diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/@GDScript.xml | 6 | ||||
-rw-r--r-- | doc/classes/Area.xml | 8 | ||||
-rw-r--r-- | doc/classes/Area2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/BaseButton.xml | 4 | ||||
-rw-r--r-- | doc/classes/Color.xml | 3 | ||||
-rw-r--r-- | doc/classes/Control.xml | 12 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 2 | ||||
-rw-r--r-- | doc/classes/KinematicBody.xml | 2 | ||||
-rw-r--r-- | doc/classes/Label.xml | 1 | ||||
-rw-r--r-- | doc/classes/LineEdit.xml | 4 | ||||
-rw-r--r-- | doc/classes/RigidBody.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/UndoRedo.xml | 14 | ||||
-rw-r--r-- | doc/classes/VehicleBody.xml | 17 |
14 files changed, 31 insertions, 54 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml index cd05c83347..c98a80ca8c 100644 --- a/doc/classes/@GDScript.xml +++ b/doc/classes/@GDScript.xml @@ -41,10 +41,12 @@ <argument index="1" name="alpha" type="float"> </argument> <description> - Returns color [code]name[/code] with [code]alpha[/code] ranging from 0 to 1. Note: [code]name[/code] is defined in color_names.inc. + Returns a color according to the standardised [code]name[/code] with [code]alpha[/code] ranging from 0 to 1. [codeblock] - red = ColorN('red') + red = ColorN("red", 1) [/codeblock] + Supported color names: + "aliceblue", "antiquewhite", "aqua", "aquamarine", "azure", "beige", "bisque", "black", "blanchedalmond", "blue", "blueviolet", "brown", "burlywood", "cadetblue", "chartreuse", "chocolate", "coral", "cornflower", "cornsilk", "crimson", "cyan", "darkblue", "darkcyan", "darkgoldenrod", "darkgray", "darkgreen", "darkkhaki", "darkmagenta", "darkolivegreen", "darkorange", "darkorchid", "darkred", "darksalmon", "darkseagreen", "darkslateblue", "darkslategray", "darkturquoise", "darkviolet", "deeppink", "deepskyblue", "dimgray", "dodgerblue", "firebrick", "floralwhite", "forestgreen", "fuchsia", "gainsboro", "ghostwhite", "gold", "goldenrod", "gray", "webgray", "green", "webgreen", "greenyellow", "honeydew", "hotpink", "indianred", "indigo", "ivory", "khaki", "lavender", "lavenderblush", "lawngreen", "lemonchiffon", "lightblue", "lightcoral", "lightcyan", "lightgoldenrod", "lightgray", "lightgreen", "lightpink", "lightsalmon", "lightseagreen", "lightskyblue", "lightslategray", "lightsteelblue", "lightyellow", "lime", "limegreen", "linen", "magenta", "maroon", "webmaroon", "mediumaquamarine", "mediumblue", "mediumorchid", "mediumpurple", "mediumseagreen", "mediumslateblue", "mediumspringgreen", "mediumturquoise", "mediumvioletred", "midnightblue", "mintcream", "mistyrose", "moccasin", "navajowhite", "navyblue", "oldlace", "olive", "olivedrab", "orange", "orangered", "orchid", "palegoldenrod", "palegreen", "paleturquoise", "palevioletred", "papayawhip", "peachpuff", "peru", "pink", "plum", "powderblue", "purple", "webpurple", "rebeccapurple", "red", "rosybrown", "royalblue", "saddlebrown", "salmon", "sandybrown", "seagreen", "seashell", "sienna", "silver", "skyblue", "slateblue", "slategray", "snow", "springgreen", "steelblue", "tan", "teal", "thistle", "tomato", "turquoise", "violet", "wheat", "white", "whitesmoke", "yellow", "yellowgreen". </description> </method> <method name="abs"> diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml index b74e767fd2..58fa99f7da 100644 --- a/doc/classes/Area.xml +++ b/doc/classes/Area.xml @@ -33,14 +33,14 @@ <return type="Array"> </return> <description> - Returns a list of intersecting [code]Area[/code]s. + Returns a list of intersecting [code]Area[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> <method name="get_overlapping_bodies" qualifiers="const"> <return type="Array"> </return> <description> - Returns a list of intersecting [PhysicsBody]s. + Returns a list of intersecting [PhysicsBody]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> <method name="overlaps_area" qualifiers="const"> @@ -49,7 +49,7 @@ <argument index="0" name="area" type="Node"> </argument> <description> - If [code]true[/code] the given area overlaps the Area. + If [code]true[/code] the given area overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="overlaps_body" qualifiers="const"> @@ -58,7 +58,7 @@ <argument index="0" name="body" type="Node"> </argument> <description> - If [code]true[/code] the given body overlaps the Area. + If [code]true[/code] the given body overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="set_collision_layer_bit"> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 6a3f0e7645..ca395321e3 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -33,14 +33,14 @@ <return type="Array"> </return> <description> - Returns a list of intersecting [code]Area2D[/code]s. + Returns a list of intersecting [code]Area2D[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> <method name="get_overlapping_bodies" qualifiers="const"> <return type="Array"> </return> <description> - Returns a list of intersecting [PhysicsBody2D]s. + Returns a list of intersecting [PhysicsBody2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> <method name="overlaps_area" qualifiers="const"> @@ -49,7 +49,7 @@ <argument index="0" name="area" type="Node"> </argument> <description> - If [code]true[/code] the given area overlaps the Area2D. + If [code]true[/code] the given area overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="overlaps_body" qualifiers="const"> @@ -58,7 +58,7 @@ <argument index="0" name="body" type="Node"> </argument> <description> - If [code]true[/code] the given body overlaps the Area2D. + If [code]true[/code] the given body overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="set_collision_layer_bit"> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 7f1aaa6822..9dd3cf0eff 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -21,7 +21,7 @@ <method name="_toggled" qualifiers="virtual"> <return type="void"> </return> - <argument index="0" name="pressed" type="bool"> + <argument index="0" name="button_pressed" type="bool"> </argument> <description> Called when button is toggled (only if toggle_mode is active). @@ -82,7 +82,7 @@ </description> </signal> <signal name="toggled"> - <argument index="0" name="pressed" type="bool"> + <argument index="0" name="button_pressed" type="bool"> </argument> <description> This signal is emitted when the button was just toggled between pressed and normal states (only if toggle_mode is active). The new state is contained in the [i]pressed[/i] argument. diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 6fa7ed0a86..ef555537a1 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -5,6 +5,7 @@ </brief_description> <description> A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values > 1. + You can also create a color from standardised color names with [method @GDScript.ColorN]. </description> <tutorials> </tutorials> @@ -63,7 +64,7 @@ <argument index="0" name="from" type="String"> </argument> <description> - Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. + Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. See also [method @GDScript.ColorN]. The following string formats are supported: [code]"#ff00ff00"[/code] - ARGB format with '#' [code]"ff00ff00"[/code] - ARGB format diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 680e008ff1..214f78afab 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -632,7 +632,7 @@ Distance between the node's top edge and its parent container, based on [member anchor_top]. </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter"> - Controls whether the control will be able to receive mouse button input events through [Control._gui_input] and how these events should be handled. Use one of the [code]MOUSE_FILTER_*[/code] constants. See the constants to learn what each does. + Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Use one of the [code]MOUSE_FILTER_*[/code] constants. See the constants to learn what each does. </member> <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents"> </member> @@ -697,12 +697,12 @@ </signal> <signal name="mouse_entered"> <description> - Emitted when the mouse enters the control's [code]Rect[/code] area. + Emitted when the mouse enters the control's [code]Rect[/code] area, provided its [member mouse_filter] lets the event reach it. </description> </signal> <signal name="mouse_exited"> <description> - Emitted when the mouse leaves the control's [code]Rect[/code] area. + Emitted when the mouse leaves the control's [code]Rect[/code] area, provided its [member mouse_filter] lets the event reach it. </description> </signal> <signal name="resized"> @@ -870,13 +870,13 @@ Tells the parent [Container] to align the node with its end, either the bottom or the right edge. It doesn't work with the fill or expand size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical]. </constant> <constant name="MOUSE_FILTER_STOP" value="0" enum="MouseFilter"> - The control will receive mouse button input events through [method Control._gui_input] if clicked on. These events are automatically marked as handled and they will not propogate further to other controls. + The control will receive mouse button input events through [method _gui_input] if clicked on. These events are automatically marked as handled and they will not propagate further to other controls. </constant> <constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter"> - The control will receive mouse button input events through [method Control._gui_input] if clicked on. If this control does not handle the event, the parent control (if any) will be considered for a mouse click, and so on until there is no more parent control to potentially handle it. Even if no control handled it at all, the event will still be handled automatically. + The control will receive mouse button input events through [method _gui_input] if clicked on. If this control does not handle the event, the parent control (if any) will be considered for a mouse click, and so on until there is no more parent control to potentially handle it. Even if no control handled it at all, the event will still be handled automatically. </constant> <constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter"> - The control will not receive mouse button input events through [method Control._gui_input] and will not block other controls from receiving these events. These events will also not be handled automatically. + The