diff options
Diffstat (limited to 'doc')
94 files changed, 204 insertions, 196 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 5d45947a19..4b710d5f12 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -838,7 +838,7 @@ [codeblock] sqrt(9) # Returns 3 [/codeblock] - [b]Note:[/b]Negative values of [code]x[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#. + [b]Note:[/b] Negative values of [code]x[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#. </description> </method> <method name="step_decimals"> @@ -2340,7 +2340,7 @@ hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources. hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources. [/codeblock] - [b]Note:[/b] the final colon is required to specify for properly detecting built-in types. + [b]Note:[/b] The final colon is required to specify for properly detecting built-in types. </constant> <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint"> </constant> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 5d18f69409..1be6d5a440 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> </tutorials> diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml index 847d1226a2..8c390155ee 100644 --- a/doc/classes/AESContext.xml +++ b/doc/classes/AESContext.xml @@ -89,7 +89,7 @@ <return type="PackedByteArray" /> <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]. + [b]Note:[/b] 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"> @@ -106,7 +106,7 @@ <argument index="0" name="src" type="PackedByteArray" /> <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. + [b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply some padding if needed. </description> </method> </methods> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 38e02745d4..d2ecbdde26 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -28,7 +28,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. </description> <tutorials> - <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_track"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 1ef9d81d02..2fd923df85 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -10,7 +10,7 @@ </description> <tutorials> <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> - <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> @@ -188,7 +188,7 @@ </member> <member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default=""""> The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. - [b]Note[/b]: while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. + [b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. </member> <member name="current_animation_length" type="float" setter="" getter="get_current_animation_length"> The length (in seconds) of the currently being played animation. diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 843dd5a6d1..3d112e258e 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -4,7 +4,8 @@ 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. + A node to be used for advanced animation transitions in an [AnimationPlayer]. + [b]Note:[/b] 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 title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 44e27643bb..8898a59036 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -530,7 +530,7 @@ <argument index="0" name="func" type="Callable" /> <description> Sorts the array using a custom method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and [code]b[/code], if the given method returns [code]true[/code], element [code]b[/code] will be after element [code]a[/code] in the array. - [b]Note:[/b] you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior. + [b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior. [codeblocks] [gdscript] class MyCustomSorter: diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 49ce2588c5..7b77462322 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -47,7 +47,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> - <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> + <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html</link> </tutorials> <methods> <method name="add_blend_shape"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 84ed0de42d..818ab50030 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> + <link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> @@ -232,7 +232,7 @@ </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. - [b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. + [b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. </member> <member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to specify metallic for an object. This is multiplied by [member metallic]. @@ -352,7 +352,7 @@ </member> <member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], render point size can be changed. - [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. + [b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. </member> <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)"> How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 63df5c40b2..7f0d4cbbe3 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,7 +10,7 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index b00031edf6..2d8e7817c1 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,7 +7,7 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> - <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <members> diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index 5f39fc48e0..b4f98c6c5f 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -78,7 +78,7 @@ <argument index="1" name="no_inheritance" type="bool" default="false" /> <description> Returns an array with all the methods of [code]class[/code] or its ancestry if [code]no_inheritance[/code] is [code]false[/code]. Every element of the array is a [Dictionary] with the following keys: [code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: (class_name, hint, hint_string, name, type, usage)[/code]. - [b]Note:[/code] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names. + [b]Note:[/b] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names. </description> </method> <method name="class_get_property" qualifiers="const"> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index d856990ff8..bd1f3af436 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -5,7 +5,7 @@ </brief_description> <description> CodeEdit is a specialised [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management. - [b]Note[/b]: By default [CodeEdit] always use left-to-right text direction to correctly display source code. + [b]Note:[/b] By default [CodeEdit] always use left-to-right text direction to correctly display source code. </description> <tutorials> </tutorials> @@ -51,7 +51,7 @@ <argument index="5" name="value" type="Variant" default="0" /> <description> Submits an item to the queue of potential candidates for the autocomplete menu. Call [method update_code_completion_options] to update the list. - [b]Note[/b]: This list will replace all current candidates. + [b]Note:[/b] This list will replace all current candidates. </description> </method> <method name="add_comment_delimiter"> @@ -431,7 +431,7 @@ <argument index="0" name="force" type="bool" /> <description> Submits all completion options added with [method add_code_completion_option]. Will try to force the autoccomplete menu to popup, if [code]force[/code] is [code]true[/code]. - [b]Note[/b]: This will replace all current candidates. + [b]Note:[/b] This will replace all current candidates. </description> </method> </methods> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index f33016cc6c..fca6a7631a 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -16,7 +16,7 @@ <argument index="0" name="color" type="Color" /> <description> Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them. - [b]Note:[/b] the presets list is only for [i]this[/i] color picker. + [b]Note:[/b] The presets list is only for [i]this[/i] color picker. </description> </method> <method name="erase_preset"> diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index ac569a8992..fbbd0b4876 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles. - Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. + [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/Container.xml b/doc/classes/Container.xml index e78eb8d259..24e73534d3 100644 --- a/doc/classes/Container.xml +++ b/doc/classes/Container.xml @@ -29,6 +29,11 @@ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="1" /> </members> <signals> + <signal name="pre_sort_children"> + <description> + Emitted when children