShaderNodeVectorLen.xml index ade575310c..77261d3190 100644 --- a/doc/classes/VisualShaderNodeVectorLen.xml +++ b/doc/classes/VisualShaderNodeVectorLen.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorLen" inherits="VisualShaderNode" version="4.0"> <brief_description> + Returns the length of a [Vector3] within the visual shader graph. </brief_description> <description> + Translated to [code]length(p0)[/code] in the shader language. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorOp.xml b/doc/classes/VisualShaderNodeVectorOp.xml index 8c391d09a2..d56c012f8f 100644 --- a/doc/classes/VisualShaderNodeVectorOp.xml +++ b/doc/classes/VisualShaderNodeVectorOp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorOp" inherits="VisualShaderNode" version="4.0"> <brief_description> + A vector operator to be used within the visual shader graph. </brief_description> <description> + A visual shader node for use of vector operators. Operates on vector [code]a[/code] and vector [code]b[/code]. </description> <tutorials> </tutorials> @@ -10,32 +12,45 @@ </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeVectorOp.Operator" default="0"> + The operator to be used. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_ADD" value="0" enum="Operator"> + Adds two vectors. </constant> <constant name="OP_SUB" value="1" enum="Operator"> + Subtracts a vector from a vector. </constant> <constant name="OP_MUL" value="2" enum="Operator"> + Multiplies two vectors. </constant> <constant name="OP_DIV" value="3" enum="Operator"> + Divides vector by vector. </constant> <constant name="OP_MOD" value="4" enum="Operator"> + Returns the remainder of the two vectors. </constant> <constant name="OP_POW" value="5" enum="Operator"> + Returns the value of the first parameter raised to the power of the second, for each component of the vectors. </constant> <constant name="OP_MAX" value="6" enum="Operator"> + Returns the greater of two values, for each component of the vectors. </constant> <constant name="OP_MIN" value="7" enum="Operator"> + Returns the lesser of two values, for each component of the vectors. </constant> <constant name="OP_CROSS" value="8" enum="Operator"> + Calculates the cross product of two vectors. </constant> <constant name="OP_ATAN2" value="9" enum="Operator"> + Returns the arc-tangent of the parameters. </constant> <constant name="OP_REFLECT" value="10" enum="Operator"> + Returns the vector that points in the direction of reflection. [code]a[/code] is incident vector and [code]b[/code] is the normal vector. </constant> <constant name="OP_STEP" value="11" enum="Operator"> + Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller than [code]b[/code] and [code]1.0[/code] otherwise. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml index c5962e7e10..178c35f49a 100644 --- a/doc/classes/VisualShaderNodeVectorRefract.xml +++ b/doc/classes/VisualShaderNodeVectorRefract.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNode" version="4.0"> <brief_description> + Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph. </brief_description> <description> + Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorScalarMix.xml b/doc/classes/VisualShaderNodeVectorScalarMix.xml index c425bfe45e..791a9e6be1 100644 --- a/doc/classes/VisualShaderNodeVectorScalarMix.xml +++ b/doc/classes/VisualShaderNodeVectorScalarMix.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorScalarMix" inherits="VisualShaderNode" version="4.0"> <brief_description> + Linearly interpolates between two vectors using a scalar. For use within the visual shader graph. </brief_description> <description> + Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a scalar. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml b/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml index 2f341d71e0..580abaf5fe 100644 --- a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml +++ b/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorScalarSmoothStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector SmoothStep function using scalar within the visual shader graph. </brief_description> <description> + Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a scalar. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorScalarStep.xml b/doc/classes/VisualShaderNodeVectorScalarStep.xml index 11da106001..d61414f3a8 100644 --- a/doc/classes/VisualShaderNodeVectorScalarStep.xml +++ b/doc/classes/VisualShaderNodeVectorScalarStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorScalarStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector Step function within the visual shader graph. </brief_description> <description> + Translates to [code]step(edge, x)[/code] in the shader language. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorSmoothStep.xml b/doc/classes/VisualShaderNodeVectorSmoothStep.xml index 54e9f1bd7d..1b77a3c535 100644 --- a/doc/classes/VisualShaderNodeVectorSmoothStep.xml +++ b/doc/classes/VisualShaderNodeVectorSmoothStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorSmoothStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector SmoothStep function within the visual shader graph. </brief_description> <description> + Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a vector. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials. </description> <tutorials> </tutorials> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index e1a0f1f22a..c1a991fca1 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -377,9 +377,9 @@ </constant> <constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode"> </constant> - <constant name="CONTENT_SCALE_MODE_OBJECTS" value="1" enum="ContentScaleMode"> + <constant name="CONTENT_SCALE_MODE_CANVAS_ITEMS" value="1" enum="ContentScaleMode"> </constant> - <constant name="CONTENT_SCALE_MODE_PIXELS" value="2" enum="ContentScaleMode"> + <constant name="CONTENT_SCALE_MODE_VIEWPORT" value="2" enum="ContentScaleMode"> </constant> <constant name="CONTENT_SCALE_ASPECT_IGNORE" value="0" enum="ContentScaleAspect"> </constant> diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 2d8382b7e3..e66f21a0e7 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -16,7 +16,7 @@ The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing. </member> <member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state"> - The state of this world's physics space. This allows arbitrary querying for collision. + Direct access to the world's physics 2D space state. Used for querying current and potential collisions. Must only be accessed from the main thread within [code]_physics_process(delta)[/code]. </member> <member name="space" type="RID" setter="" getter="get_space"> The [RID] of this world's physics space resource. Used by the [PhysicsServer2D] for 2D physics, treating it as both a space and an area. diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 4224a2a2c3..6d3b94794e 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -15,7 +15,7 @@ <member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects"> </member> <member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state"> - The World3D's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/code]. + Direct access to the world's physics 3D space state. Used for querying current and potential collisions. Must only be accessed from within [code]_physics_process(delta)[/code]. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The World3D's [Environment]. diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index e4a06a80db..8e80eb9a32 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -62,7 +62,7 @@ <argument index="0" name="button" type="int"> </argument> <description> - Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] constants. + Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoyButtonList]. </description> </method> </methods> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index 4482a280b2..869fc14d40 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -4,14 +4,14 @@ Boolean built-in type. </brief_description> <description> - Boolean is a built-in type. It can represent any data type that is either a true or false value. You can think of it as an switch with on or off (1 or 0) setting. It's often used as part of programming logic in condition statements like [code]if[/code] statements. - [b]Note:[/b] In a code below [code]if can_shoot[/code] is equivalent of [code]if can_shoot == true[/code]. It is good practice to follow the natural spoken language structure when possible. Use [code]if can_shoot[/code] rather than [code]if can_shoot == true[/code] and use [code]if not can_shoot[/code] rather than [code]if can_shoot == false[/code]. + Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements. + Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code]. [codeblock] var can_shoot = true func shoot(): if can_shoot: - # Perform shooting actions here. + pass # Perform shooting actions here. [/codeblock] The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code]. [b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed. @@ -46,7 +46,7 @@ <argument index="0" name="from" type="int"> </argument> <description> - Cast an [int] value to a boolean value, this method will return [code]true[/code] if called with an integer value different to 0 and [code]false[/code] in other case. + Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints. </description> </method> <method name="bool"> @@ -55,7 +55,7 @@ <argument index="0" name="from" type="float"> </argument> <description> - Cast a [float] value to a boolean value, this method will return [code]true[/code] if called with a floating-point value different to 0 and [code]false[/code] in other case. + Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats. </description> </method> <method name="bool"> @@ -64,7 +64,8 @@ <argument index="0" name="from" type="String"> </argument> <description> - Cast a [String] value to a boolean value, this method will return [code]true[/code] if called with a non-empty string and [code]false[/code] in other case. Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code]. + Cast a [String] value to a boolean value, this method will return [code]false[/code] if [code]""[/code] is passed in, and [code]true[/code] for all non-empty strings. + Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code]. </description> </method> </methods> |