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-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/CharacterBody3D.xml2
-rw-r--r--doc/classes/ConcavePolygonShape2D.xml2
-rw-r--r--doc/classes/ConcavePolygonShape3D.xml2
-rw-r--r--doc/classes/Label.xml12
-rw-r--r--doc/classes/PackedScene.xml6
-rw-r--r--doc/classes/ParticleProcessMaterial.xml2
-rw-r--r--doc/classes/Performance.xml4
-rw-r--r--doc/classes/PhysicalBone2D.xml4
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml4
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml4
-rw-r--r--doc/classes/PhysicsServer2D.xml8
-rw-r--r--doc/classes/PhysicsServer3D.xml8
-rw-r--r--doc/classes/RichTextLabel.xml12
-rw-r--r--doc/classes/RigidBody2D.xml (renamed from doc/classes/RigidDynamicBody2D.xml)26
-rw-r--r--doc/classes/RigidBody3D.xml (renamed from doc/classes/RigidDynamicBody3D.xml)30
-rw-r--r--doc/classes/Skeleton3D.xml4
-rw-r--r--doc/classes/SoftBody3D.xml (renamed from doc/classes/SoftDynamicBody3D.xml)18
-rw-r--r--doc/classes/StaticBody2D.xml2
-rw-r--r--doc/classes/StaticBody3D.xml2
-rw-r--r--doc/classes/TextServer.xml6
-rw-r--r--doc/classes/TileMap.xml10
-rw-r--r--doc/classes/VehicleBody3D.xml8
-rw-r--r--doc/classes/VehicleWheel3D.xml6
-rw-r--r--doc/classes/VisibleOnScreenEnabler3D.xml2
25 files changed, 96 insertions, 90 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 2d169904f7..2f8e1a7bb8 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -131,7 +131,7 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index cbcd6b3af7..6a1975d40f 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -117,7 +117,7 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml
index 902993e439..ee3e4f6de4 100644
--- a/doc/classes/ConcavePolygonShape2D.xml
+++ b/doc/classes/ConcavePolygonShape2D.xml
@@ -4,7 +4,7 @@
Concave polygon shape resource for 2D physics.
</brief_description>
<description>
- 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
+ 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection.
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first.
[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] node) may give unexpected results: the area will only detect collisions with the segments in the [ConcavePolygonShape2D] (and not with any "inside" of the shape, for example).
diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml
index d22793e52c..f01ca8efaf 100644
--- a/doc/classes/ConcavePolygonShape3D.xml
+++ b/doc/classes/ConcavePolygonShape3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively.
- [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.
+ [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 [RigidBody3D] with a mode other than Static.
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first.
[b]Warning:[/b] Using this shape for an [Area3D] (via a [CollisionShape3D] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results: the area will only detect collisions with the triangle faces in the [ConcavePolygonShape3D] (and not with any "inside" of the shape, for example); moreover it will only detect all such collisions if [member backface_collision] is [code]true[/code].
</description>
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 52b2e9a729..0c4c4a5b09 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -61,10 +61,6 @@
Limits the lines of text the node shows on screen.
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="2" />
- <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0">
- The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
- </member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" />
<member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
@@ -89,10 +85,14 @@
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member percent_visible] accordingly.
+ [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly.
</member>
<member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ </member>
+ <member name="visible_ratio" type="float" setter="set_visible_ratio" getter="get_visible_ratio" default="1.0">
+ The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
</member>
</members>
<theme_items>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index c7fe7d8c37..754d3ac73d 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -22,12 +22,12 @@
AddChild(scene);
[/csharp]
[/codeblocks]
- [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidDynamicBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
+ [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
[codeblocks]
[gdscript]
# Create the objects.
var node = Node2D.new()
- var body = RigidDynamicBody2D.new()
+ var body = RigidBody2D.new()
var collision = CollisionShape2D.new()
# Create the object hierarchy.
@@ -48,7 +48,7 @@
[csharp]
// Create the objects.
var node = new Node2D();
- var body = new RigidDynamicBody2D();
+ var body = new RigidBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml
index b2dca5a2df..1526658eed 100644
--- a/doc/classes/ParticleProcessMaterial.xml
+++ b/doc/classes/ParticleProcessMaterial.xml
@@ -409,7 +409,7 @@
No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes.
</constant>
<constant name="COLLISION_RIGID" value="1" enum="CollisionMode">
- [RigidDynamicBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
+ [RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
</constant>
<constant name="COLLISION_HIDE_ON_CONTACT" value="2" enum="CollisionMode">
Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact.
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index 92fa1040af..381fa3e9ef 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -171,7 +171,7 @@
The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor">
- Number of active [RigidDynamicBody2D] nodes in the game. [i]Lower is better.[/i]
+ Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor">
Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]
@@ -180,7 +180,7 @@
Number of islands in the 2D physics engine. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor">
- Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i]
+ Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor">
Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]
diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml
index 738568ed03..26fce1a90b 100644
--- a/doc/classes/PhysicalBone2D.xml
+++ b/doc/classes/PhysicalBone2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="PhysicalBone2D" inherits="RigidDynamicBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 2D node that can be used for physically aware bones in 2D.