are going to be sorted. + </description> + </signal> <signal name="sort_children"> <description> Emitted when sorting the children is needed. @@ -36,7 +41,10 @@ </signal> </signals> <constants> - <constant name="NOTIFICATION_SORT_CHILDREN" value="50"> + <constant name="NOTIFICATION_PRE_SORT_CHILDREN" value="50"> + Notification just before children are going to be sorted, in case there's something to process beforehand. + </constant> + <constant name="NOTIFICATION_SORT_CHILDREN" value="51"> Notification for when sorting the children, it must be obeyed immediately. </constant> </constants> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 6fa59a15ac..7c8239977f 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -16,7 +16,7 @@ [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. </description> <tutorials> - <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link> + <link title="GUI documentation index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link> <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> <link title="Control node gallery">https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html</link> <link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link> @@ -1044,7 +1044,7 @@ <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 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 instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. + [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 instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]yield(get_tree(), "process_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/Crypto.xml b/doc/classes/Crypto.xml index a87c8bfab2..04aee347e0 100644 --- a/doc/classes/Crypto.xml +++ b/doc/classes/Crypto.xml @@ -88,7 +88,7 @@ <argument index="1" name="ciphertext" type="PackedByteArray" /> <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. + [b]Note:[/b] The maximum size of accepted ciphertext is limited by the key size. </description> </method> <method name="encrypt"> @@ -97,7 +97,7 @@ <argument index="1" name="plaintext" type="PackedByteArray" /> <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. + [b]Note:[/b] The maximum size of accepted plaintext is limited by the key size. </description> </method> <method name="generate_random_bytes"> diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index 5665c629a8..111da858ea 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -23,7 +23,7 @@ <argument index="1" name="public_only" type="bool" default="false" /> <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 be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise. + [b]Note:[/b] [code]path[/code] 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"> @@ -40,7 +40,7 @@ <argument index="1" name="public_only" type="bool" default="false" /> <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 be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise. + [b]Note:[/b] [code]path[/code] 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"> diff --git a/doc/classes/DTLSServer.xml b/doc/classes/DTLSServer.xml index 16e65eaadf..f98d8813c9 100644 --- a/doc/classes/DTLSServer.xml +++ b/doc/classes/DTLSServer.xml @@ -160,7 +160,7 @@ <argument index="0" name="udp_peer" type="PacketPeerUDP" /> <description> Try to initiate the DTLS handshake with the given [code]udp_peer[/code] which must be already connected (see [method PacketPeerUDP.connect_to_host]). - [b]Note[/b]: You must check that the state of the return PacketPeerUDP is [constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the new connections will be invalid due to cookie exchange. + [b]Note:[/b] You must check that the state of the return PacketPeerUDP is [constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the new connections will be invalid due to cookie exchange. </description> </method> </methods> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index adc1eab393..bab1a261ab 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -177,7 +177,7 @@ [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. </description> <tutorials> - <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> + <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index c8fda27989..93f04ff2a2 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -54,7 +54,7 @@ [/codeblocks] </description> <tutorials> - <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link> </tutorials> <methods> <method name="change_dir"> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 7eff8db59c..01ca23c217 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -556,6 +556,7 @@ <return type="int" enum="DisplayServer.WindowMode" /> <argument index="0" name="window_id" type="int" default="0" /> <description> + Returns the current window's mode. </description> </method> <method name="window_get_position" qualifiers="const"> @@ -666,6 +667,8 @@ <argument index="0" name="mode" type="int" enum="DisplayServer.WindowMode" /> <argument index="1" name="window_id" type="int" default="0" /> <description> + Sets window mode for the given window to [code]mode[/code]. See [enum WindowMode] for possible values and how each mode behaves. + [b]Note:[/b] Setting the window to fullscreen forcibly sets the borderless flag to [code]true[/code], so make sure to set it back to [code]false[/code] when not wanted. </description> </method> <method name="window_set_mouse_passthrough"> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index b8436be76a..43e65f1aa0 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. </description> <tutorials> - <link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> + <link title="Editor plugins documentation index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> </tutorials> <methods> <method name="_apply_changes" qualifiers="virtual"> diff --git a/doc/classes/EditorResourcePreview.xml b/doc/classes/EditorResourcePreview.xml index 4dc46945cf..c780045263 100644 --- a/doc/classes/EditorResourcePreview.xml +++ b/doc/classes/EditorResourcePreview.xml @@ -32,7 +32,7 @@ <argument index="3" name="userdata" type="Variant" /> <description> Queue the [code]resource[/code] being edited for preview. Once the preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be called. The [code]receiver_func[/code] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [code]userdata[/code] can be anything, and will be returned when [code]receiver_func[/code] is called. - [b]Note[/b]: If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null. + [b]Note:[/b] If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null. </description> </method> <method name="queue_resource_preview"> @@ -43,7 +43,7 @@ <argument index="3" name="userdata" type="Variant" /> <description> Queue a resource file located at [code]path[/code] for preview. Once the preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be called. The [code]receiver_func[/code] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [code]userdata[/code] can be anything, and will be returned when [code]receiver_func[/code] is called. - [b]Note[/b]: If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null. + [b]Note:[/b] If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null. </description> </method> <method name="remove_preview_generator"> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 241531c35f..8a731a6d1d 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -52,7 +52,7 @@ [/codeblocks] </description> <tutorials> - <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> + <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script</link> </tutorials> <methods> <method name="_post_import" qualifiers="virtual"> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index cf08029c72..811aeb8aab 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -45,7 +45,7 @@ [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. </description> <tutorials> - <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml index a814685388..7b1fc2ab42 100644 --- a/doc/classes/FontData.xml +++ b/doc/classes/FontData.xml @@ -23,7 +23,8 @@ <argument index="0" name="cache_index" type="int" /> <argument index="1" name="size" type="Vector2i" /> <description> - Removes all rendered glyphs information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually. + Removes all rendered glyphs information from the cache entry. + [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually. </description> </method> <method name="clear_kerning_map"> @@ -46,7 +47,8 @@ <argument index="0" name="cache_index" type="int" /> <argument