control will not receive mouse button input events through [method _gui_input] and will not block other controls from receiving these events. These events will also not be handled automatically. </constant> <constant name="GROW_DIRECTION_BEGIN" value="0" enum="GrowDirection"> </constant> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 174b62fde0..da6ecebcba 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -126,6 +126,8 @@ </argument> <argument index="1" name="value" type="Variant"> </argument> + <argument index="2" name="update_current" type="bool"> + </argument> <description> </description> </method> diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index d1dc236d40..92d648537c 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -82,7 +82,7 @@ <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 [code]KinematicBody[/code] or [RigidBody], 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. [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method. - [code]floor_normal[/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. + [code]floor_normal[/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. This is useful for topdown games. If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. If the body collides, it will change direction a maximum of [code]max_bounces[/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. diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 089b81164b..bfc130634d 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -5,6 +5,7 @@ </brief_description> <description> Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment, and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics or other formatting. For that, use [RichTextLabel] instead. + Note that contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to MOUSE_FILTER_IGNORE (i.e. it doesn't react to mouse input events). </description> <tutorials> </tutorials> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 4434a7b7e2..c28b722eb3 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -131,14 +131,14 @@ </members> <signals> <signal name="text_changed"> - <argument index="0" name="text" type="String"> + <argument index="0" name="new_text" type="String"> </argument> <description> Emitted when the text changes. </description> </signal> <signal name="text_entered"> - <argument index="0" name="text" type="String"> + <argument index="0" name="new_text" type="String"> </argument> <description> Emitted when the user presses KEY_ENTER on the [code]LineEdit[/code]. diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 3c54f29c15..335112f5d7 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -39,7 +39,7 @@ <return type="Array"> </return> <description> - Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. + Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that 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="set_axis_velocity"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index c11e118df5..991e0fa3f4 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -67,7 +67,7 @@ <return type="Array"> </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. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. Note that 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_inertia" qualifiers="const"> diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index f0d69b9b7f..3cd88dafe3 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -108,12 +108,6 @@ Get the name of the current action. </description> </method> - <method name="get_max_steps" qualifiers="const"> - <return type="int"> - </return> - <description> - </description> - </method> <method name="get_version" qualifiers="const"> <return type="int"> </return> @@ -128,14 +122,6 @@ <description> </description> </method> - <method name="set_max_steps"> - <return type="void"> - </return> - <argument index="0" name="max_steps" type="int"> - </argument> - <description> - </description> - </method> <method name="undo"> <return type="void"> </return> diff --git a/doc/classes/VehicleBody.xml b/doc/classes/VehicleBody.xml index 77916a7e9f..4256ddd674 100644 --- a/doc/classes/VehicleBody.xml +++ b/doc/classes/VehicleBody.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VehicleBody" inherits="PhysicsBody" category="Core" version="3.0-beta"> +<class name="VehicleBody" inherits="RigidBody" category="Core" version="3.0-beta"> <brief_description> </brief_description> <description> @@ -9,27 +9,12 @@ <demos> </demos> <methods> - <method name="get_linear_velocity" qualifiers="const"> - <return type="Vector3"> - </return> - <description> - Returns the VehicleBody's velocity vector. To get the absolute speed in scalar value, get the length of the return vector in pixels/second. Example: - [codeblock] - # vehicle is an instance of VehicleBody - var speed = vehicle.get_linear_velocity().length() - [/codeblock] - </description> - </method> </methods> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake"> </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force"> </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass"> - </member> <member name="steering" type="float" setter="set_steering" getter="get_steering"> </member> </members> |