diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/ConfigFile.xml | 1 | ||||
-rw-r--r-- | doc/classes/EditorSceneImporterMesh.xml | 8 | ||||
-rw-r--r-- | doc/classes/Engine.xml | 18 | ||||
-rw-r--r-- | doc/classes/HScrollBar.xml | 6 | ||||
-rw-r--r-- | doc/classes/Mesh.xml | 2 | ||||
-rw-r--r-- | doc/classes/MeshLibrary.xml | 15 | ||||
-rw-r--r-- | doc/classes/Object.xml | 30 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 13 | ||||
-rw-r--r-- | doc/classes/VScrollBar.xml | 6 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 5 |
11 files changed, 78 insertions, 29 deletions
diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index d6da4bc248..249e2a8f80 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -86,6 +86,7 @@ [/codeblocks] Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load. ConfigFiles can also contain manually written comment lines starting with a semicolon ([code];[/code]). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action. + [b]Note:[/b] The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the [code].cfg[/code] extension is used here, but any other extension such as [code].ini[/code] is also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are standardized, Godot's ConfigFile formatting may differ from files written by other programs. </description> <tutorials> </tutorials> diff --git a/doc/classes/EditorSceneImporterMesh.xml b/doc/classes/EditorSceneImporterMesh.xml index b0f233da2f..c0c53ff255 100644 --- a/doc/classes/EditorSceneImporterMesh.xml +++ b/doc/classes/EditorSceneImporterMesh.xml @@ -27,6 +27,7 @@ }" /> <argument index="4" name="material" type="Material" default="null" /> <argument index="5" name="name" type="String" default="""" /> + <argument index="6" name="flags" type="int" default="0" /> <description> Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays]. Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. @@ -94,6 +95,13 @@ Returns the amount of surfaces that the mesh holds. </description> </method> + <method name="get_surface_format" qualifiers="const"> + <return type="int" /> + <argument index="0" name="surface_idx" type="int" /> + <description> + Returns the format of the surface that the mesh holds. + </description> + </method> <method name="get_surface_lod_count" qualifiers="const"> <return type="int" /> <argument index="0" name="surface_idx" type="int" /> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 8b399f64c9..36590093bd 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -37,7 +37,7 @@ <method name="get_frames_drawn"> <return type="int" /> <description> - Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_process_frames]. + Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with [code]--disable-render-loop[/code] via command line, [method get_frames_drawn] always returns [code]0[/code]. See [method get_process_frames]. </description> </method> <method name="get_frames_per_second" qualifiers="const"> @@ -67,7 +67,13 @@ <method name="get_physics_frames" qualifiers="const"> <return type="int" /> <description> - Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. + Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. See also [method get_process_frames]. + [method get_physics_frames] can be used to run expensive logic less often without relying on a [Timer]: + [codeblock] + func _physics_process(_delta): + if Engine.get_physics_frames() % 2 == 0: + pass # Run expensive logic only once every 2 physics frames here. + [/codeblock] </description> </method> <method name="get_physics_interpolation_fraction" qualifiers="const"> @@ -79,7 +85,13 @@ <method name="get_process_frames" qualifiers="const"> <return type="int" /> <description> - Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn]. + Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames]. + [method get_process_frames] can be used to run expensive logic less often without relying on a [Timer]: + [codeblock] + func _process(_delta): + if Engine.get_process_frames() % 2 == 0: + pass # Run expensive logic only once every 2 process (render) frames here. + [/codeblock] </description> </method> <method name="get_singleton" qualifiers="const"> diff --git a/doc/classes/HScrollBar.xml b/doc/classes/HScrollBar.xml index 3bdd739cdf..36ff070a37 100644 --- a/doc/classes/HScrollBar.xml +++ b/doc/classes/HScrollBar.xml @@ -19,6 +19,9 @@ <theme_item name="decrement_highlight" data_type="icon" type="Texture2D"> Displayed when the mouse cursor hovers over the decrement button. </theme_item> + <theme_item name="decrement_pressed" data_type="icon" type="Texture2D"> + Displayed when the decrement button is being pressed. + </theme_item> <theme_item name="grabber" data_type="style" type="StyleBox"> Used as texture for the grabber, the draggable element representing current scroll. </theme_item> @@ -34,6 +37,9 @@ <theme_item name="increment_highlight" data_type="icon" type="Texture2D"> Displayed when the mouse cursor hovers over the increment button. </theme_item> + <theme_item name="increment_pressed" data_type="icon" type="Texture2D"> + Displayed when the increment button is being pressed. + </theme_item> <theme_item name="scroll" data_type="style" type="StyleBox"> Used as background of this [ScrollBar]. </theme_item> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index bfa55c2d35..c774528a39 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -210,6 +210,8 @@ </constant> <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat"> </constant> + <constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat"> + </constant> <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat"> </constant> <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat"> diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml index 9e0292f946..1d07647ea7 100644 --- a/doc/classes/MeshLibrary.xml +++ b/doc/classes/MeshLibrary.xml @@ -45,6 +45,13 @@ Returns the item's mesh. </description> </method> + <method name="get_item_mesh_transform" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="id" type="int" /> + <description> + Returns the transform applied to the item's mesh. + </description> + </method> <method name="get_item_name" qualifiers="const"> <return type="String" /> <argument index="0" name="id" type="int" /> @@ -102,6 +109,14 @@ Sets the item's mesh. </description> </method> + <method name="set_item_mesh_transform"> + <return type="void" /> + <argument index="0" name="id" type="int" /> + <argument