index="1" name="size" type="Vector2i" /> <description> - Removes all textures from font cache entry. Note: This function will not remove glyphs associated with the texture, use [method remove_glyph] to remove them manually. + Removes all textures from font cache entry. + [b]Note:[/b] This function will not remove glyphs associated with the texture, use [method remove_glyph] to remove them manually. </description> </method> <method name="find_cache" qualifiers="const"> @@ -97,7 +99,8 @@ <argument index="1" name="size" type="int" /> <argument index="2" name="glyph" type="int" /> <description> - Returns glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved. + Returns glyph advance (offset of the next glyph). + [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved. </description> </method> <method name="get_glyph_index" qualifiers="const"> @@ -364,7 +367,8 @@ <argument index="1" name="size" type="Vector2i" /> <argument index="2" name="glyph" type="int" /> <description> - Removes specified rendered glyph information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually. + Removes specified rendered glyph information from the cache entry. + [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually. </description> </method> <method name="remove_kerning"> @@ -404,7 +408,8 @@ <argument index="1" name="size" type="Vector2i" /> <argument index="2" name="texture_index" type="int" /> <description> - Removes specified texture from font cache entry. Note: This function will not remove glyphs associated with the texture, remove them manually, using [method remove_glyph]. + Removes specified texture from font cache entry. + [b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method remove_glyph]. </description> </method> <method name="render_glyph"> @@ -472,7 +477,8 @@ <argument index="2" name="glyph" type="int" /> <argument index="3" name="advance" type="Vector2" /> <description> - Sets glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved. + Sets glyph advance (offset of the next glyph). + [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved. </description> </method> <method name="set_glyph_offset"> diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 3f7b20f274..0bed561de3 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 5d79e22c49..492bddca1f 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -9,7 +9,7 @@ [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. </description> <tutorials> - <link title="Importing images">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html</link> + <link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link> </tutorials> <methods> <method name="adjust_bcs"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index ebbcd2b894..00ead31115 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. </description> <tutorials> - <link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> + <link title="Inputs documentation index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> @@ -386,6 +386,7 @@ </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> Drag cursor. Usually displayed when dragging something. + [b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is the same as [constant CURSOR_MOVE] for this platform. </constant> <constant name="CURSOR_CAN_DROP" value="7" enum="CursorShape"> Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position. diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 5865ad734e..2bb2666df4 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -8,7 +8,7 @@ [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> - <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> + <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> </tutorials> <methods> <method name="create_callback"> diff --git a/doc/classes/JavaScriptObject.xml b/doc/classes/JavaScriptObject.xml index 5aa54a7d0c..6dd8702d5f 100644 --- a/doc/classes/JavaScriptObject.xml +++ b/doc/classes/JavaScriptObject.xml @@ -31,7 +31,7 @@ # [0, 9, [JavaScriptObject:1180]] print(args) [/codeblock] - Note: Only available in the "HTML5" platform. + [b]Note:[/b] Only available in the HTML5 platform. </description> <tutorials> </tutorials> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 83e3f5b05a..4ad71d1e80 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -175,7 +175,7 @@ </member> <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="false"> Allow moving caret, selecting and removing the individual composite character components. - Note: [kbd]Backspace[/kbd] is always removing individual composite character components. + [b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components. </member> <member name="clear_button_enabled" type="bool" setter="set_clear_button_enabled" getter="is_clear_button_enabled" default="false"> If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/code] is not empty, which can be used to clear the text quickly. diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 7b4a53a810..7890bbcc33 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. </description> <tutorials> - <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link> </tutorials> <methods> <method name="get_aabb" qualifiers="const"> diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index 7bf05d2d34..158579e952 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). </description> <tutorials> - <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> <link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> - <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link> </tutorials> <members> <member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh"> diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml index e0c309ef39..0f97cc1d0a 100644 --- a/doc/classes/MultiplayerReplicator.xml +++ b/doc/classes/MultiplayerReplicator.xml @@ -95,7 +95,7 @@ <argument index="1" name="peer_id" type="int" default="0" /> <description> Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behaviour, or call your send custom send callable if specified in [method sync_config]. - Note: The default implementation only allow syncing from server to clients. + [b]Note:[/b] The default implementation only allow syncing from server to clients. </description> </method> <method name="sync_config"> diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index eb9bec1104..a840cb2ec7 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. </description> <tutorials> - <link title="Using multiple threads">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/performance/using_multiple_threads.html</link> </tutorials> <methods> <method name="lock"> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 1740093eb2..971d3839f2 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -8,7 +8,7 @@ Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex. You may assign navigation layers to regions with [method NavigationServer2D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D objects. To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity. - [b]Note:[/b] the collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. + [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. </description> <tutorials> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 3e10657838..16eba8bba8 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -8,7 +8,7 @@ Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex. You may assign navigation layers to regions with [method NavigationServer3D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects. To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity. - [b]Note:[/b] the collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. + [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. </description> <tutorials> @@ -234,7 +234,7 @@ <description> Process the collision avoidance agents. The result of this process is needed by the physics server, so this must be called in the main thread. - Note: This function is not thread safe. + [b]Note:[/b] This function is not thread safe. </description> </method> <method name="region_bake_navmesh" qualifiers="const"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index b4edcf49f4..11c42fbd4a 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> + <link title="Nodes and scenes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml</link> <link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link> </tutorials> <methods> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index ed045f8390..5a84364b92 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -29,7 +29,7 @@ [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] 