</brief_description>
<description>
- The [code]PhysicalBone2D[/code] node is a [RigidDynamicBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D.
+ The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D.
[b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
[b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node.
</description>
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 93c9f83ff2..fdc3a44e9d 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -4,7 +4,7 @@
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
@@ -146,7 +146,7 @@
<return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
- [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor].
+ [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 62eb9f6ac4..efe63e4093 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -4,7 +4,7 @@
Direct access object to a physics body in the [PhysicsServer3D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces].
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
@@ -146,7 +146,7 @@
<return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
- [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody3D.contact_monitor].
+ [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 7ba52c40c6..5ae7423a71 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -980,11 +980,11 @@
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
</constant>
- <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode">
- Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
+ <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
+ Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
- <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode">
- Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
+ <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode">
+ Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index d4796fe2cf..da9e10c420 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -1340,11 +1340,11 @@
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
</constant>
- <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode">
- Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
+ <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
+ Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
- <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode">
- Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
+ <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode">
+ Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index f96e136a57..f4cbf4c442 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -480,10 +480,6 @@
<member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false">
If [code]true[/code], the label uses the custom font color.
</member>
- <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0">
- The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
- </member>
<member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000">
The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely.
[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled.
@@ -521,10 +517,14 @@
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member percent_visible] accordingly.
+ [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly.
</member>
<member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ </member>
+ <member name="visible_ratio" type="float" setter="set_visible_ratio" getter="get_visible_ratio" default="1.0">
+ The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
</member>
</members>
<signals>
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidBody2D.xml
index 1434affee1..9eedc3a24c 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidDynamicBody2D" inherits="PhysicsBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
- This node implements simulated 2D physics. You do not control a RigidDynamicBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
+ This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode].
- [b]Note:[/b] You should not change a RigidDynamicBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
+ [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
</description>
@@ -124,7 +124,7 @@
Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member>
- <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0">
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody2D.DampMode" default="0">
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
@@ -137,7 +137,7 @@
The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
</member>
- <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0">
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
<member name="constant_force" type="Vector2" setter="set_constant_force" getter="get_constant_force" default="Vector2(0, 0)">
@@ -149,10 +149,10 @@
See [method add_constant_torque].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
- If [code]true[/code], the RigidDynamicBody2D will emit signals when it collides with another RigidDynamicBody2D.
+ If [code]true[/code], the RigidBody2D will emit signals when it collides with another RigidBody2D.
[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
</member>
- <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidDynamicBody2D.CCDMode" default="0">
+ <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0">
Continuous collision detection mode.
Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details.
</member>
@@ -164,7 +164,7 @@
See [member freeze_mode] to set the body's behavior when frozen.
For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
- <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody2D.FreezeMode" default="0">
+ <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidBody2D.FreezeMode" default="0">
The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values.
For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
@@ -179,7 +179,7 @@
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
- <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0">
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody2D.DampMode" default="0">
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
@@ -224,11 +224,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
[param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -237,11 +237,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
[param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidBody3D.xml
index fb747177ae..3ee3f25df1 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidDynamicBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Physics Body which is moved by 3D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
- This is the node that implements full 3D physics. This means that you do not control a RigidDynamicBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
+ This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode].
- [b]Note:[/b] Don't change a RigidDynamicBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
+ [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
</description>
<tutorials>
@@ -114,7 +114,7 @@
<method name="get_inverse_inertia_tensor" qualifiers="const">
<return type="Basis" />
<description>
- Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidDynamicBody3D].
+ Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D].
</description>
</method>
<method name="set_axis_velocity">
@@ -130,11 +130,11 @@
Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
- <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0">
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody3D.DampMode" default="0">
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
- The RigidDynamicBody3D's rotational velocity in [i]radians[/i] per second.
+ The RigidBody3D's rotational velocity in [i]radians[/i] per second.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
@@ -143,7 +143,7 @@
The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
</member>
- <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.CenterOfMassMode" default="0">
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody3D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
<member name="constant_force" type="Vector3" setter="set_constant_force" getter="get_constant_force" default="Vector3(0, 0, 0)">
@@ -155,7 +155,7 @@
See [method add_constant_torque].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
- If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D.
+ If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D.
[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
</member>
<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false">
@@ -170,12 +170,12 @@
See [member freeze_mode] to set the body's behavior when frozen.
For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
</member>
- <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody3D.FreezeMode" default="0">
+ <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidBody3D.FreezeMode" default="0">
The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values.
For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
- This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidDynamicBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
+ This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)">
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
@@ -185,7 +185,7 @@
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
- <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0">
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody3D.DampMode" default="0">
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
@@ -230,11 +230,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
[param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -243,11 +243,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
[param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 75f7a37752..45ca330b87 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -231,7 +231,7 @@
<param index="0" name="exception" type="RID" />
<description>
Adds a collision exception to the physical bone.
- Works just like the [RigidDynamicBody3D] node.
+ Works just like the [RigidBody3D] node.
</description>
</method>
<method name="physical_bones_remove_collision_exception">
@@ -239,7 +239,7 @@
<param index="0" name="exception" type="RID" />
<description>
Removes a collision exception to the physical bone.