index="1" name="mesh_transform" type="Transform3D" /> + <description> + Sets the transform to apply to the item's mesh. + </description> + </method> <method name="set_item_name"> <return type="void" /> <argument index="0" name="id" type="int" /> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index c9e9a0699c..ed045f8390 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -92,12 +92,12 @@ Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: [codeblocks] [gdscript] - var node = Node2D.new() - node.call("set", "position", Vector2(42, 0)) + var node = Node3D.new() + node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571) [/gdscript] [csharp] - var node = new Node2D(); - node.Call("set", "position", new Vector2(42, 0)); + var node = new Node3D(); + node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [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). @@ -110,12 +110,12 @@ Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: [codeblocks] [gdscript] - var node = Node2D.new() - node.call_deferred("set", "position", Vector2(42, 0)) + var node = Node3D.new() + node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571) [/gdscript] [csharp] - var node = new Node2D(); - node.CallDeferred("set", "position", new Vector2(42, 0)); + var node = new Node3D(); + node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [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). @@ -129,12 +129,12 @@ Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array]. [codeblocks] [gdscript] - var node = Node2D.new() - node.callv("set", ["position", Vector2(42, 0)]) + var node = Node3D.new() + node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571]) [/gdscript] [csharp] - var node = new Node2D(); - node.Callv("set", new Godot.Collections.Array { "position", new Vector2(42, 0) }); + var node = new Node3D(); + node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] </description> @@ -331,7 +331,8 @@ <method name="get_class" qualifiers="const"> <return type="String" /> <description> - Returns the object's class as a [String]. + Returns the object's class as a [String]. See also [method is_class]. + [b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead. </description> </method> <method name="get_incoming_connections" qualifiers="const"> @@ -441,7 +442,8 @@ <return type="bool" /> <argument index="0" name="class" type="String" /> <description> - Returns [code]true[/code] if the object inherits from the given [code]class[/code]. + Returns [code]true[/code] if the object inherits from the given [code]class[/code]. See also [method get_class]. + [b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name. </description> </method> <method name="is_connected" qualifiers="const"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 21d974e233..6fdce591ec 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -328,6 +328,9 @@ <member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when deprecated keywords are used. </member> + <member name="debug/gdscript/warnings/empty_file" type="bool" setter="" getter="" default="true"> + If [code]true[/code], enables warnings when an empty file is parsed. + </member> <member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings. </member> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index c0d7cca840..b5be04fb01 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3801,21 +3801,18 @@ <constant name="VIEWPORT_SDF_SCALE_MAX" value="3" enum="ViewportSDFScale"> </constant> <constant name="VIEWPORT_MSAA_DISABLED" value="0" enum="ViewportMSAA"> - Multisample antialiasing is disabled. + Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting. </constant> <constant name="VIEWPORT_MSAA_2X" value="1" enum="ViewportMSAA"> - Multisample antialiasing uses 2 samples per pixel. + Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance. </constant> <constant name="VIEWPORT_MSAA_4X" value="2" enum="ViewportMSAA"> - Multisample antialiasing uses 4 samples per pixel. + Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance. </constant> <constant name="VIEWPORT_MSAA_8X" value="3" enum="ViewportMSAA"> - Multisample antialiasing uses 8 samples per pixel. + Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware. </constant> - <constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA"> - Multisample antialiasing uses 16 samples per pixel. - </constant> - <constant name="VIEWPORT_MSAA_MAX" value="5" enum="ViewportMSAA"> + <constant name="VIEWPORT_MSAA_MAX" value="4" enum="ViewportMSAA"> </constant> <constant name="VIEWPORT_SCREEN_SPACE_AA_DISABLED" value="0" enum="ViewportScreenSpaceAA"> </constant> diff --git a/doc/classes/VScrollBar.xml b/doc/classes/VScrollBar.xml index 98a0aea0c7..519cc9c137 100644 --- a/doc/classes/VScrollBar.xml +++ b/doc/classes/VScrollBar.xml @@ -23,6 +23,9 @@ <theme_item name="decrement_highlight" data_type="icon" type="Texture2D"> Displayed when the mouse cursor hovers over the decrement button. </theme_item> + <theme_item name="decrement_pressed" data_type="icon" type="Texture2D"> + Displayed when the decrement button is being pressed. + </theme_item> <theme_item name="grabber" data_type="style" type="StyleBox"> Used as texture for the grabber, the draggable element representing current scroll. </theme_item> @@ -38,6 +41,9 @@ <theme_item name="increment_highlight" data_type="icon" type="Texture2D"> Displayed when the mouse cursor hovers over the increment button. </theme_item> + <theme_item name="increment_pressed" data_type="icon" type="Texture2D"> + Displayed when the increment button is being pressed. + </theme_item> <theme_item name="scroll" data_type="style" type="StyleBox"> Used as background of this [ScrollBar]. </theme_item> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index a02a23517f..06a7177bfc 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -321,10 +321,7 @@ <constant name="MSAA_8X" value="3" enum="MSAA"> Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware. </constant> - <constant name="MSAA_16X" value="4" enum="MSAA"> - Use 16× Multisample Antialiasing. This has a very high performance cost. The difference between 8× and 16× MSAA may not always be visible in real gameplay conditions. Likely unsupported on medium and low-end hardware. - </constant> - <constant name="MSAA_MAX" value="5" enum="MSAA"> + <constant name="MSAA_MAX" value="4" enum="MSAA"> Represents the size of the [enum MSAA] enum. </constant> <constant name="SCREEN_SPACE_AA_DISABLED" value="0" enum="ScreenSpaceAA"> |