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> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_get" qualifiers="virtual"> diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml index 9b77859b50..31640eb3d8 100644 --- a/doc/classes/PacketPeerUDP.xml +++ b/doc/classes/PacketPeerUDP.xml @@ -74,7 +74,7 @@ <description> Joins the multicast group specified by [code]multicast_address[/code] using the interface identified by [code]interface_name[/code]. You can join the same multicast group with multiple interfaces. Use [method IP.get_local_interfaces] to know which are available. - Note: Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work. + [b]Note:[/b] Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work. </description> </method> <method name="leave_multicast_group"> @@ -90,7 +90,7 @@ <argument index="0" name="enabled" type="bool" /> <description> Enable or disable sending of broadcast packets (e.g. [code]set_dest_address("255.255.255.255", 4343)[/code]. This option is disabled by default. - Note: Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be enabled to receive broadcast packets too. + [b]Note:[/b] Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be enabled to receive broadcast packets too. </description> </method> <method name="set_dest_address"> @@ -99,7 +99,7 @@ <argument index="1" name="port" type="int" /> <description> Sets the destination address and port for sending packets and variables. A hostname will be resolved using DNS if needed. - Note: [method set_broadcast_enabled] must be enabled before sending packets to a broadcast address (e.g. [code]255.255.255.255[/code]). + [b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending packets to a broadcast address (e.g. [code]255.255.255.255[/code]). </description> </method> <method name="wait"> diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml index 7cea848039..46c1827b97 100644 --- a/doc/classes/PhysicsTestMotionParameters2D.xml +++ b/doc/classes/PhysicsTestMotionParameters2D.xml @@ -16,6 +16,9 @@ <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> Optional array of body [RID] to exclude from collision. </member> + <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. + </member> <member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)"> Transform in global space where the motion should start. Usually set to [member Node2D.global_transform] for the current body's transform. </member> diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml index 07abbb1cb1..d66aee3ae6 100644 --- a/doc/classes/PhysicsTestMotionParameters3D.xml +++ b/doc/classes/PhysicsTestMotionParameters3D.xml @@ -16,6 +16,9 @@ <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> Optional array of body [RID] to exclude from collision. </member> + <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. + </member> <member name="from" type="Transform3D" setter="set_from" getter="get_from" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> Transform in global space where the motion should start. Usually set to [member Node3D.global_transform] for the current body's transform. </member> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index bc9b3cafb5..78e1e81752 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Plane" qualifiers="constructor"> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index ce5d48cfa4..592c074a77 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -70,7 +70,7 @@ <return type="Vector2" /> <description> Returns the collision point at which the ray intersects the closest object. - [b]Note:[/b] this point is in the [b]global[/b] coordinate system. + [b]Note:[/b] This point is in the [b]global[/b] coordinate system. </description> </method> <method name="is_colliding" qualifiers="const"> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index e585224818..a6bb81b589 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,7 +9,7 @@ The 3D counterpart to [Rect2] is [AABB]. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> </tutorials> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 2f6f4de66d..0ba013cade 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,7 +8,7 @@ It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> </tutorials> <methods> diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml index 5f18ccc14d..d965d2ea10 100644 --- a/doc/classes/RefCounted.xml +++ b/doc/classes/RefCounted.xml @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed. </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> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="init_ref"> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index d40ad80d68..c79ed2a8b8 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -15,7 +15,7 @@ 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. </description> <tutorials> - <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> + <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html</link> </tutorials> <methods> <method name="bake_render_uv2"> @@ -2351,7 +2351,8 @@ <argument index="0" name="particles" type="RID" /> <argument index="1" name="material" type="RID" /> <description> - Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material]. + Sets the material for processing the particles. + [b]Note:[/b] This is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material]. </description> </method> <method name="particles_set_randomness_ratio"> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 45b68f342c..327183893b 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -8,8 +8,8 @@ [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. </description> <tutorials> - <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> + <link title="Resources">https://docs.godotengine.org/en/latest/tutorials/scripting/resources.html</link> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="duplicate" qualifiers="const"> diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index cf4b4f4a48..62323722f7 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -19,7 +19,7 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> - <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 50db1dc122..a2e1c3d2c2 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. </description> <tutorials> - <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="GUI Rich Text/BBcode Demo">https://godotengine.org/asset-library/asset/132</link> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 8d7427611a..68f2d9a8d8 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. </description> <tutorials> - <link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> - <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> + <link title="SceneTree">https://docs.godotengine.org/en/latest/tutorials/scripting/scene_tree.html</link> + <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html</link> </tutorials> <methods> <method name="call_group" qualifiers="vararg"> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index b7a4f448b0..7c59e87848 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> + <link title="Scripting documentation index">https://docs.godotengine.org/en/latest/tutorials/scripting/index.html</link> </tutorials> <methods> <method name="can_instantiate" qualifiers="const"> diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 2f3fa021d4..9ff9cc0c87 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. </description> <tutorials> - <link title="Using multiple threads">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/performance/using_multiple_threads.html</link> </tutorials> <methods> <method name="post"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index bc5457b8ce..14c5ba9247 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,8 +7,7 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> - <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> - <link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> + <link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link> </tutorials> <methods> <method name="get_default_texture_param" qualifiers="const"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 13f2e2fe5f..d5fc3fd210 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. </description> <tutorials> - <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link> </tutorials> <methods> <method name="get_shader_param" qualifiers="const"> @@ -36,7 +36,8 @@ <argument index="0" name="param" type="StringName" /> <argument index="1" name="value" type="Variant" /> <description> - Changes the value set for