- Works just like the [RigidDynamicBody3D] node.
+ Works just like the [RigidBody3D] node.
</description>
</method>
<method name="physical_bones_start_simulation">
diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftBody3D.xml
index 7f0a1d94d0..7006bca6f0 100644
--- a/doc/classes/SoftDynamicBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A soft mesh physics body.
</brief_description>
<description>
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
- [b]Note:[/b] There are many known bugs in [SoftDynamicBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
+ [b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
</description>
<tutorials>
<link title="SoftBody">$DOCS_URL/tutorials/physics/soft_body.html</link>
@@ -92,16 +92,16 @@
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
+ The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
+ The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
</member>
- <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftDynamicBody3D.DisableMode" default="0">
+ <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member>
<member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0">
@@ -109,23 +109,23 @@
<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
</member>
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
- [NodePath] to a [CollisionObject3D] this SoftDynamicBody3D should avoid clipping.
+ [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
</member>
<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
</member>
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
- If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s.
+ If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.
</member>
<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
</member>
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
- The SoftDynamicBody3D's mass.
+ The SoftBody3D's mass.
</member>
</members>
<constants>
<constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode">
- When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftDynamicBody3D].
+ When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D].
Automatically re-added to the physics simulation when the [Node] is processed again.
</constant>
<constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode">
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index e6e3559ae0..21c160b780 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Static body for 2D physics.
- A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody2D], it doesn't consume any CPU resources as long as they don't move.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
[b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml
index a29f5fc147..daa71d1168 100644
--- a/doc/classes/StaticBody3D.xml
+++ b/doc/classes/StaticBody3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Static body for 3D physics.
- A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody3D], it doesn't consume any CPU resources as long as they don't move.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
[b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 9b77d0f58c..aad83211f5 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1632,13 +1632,13 @@
Displays glyphs that are mapped to the first [member Label.visible_characters] or [member RichTextLabel.visible_characters] characters from the beginning of the text.
</constant>
<constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
- Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
+ Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
</constant>
<constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
- Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left.
+ Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left.
</constant>
<constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
- Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the right.
+ Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the right.
</constant>
<constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
No text trimming is performed.
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 5530759628..e76c696021 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -41,7 +41,7 @@
<return type="void" />
<param index="0" name="to_position" type="int" />
<description>
- Adds a layer at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
+ Adds a layer at the given position [param to_position] in the array. If [param to_position] is negative, the position is counted from the end, with [code]-1[/code] adding the layer at the end of the array.
</description>
</method>
<method name="clear">
@@ -285,14 +285,16 @@
<param index="1" name="enabled" type="bool" />
<description>
Enables or disables the layer [param layer]. A disabled layer is not processed at all (no rendering, no physics, etc...).
+ If [param layer] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_modulate">
<return type="void" />
<param index="0" name="layer" type="int" />
- <param index="1" name="enabled" type="Color" />
+ <param index="1" name="modulate" type="Color" />
<description>
Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_name">
@@ -301,6 +303,7 @@
<param index="1" name="name" type="String" />
<description>
Sets a layer's name. This is mostly useful in the editor.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_y_sort_enabled">
@@ -310,6 +313,7 @@
<description>
Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted.
Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behvaior.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_y_sort_origin">
@@ -319,6 +323,7 @@
<description>
Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value.
This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_z_index">
@@ -327,6 +332,7 @@
<param index="1" name="z_index" type="int" />
<description>
Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_pattern">
diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml
index 08309a8ecc..e1689133de 100644
--- a/doc/classes/VehicleBody3D.xml
+++ b/doc/classes/VehicleBody3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VehicleBody3D" inherits="RigidDynamicBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="VehicleBody3D" inherits="RigidBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Physics body that simulates the behavior of a car.
</brief_description>
@@ -13,14 +13,14 @@
</tutorials>
<members>
<member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0">
- Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
+ Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the vehicle reversing.
</member>
- <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidDynamicBody3D" default="40.0" />
+ <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidBody3D" default="40.0" />
<member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0">
The steering angle for the vehicle, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated.
</member>
diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index ac126f824e..827c7e8f57 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -39,7 +39,7 @@
</methods>
<members>
<member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0">
- Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
+ Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83">
The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car.
@@ -48,7 +48,7 @@
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the wheel reversing.
</member>
@@ -56,7 +56,7 @@
The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.
</member>
<member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0">
- The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
+ The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
</member>
<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88">
This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
diff --git a/doc/classes/VisibleOnScreenEnabler3D.xml b/doc/classes/VisibleOnScreenEnabler3D.xml
index 5e03870005..a3f925ed3a 100644
--- a/doc/classes/VisibleOnScreenEnabler3D.xml
+++ b/doc/classes/VisibleOnScreenEnabler3D.xml
@@ -4,7 +4,7 @@
Enables certain nodes only when approximately visible.
</brief_description>
<description>
- The VisibleOnScreenEnabler3D will disable [RigidDynamicBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself.
+ The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself.
If you just want to receive notifications, use [VisibleOnScreenNotifier3D] instead.
[b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot].
[b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene initialization.