this material of a uniform in the shader. [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly. + Changes the value set for this material of a uniform in the shader. + [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly. </description> </method> </methods> diff --git a/doc/classes/SkeletonModification2DCCDIK.xml b/doc/classes/SkeletonModification2DCCDIK.xml index ab9a482609..6cbc24f100 100644 --- a/doc/classes/SkeletonModification2DCCDIK.xml +++ b/doc/classes/SkeletonModification2DCCDIK.xml @@ -4,7 +4,7 @@ A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D. </brief_description> <description> - This [SkeletonModification2D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] so it reaches a defined target. + This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] so it reaches a defined target. CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers. [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK. CCDIK also fully supports angle constraints, allowing for more control over how a solution is met. diff --git a/doc/classes/SkeletonModification2DFABRIK.xml b/doc/classes/SkeletonModification2DFABRIK.xml index 16c22a45d3..82b99d20bd 100644 --- a/doc/classes/SkeletonModification2DFABRIK.xml +++ b/doc/classes/SkeletonModification2DFABRIK.xml @@ -4,7 +4,7 @@ A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to reach a target. </brief_description> <description> - This [SkeletonModification2D] uses an algorithm called [b]F[/b]orward [b]A[/b]nd [b]B[/b]ackward [b]R[/b]eaching [b]I[/b]nverse [b]K[/b]inematics, or FABRIK, to rotate a bone chain so that it reaches a target. + This [SkeletonModification2D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target. FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other. Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle constraints, which are fully taken into account when solving. [b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from [Bone2D] nodes! FABRIK joints hold the data needed for each [Bone2D] in the bone chain used by FABRIK. diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml index ef3200a07a..55777ab0f4 100644 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ b/doc/classes/SkeletonModification3DCCDIK.xml @@ -4,7 +4,7 @@ A modification that uses CCDIK to manipulate a series of bones to reach a target. </brief_description> <description> - This [SkeletonModification3D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target. + This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target. CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers. [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK. CCDIK also fully supports angle constraints, allowing for more control over how a solution is met. diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml index 4c4e01e9d1..1c69ad7b3f 100644 --- a/doc/classes/SkeletonModification3DFABRIK.xml +++ b/doc/classes/SkeletonModification3DFABRIK.xml @@ -4,7 +4,7 @@ A modification that uses FABRIK to manipulate a series of bones to reach a target. </brief_description> <description> - This [SkeletonModification3D] uses an algorithm called [b]F[/b]orward [b]A[/b]nd [b]B[/b]ackward [b]R[/b]eaching [b]I[/b]nverse [b]K[/b]inematics, or FABRIK, to rotate a bone chain so that it reaches a target. + This [SkeletonModification3D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target. FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other. Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification3DCCDIK], though FABRIK currently does not support joint constraints. [b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from a bone! FABRIK joints hold the data needed for each bone in the bone chain used by FABRIK. @@ -67,7 +67,7 @@ <argument index="0" name="joint_idx" type="int" /> <description> Returns a boolean indiciating whether the FABRIK joint uses the target's [Basis] for its rotation. - [b]Note:[/b] this option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. + [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. </description> </method> <method name="get_fabrik_joint_use_tip_node" qualifiers="const"> @@ -132,7 +132,7 @@ <argument index="1" name="use_target_basis" type="bool" /> <description> Sets whether the FABRIK joint at [code]joint_idx[/code] uses the target's [Basis] for its rotation. - [b]Note:[/b] this option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. + [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. </description> </method> <method name="set_fabrik_joint_use_tip_node"> diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml index 138f9818ab..eeaa509ed7 100644 --- a/doc/classes/SkeletonModification3DStackHolder.xml +++ b/doc/classes/SkeletonModification3DStackHolder.xml @@ -5,7 +5,7 @@ </brief_description> <description> This [SkeletonModification3D] holds a reference to a [SkeletonModificationStack3D], allowing you to use multiple modification stacks on a single [Skeleton3D]. - [b]Note[/b]: The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder. + [b]Note:[/b] The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder. </description> <tutorials> </tutorials> diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index 8a36a734f1..43ba95e345 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -5,5 +5,6 @@ <description> </description> <tutorials> + <link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link> </tutorials> </class> diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml index 0622626846..805f056289 100644 --- a/doc/classes/StreamPeer.xml +++ b/doc/classes/StreamPeer.xml @@ -173,7 +173,7 @@ <argument index="0" name="value" type="String" /> <description> Puts a zero-terminated ASCII string into the stream prepended by a 32-bit unsigned integer representing its size. - Note: To put an ASCII string without prepending its size, you can use [method put_data]: + [b]Note:[/b] To put an ASCII string without prepending its size, you can use [method put_data]: [codeblocks] [gdscript] put_data("Hello world".to_ascii()) @@ -217,7 +217,7 @@ <argument index="0" name="value" type="String" /> <description> Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits unsigned integer representing its size. - Note: To put an UTF-8 string without prepending its size, you can use [method put_data]: + [b]Note:[/b] To put an UTF-8 string without prepending its size, you can use [method put_data]: [codeblocks] [gdscript] put_data("Hello world".to_utf8()) diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 0991788483..10ce03c4b2 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -7,7 +7,7 @@ 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 title="GDScript format strings">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> + <link title="GDScript format strings">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_format_string.html</link> </tutorials> <methods> <method name="String" qualifiers="constructor"> diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index 28866699f6..c2a76b587f 100644 --- a/doc/classes/SubViewport.xml +++ b/doc/classes/SubViewport.xml @@ -6,8 +6,8 @@ <description> </description> <tutorials> + <link title="Using Viewports">https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html</link> <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 6a38c1a117..0e39381991 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -599,7 +599,7 @@ <argument index="3" name="to_column" type="int" /> <description> Removes text between the given positions. - [b]Note:[/b]This does not adjust the caret or selection, which as a result it can end up in an invalid position. + [b]Note:[/b] This does not adjust the caret or selection, which as a result it can end up in an invalid position. </description> </method> <method name="search" qualifiers="const"> @@ -902,7 +902,7 @@ </member> <member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="false"> Allow moving caret, selecting and removing the individual composite character components. - Note: [kbd]Backspace[/kbd] is always removing individual composite character components. + [b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components. </member> <member name="caret_move_on_right_click" type="bool" setter="set_move_caret_on_right_click_enabled" getter="is_move_caret_on_right_click_enabled" default="true"> If [code]true[/code], a right-click moves the caret at the mouse position before displaying the context menu. diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index 18ace85465..b10c7bcc96 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -21,8 +21,8 @@ <argument index="1" name="orientation" type="int" enum="TextServer.Orientation" default="0" /> <description> Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method free_rid] method. - Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. - Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. + [b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. + [b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. </description> </method> <method name="draw_hex_code_box" qualifiers="const"> @@ -41,7 +41,8 @@ <argument index="0" name="font_rid" type="RID" /> <argument index="1" name="size" type="Vector2i" /> <description> - Removes all rendered glyphs information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually. + Removes all rendered glyphs information from the cache entry. + [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually. </description> </method> <method name="font_clear_kerning_map"> @@ -64,7 +65,8 @@ <argument index="0" name="font_rid" type="RID" /> <argument index="1" name="size" type="Vector2i" /> <description> - Removes all textures from font cache entry. Note: This function will not remove glyphs associated with the texture, use [method font_remove_glyph] to remove them manually. + Removes all textures from font cache entry. + [b]Note:[/b] This function will not remove glyphs associated with the texture, use [method font_remove_glyph] to remove them manually. </description> </method> <method name="font_draw_glyph" qualifiers="const"> @@ -77,7 +79,7 @@ <argument index="5" name="color" type="Color" default="Color(1, 1, 1, 1)" /> <description> Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code]. - Note: Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. + [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. </description> </method> <method name="font_draw_glyph_outline" qualifiers="const"> @@ -91,7 +93,7 @@ <argument index="6" name="color" type="Color" default="Color(1, 1, 1, 1)" /> <description> Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code]. - Note: Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. + [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. </description> </method> <method name="font_get_ascent" qualifiers="const"> @@ -129,7 +131,8 @@ <argument index="1" name="size" type="int" /> <argument index="2" name="glyph" type="int" /> <description> - Returns glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved. + Returns glyph advance (offset of the next glyph). + [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved. </description> </method> <method name="font_get_glyph_contours" qualifiers="const"> @@ -404,7 +407,8 @@ <argument index="1" name="size" type="Vector2i" /> <argument index="2" name="glyph" type="int" /> <description> - Removes specified rendered glyph information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually. + Removes specified rendered glyph information from the cache entry. + [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually. </description> </method> <method name="font_remove_kerning"> @@ -446,7 +450,8 @@ <argument index="1" name="size" type="Vector2i" /> <argument index="2" name="texture_index" type="int" /> <description> - Removes specified texture from font cache entry. Note: This function will not remove glyphs associated with the texture, remove them manually, using [method font_remove_glyph]. + Removes specified texture from font cache entry. + [b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method font_remove_glyph]. </description> </method> <method name="font_render_glyph"> @@ -523,7 +528,7 @@ <argument index="0" name="oversampling" type="float" /> <description> Sets oversampling factor, shared by all font in the TextServer. - Note: This value can be automaticaly changed by display server. + [b]Note:[/b] This value can be automaticaly changed by display server. </description> </method> <method name="font_set_glyph_advance"> @@ -533,7 +538,8 @@ <argument index="2" name="glyph" type="int" /> <argument index="3" name="advance" type="Vector2" /> <description> - Sets glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved. + Sets glyph advance (offset of the next glyph). + [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved. </description> </method> <method name="font_set_glyph_offset"> @@ -797,7 +803,7 @@ <argument index="0" name="filename" type="String" /> <description> Loads optional TextServer database (e.g. ICU break iterators and dictionaries). - Note: This function should be called before any other TextServer functions used, otherwise it won't have any effect. + [b]Note:[/b] This function should be called before any other TextServer functions used, otherwise it won't have any effect. </description> </method> <method name="name_to_tag" qualifiers="const"> @@ -827,7 +833,7 @@ <argument index="0" name="filename" type="String" /> <description> Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file. - Note: This function is used by during project export, to include TextServer database. + [b]Note:[/b] This function is used by during project export, to include TextServer database. </description> </method> <method name="shaped_text_add_object"> @@ -900,7 +906,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical). - Note: overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline. + [b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline. </description> </method> <method name="shaped_text_get_carets" qualifiers="const"> @@ -916,7 +922,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical). - Note: overall descent can be higher than font descent, if some glyphs are displaced from the baseline. + [b]Note:[/b] Overall descent can be higher than font descent, if some glyphs are displaced from the baseline. </description> </method> <method name="shaped_text_get_direction" qualifiers="const"> @@ -1032,7 +1038,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters. - Note: If set to [code]false[/code], nothing is displayed in place of invalid characters. + [b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters. </description> </method> <method name="shaped_text_get_range" qualifiers="const"> @@ -1167,7 +1173,7 @@ <argument index="1" name="direction" type="int" enum="TextServer.Direction" default="0" /> <description> Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale. - Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. + [b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. </description> </method> <method name="shaped_text_set_orientation"> @@ -1176,7 +1182,7 @@ <argument index="1" name="orientation" type="int" enum="TextServer.Orientation" default="0" /> <description> Sets desired text orientation. - Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. + [b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. </description> </method> <method name="shaped_text_set_preserve_control"> @@ -1200,7 +1206,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully. - Note: It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested. + [b]Note:[/b] It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested. </description> </method> <method name="shaped_text_sort_logical"> diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index 29571463d2..99382d5463 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -21,8 +21,8 @@ <argument index="1" name="orientation" type="int" enum="TextServer.Orientation" /> <description> Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method _free] method. - Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. - Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. + [b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. + [b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. </description> </method> <method name="_draw_hex_code_box" qualifiers="virtual const"> @@ -41,7 +41,8 @@ <argument index="0" name="font_rid" type="RID" /> <argument index="1" name="size" type="Vector2i" /> <description> - Removes all rendered glyphs information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually. + Removes all rendered glyphs information from the cache entry. + [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually. </description> </method> <method name="_font_clear_kerning_map" qualifiers="virtual"> @@ -64,7 +65,8 @@ <argument index="0" name="font_rid" type="RID" /> <argument index="1" name="size" type="Vector2i" /> <description> - Removes all textures from font cache entry. Note: This function will not remove glyphs associated with the texture, use [method _font_remove_glyph] to remove them manually. + Removes all textures from font cache entry. + [b]Note:[/b] This function will not remove glyphs associated with the texture, use [method _font_remove_glyph] to remove them manually. </description> </method> <method name="_font_draw_glyph" qualifiers="virtual const"> @@ -77,7 +79,7 @@ <argument index="5" name="color" type="Color" /> <description> Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code]. - Note: Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index]. + [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index]. </description> </method> <method name="_font_draw_glyph_outline" qualifiers="virtual const"> @@ -91,7 +93,7 @@ <argument index="6" name="color" type="Color" /> <description> Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code]. - Note: Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index]. + [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index]. </description> </method> <method name="_font_get_ascent" qualifiers="virtual const"> @@ -129,7 +131,8 @@ <argument index="1" name="size" type="int" /> <argument index="2" name="glyph" type="int" /> <description> - Returns glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved. + Returns glyph advance (offset of the next glyph). + [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved. </description> </method> <method name="_font_get_glyph_contours" qualifiers="virtual const"> @@ -404,7 +407,8 @@ <argument index="1" name="size" type="Vector2i" /> <argument index="2" name="glyph" type="int" /> <description> - Removes specified rendered glyph information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually. + Removes specified rendered glyph information from the cache entry. + [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually. </description> </method> <method name="_font_remove_kerning" qualifiers="virtual"> @@ -446,7 +450,8 @@ <argument index="1" name="size" type="Vector2i" /> <argument index="2" name="texture_index" type="int" /> <description> - Removes specified texture from font cache entry. Note: This function will not remove glyphs associated with the texture, remove them manually, using [method _font_remove_glyph]. + Removes specified texture from font cache entry. + [b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method _font_remove_glyph]. </description> </method> <method name="_font_render_glyph" qualifiers="virtual"> @@ -531,7 +536,7 @@ <argument index="0" name="oversampling" type="float" /> <description> Sets oversampling factor, shared by all font in the TextServer. - Note: This value can be automaticaly changed by display server. + [b]Note:[/b] This value can be automaticaly changed by display server. </description> </method> <method name="_font_set_glyph_advance" qualifiers="virtual"> @@ -541,7 +546,8 @@ <argument index="2" name="glyph" type="int" /> <argument index="3" name="advance" type="Vector2" /> <description> - Sets glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved. + Sets glyph advance (offset of the next glyph). + [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved. </description> </method> <method name="_font_set_glyph_offset" qualifiers="virtual"> @@ -804,7 +810,7 @@ <argument index="0" name="filename" type="String" /> <description> Loads optional TextServer database (e.g. ICU break iterators and dictionaries). - Note: This function should be called before any other TextServer functions used, otherwise it won't have any effect. + [b]Note:[/b] This function should be called before any other TextServer functions used, otherwise it won't have any effect. </description> </method> <method name="_name_to_tag" qualifiers="virtual const"> @@ -834,7 +840,7 @@ <argument index="0" name="filename" type="String" /> <description> Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file. - Note: This function is used by during project export, to include TextServer database. + [b]Note:[/b] This function is used by during project export, to include TextServer database. </description> </method> <method name="_shaped_text_add_object" qualifiers="virtual"> @@ -906,7 +912,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical). - Note: overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline. + [b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline. </description> </method> <method name="_shaped_text_get_carets" qualifiers="virtual const"> @@ -923,7 +929,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical). - Note: overall descent can be higher than font descent, if some glyphs are displaced from the baseline. + [b]Note:[/b] Overall descent can be higher than font descent, if some glyphs are displaced from the baseline. </description> </method> <method name="_shaped_text_get_direction" qualifiers="virtual const"> @@ -1041,7 +1047,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters. - Note: If set to [code]false[/code], nothing is displayed in place of invalid characters. + [b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters. </description> </method> <method name="_shaped_text_get_range" qualifiers="virtual const"> @@ -1176,7 +1182,7 @@ <argument index="1" name="direction" type="int" enum="TextServer.Direction" /> <description> Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale. - Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. + [b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. </description> </method> <method name="_shaped_text_set_orientation" qualifiers="virtual"> @@ -1185,7 +1191,7 @@ <argument index="1" name="orientation" type="int" enum="TextServer.Orientation" /> <description> Sets desired text orientation. - Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. + [b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. </description> </method> <method name="_shaped_text_set_preserve_control" qualifiers="virtual"> @@ -1209,7 +1215,7 @@ <argument index="0" name="shaped" type="RID" /> <description> Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully. - Note: It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested. + [b]Note:[/b] It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested. </description> </method> <method name="_shaped_text_sort_logical" qualifiers="virtual"> diff --git a/doc/classes/TextServerManager.xml b/doc/classes/TextServerManager.xml index aa2177c3b1..d6a1cde945 100644 --- a/doc/classes/TextServerManager.xml +++ b/doc/classes/TextServerManager.xml @@ -5,7 +5,7 @@ </brief_description> <description> [TextServerManager] is the API backend for loading, enumeration and switching [TextServer]s. - Note: Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so. + [b]Note:[/b] Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so. </description> <tutorials> </tutorials> diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 2f5648dda9..52a419ce0f 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. </description> <tutorials> - <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> + <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/ui/gui_skinning.html</link> </tutorials> <methods> <method name="clear"> @@ -497,7 +497,7 @@ Marks [code]theme_type[/code] as being a variation of [code]base_type[/code]. This adds [code]theme_type[/code] as a suggested option for [member Control.theme_type_variation] on a [Control] that is of the [code]base_type[/code] class. Variations can also be nested, i.e. [code]base_type[/code] can be another variation. If a chain of variations ends with a [code]base_type[/code] matching a class of a [Control], the whole chain is going to be suggested as options. - Note: Suggestions only show up if this [Theme] is set as the project default theme. See [member ProjectSettings.gui/theme/custom]. + [b]Note:[/b] Suggestions only show up if this [Theme] is set as the project default theme. See [member ProjectSettings.gui/theme/custom]. </description> </method> </methods> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index ae5c0761b1..d5069dd8f3 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -8,8 +8,8 @@ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. </description> <tutorials> - <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> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link> + <link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index b91f159160..a6ea5738d5 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -22,7 +22,7 @@ <argument index="0" name="time_sec" type="float" default="-1" /> <description> Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if [code]time_sec > 0[/code]. This also resets the remaining time to [code]wait_time[/code]. - [b]Note:[/b] this method will not resume a paused timer. See [member paused]. + [b]Note:[/b] This method will not resume a paused timer. See [member paused]. </description> </method> <method name="stop"> diff --git a/doc/classes/TouchScreenButton.xml b/doc/classes/TouchScreenButton.xml index e75a41a936..f1becb6906 100644 --- a/doc/classes/TouchScreenButton.xml +++ b/doc/classes/TouchScreenButton.xml @@ -30,7 +30,7 @@ </member> <member name="passby_press" type="bool" setter="set_passby_press" getter="is_passby_press_enabled" default="false"> If [code]true[/code], the [signal pressed] and [signal released] signals are emitted whenever a pressed finger goes in and out of the button, even if the pressure started outside the active area of the button. - [b]Note:[/b] this is a "pass-by" (not "bypass") press mode. + [b]Note:[/b] This is a "pass-by" (not "bypass") press mode. </member> <member name="pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed"> The button's texture for the pressed state. diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 4fd788467d..d64752a00f 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,7 +8,7 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 337e7d2693..63a7746328 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -8,7 +8,7 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index b61d5bea0e..4035fb0ad2 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -9,7 +9,7 @@ [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 title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 2e69d6efdf..52fd8c6780 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -9,7 +9,7 @@ [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 title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> </tutorials> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 9f2ea7b2a0..267a0d2e9e 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -9,7 +9,7 @@ [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 title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index bc3712ba3e..2a7ee1ffb8 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -9,7 +9,7 @@ [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 title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> </tutorials> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 06a7177bfc..cdb9e7632b 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. </description> <tutorials> + <link title="Using Viewports">https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html</link> <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> diff --git a/doc/classes/VisualScriptCustomNodes.xml b/doc/classes/VisualScriptCustomNodes.xml deleted file mode 100644 index 1681da7653..0000000000 --- a/doc/classes/VisualScriptCustomNodes.xml +++ /dev/null @@ -1,37 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualScriptCustomNodes" inherits="Object" version="4.0"> - <brief_description> - Manages custom nodes for the Visual Script editor. - </brief_description> - <description> - This singleton can be used to manage (i.e., add or remove) custom nodes for the Visual Script editor. - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_custom_node"> - <return type="void" /> - <argument index="0" name="name" type="String" /> - <argument index="1" name="category" type="String" /> - <argument index="2" name="script" type="Script" /> - <description> - Add a custom Visual Script node to the editor. It'll be placed under "Custom Nodes" with the [code]category[/code] as the parameter. - </description> - </method> - <method name="remove_custom_node"> - <return type="void" /> - <argument index="0" name="name" type="String" /> - <argument index="1" name="category" type="String" /> - <description> - Remove a custom Visual Script node from the editor. Custom nodes already placed on scripts won't be removed. - </description> - </method> - </methods> - <signals> - <signal name="custom_nodes_updated"> - <description> - Emitted when a custom Visual Script node is added or removed. - </description> - </signal> - </signals> -</class> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 2cff70b4f1..b752e94490 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -7,7 +7,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader. </description> <tutorials> - <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> + <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shaders/visual_shaders.html</link> </tutorials> <methods> <method name="clear_default_input_values"> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 68f64ad98e..46d7dd6322 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -7,7 +7,7 @@ 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 title="Shading reference index">https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> + <link title="Shading reference index">https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index eceb651d5e..f6470782ee 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. </description> <tutorials> - <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/voxel_gi.html</link> + <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 682a797b5e..31f05ca06c 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,6 +8,6 @@ The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result. </description> <tutorials> - <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> </class> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index 1a05a7b651..35edf5c2b2 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -9,7 +9,7 @@ The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller. </description> <tutorials> - <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_controller_name" qualifiers="const"> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 2a740ab1e8..ffc2bc138d 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. </description> <tutorials> - <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_camera_feed_id"> diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index cdf319093c..0d8acfeb1b 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. </description> <tutorials> - <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <members> <member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0"> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index 8cc7c872b6..d231bfde74 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -9,7 +9,7 @@ The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them. </description> <tutorials> - <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_joy_id" qualifiers="const"> diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 85170804cc..0929094fd1 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. </description> <tutorials> - <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR documentation index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="add_interface"> diff --git a/doc/tools/makerst.py b/doc/tools/makerst.py index a23324fd24..1ec9627c2c 100755 --- a/doc/tools/makerst.py +++ b/doc/tools/makerst.py @@ -871,7 +871,7 @@ def rstize_text(text, state): # type: (str, State) -> str inside_url = True url_has_name = False elif cmd == "/url": - tag_text = ("" if url_has_name else url_link) + " <" + url_link + ">`_" + tag_text = ("" if url_has_name else url_link) + " <" + url_link + ">`__" tag_depth -= 1 escape_post = True inside_url = False @@ -1053,6 +1053,11 @@ def make_method_signature( ret_type = method_def.return_type.to_rst(state) ref_type = "method" + # FIXME: Need to add proper support for operator methods, but generating a unique + # and valid ref for them is not trivial. + if method_def.name.startswith("operator "): + make_ref = False + out = "" if make_ref: @@ -1102,6 +1107,7 @@ def make_footer(): # type: () -> str ".. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`\n" ".. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`\n" ".. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`\n" + ".. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`\n" ".. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`\n" ) # fmt: on @@ -1126,9 +1132,9 @@ def make_link(url, title): # type: (str, str) -> str # External link, for example: # `http://enet.bespin.org/usergroup0.html` if title != "": - return "`" + title + " <" + url + ">`_" + return "`" + title + " <" + url + ">`__" else: - return "`" + url + " <" + url + ">`_" + return "`" + url + " <" + url + ">`__" if __name__ == "__main__": |