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-rw-r--r--doc/classes/AnimatedTexture.xml16
-rw-r--r--doc/classes/ArrayMesh.xml7
-rw-r--r--doc/classes/AudioStreamSample.xml4
-rw-r--r--doc/classes/Dictionary.xml10
-rw-r--r--doc/classes/EditorSpatialGizmoPlugin.xml6
-rw-r--r--doc/classes/Font.xml2
-rw-r--r--doc/classes/Input.xml9
-rw-r--r--doc/classes/InputEvent.xml8
-rw-r--r--doc/classes/KinematicBody.xml6
-rw-r--r--doc/classes/KinematicBody2D.xml12
-rw-r--r--doc/classes/Light2D.xml1
-rw-r--r--doc/classes/LightOccluder2D.xml1
-rw-r--r--doc/classes/MeshInstance2D.xml1
-rw-r--r--doc/classes/MultiMesh.xml1
-rw-r--r--doc/classes/MultiMeshInstance.xml2
-rw-r--r--doc/classes/OS.xml9
-rw-r--r--doc/classes/Particles.xml1
-rw-r--r--doc/classes/Particles2D.xml1
-rw-r--r--doc/classes/ProjectSettings.xml16
-rw-r--r--doc/classes/RayCast.xml4
-rw-r--r--doc/classes/Rect2.xml2
-rw-r--r--doc/classes/ShaderMaterial.xml1
-rw-r--r--doc/classes/Skeleton.xml4
-rw-r--r--doc/classes/Skeleton2D.xml1
-rw-r--r--doc/classes/SpotLight.xml2
-rw-r--r--doc/classes/Tween.xml2
-rw-r--r--doc/classes/UndoRedo.xml6
-rwxr-xr-xdoc/tools/makerst.py6
28 files changed, 111 insertions, 30 deletions
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index 08cd79e78f..871ae1a701 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -4,7 +4,7 @@
Proxy texture for simple frame-based animations.
</brief_description>
<description>
- [code]AnimatedTexture[/code] is a resource format for simple frame-based animations, where multiple frames textures can be chained automatically with a predefined delay for each frame. It's not a [Node], contrarily to [AnimationPlayer] or [AnimatedSprite], but has the advantage of being usable at any place where a [Texture] resource can be used, e.g. in a [TileSet].
+ [code]AnimatedTexture[/code] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture] resource can be used, e.g. in a [TileSet].
The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
[code]AnimatedTexture[/code] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
</description>
@@ -19,7 +19,7 @@
<argument index="0" name="frame" type="int">
</argument>
<description>
- Retrieves the delayed assigned to the given [code]frame[/code] ID.
+ Returns the given frame's delay value.
</description>
</method>
<method name="get_frame_texture" qualifiers="const">
@@ -28,7 +28,7 @@
<argument index="0" name="frame" type="int">
</argument>
<description>
- Retrieves the [Texture] assigned to the given [code]frame[/code] ID.
+ Returns the given frame's [Texture].
</description>
</method>
<method name="set_frame_delay">
@@ -39,7 +39,7 @@
<argument index="1" name="delay" type="float">
</argument>
<description>
- Defines an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by [member fps]. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be [code]1.0 / fps + delay[/code].
+ Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by [member fps]. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be [code]1.0 / fps + delay[/code].
For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:
[codeblock]
Frame 0: 0.5 s (1 / fps)
@@ -57,15 +57,15 @@
<argument index="1" name="texture" type="Texture">
</argument>
<description>
- Assigns a [Texture] to the given [code]frame[/code] ID. IDs start at 0 (so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1).
- You can define any frame texture up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.
+ Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1.
+ You can define any number of textures up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.
</description>
</method>
</methods>
<members>
<member name="fps" type="float" setter="set_fps" getter="get_fps">
- Number of frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]). Default value: 4.
- For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run over 4 seconds, with one frame each 0.5 seconds.
+ Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]). Default value: 4.
+ For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.
</member>
<member name="frames" type="int" setter="set_frames" getter="get_frames">
Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES]. Default value: 1.
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index bcb9b4f6da..fd66777997 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -53,13 +53,6 @@
Godot uses clockwise winding order for front faces of triangle primitive modes.
</description>
</method>
- <method name="center_geometry">
- <return type="void">
- </return>
- <description>
- Centers the geometry.
- </description>
- </method>
<method name="clear_blend_shapes">
<return type="void">
</return>
diff --git a/doc/classes/AudioStreamSample.xml b/doc/classes/AudioStreamSample.xml
index 77d5f14ab7..fdaa942018 100644
--- a/doc/classes/AudioStreamSample.xml
+++ b/doc/classes/AudioStreamSample.xml
@@ -12,11 +12,13 @@
</demos>
<methods>
<method name="save_to_wav">
- <return type="void">
+ <return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
+ Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
+ Note that a [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
</description>
</method>
</methods>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 9c78853cfe..d87b029676 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -6,8 +6,18 @@
<description>
Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are always passed by reference.
Erasing elements while iterating over them [b]is not supported[/b].
+ Creating a dictionary:
+ [codeblock]
+ var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
+ [/codeblock]
+ To add a key to an existing dictionary, access it like an existing key and assign to it:
+ [codeblock]
+ d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
+ d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
+ [/codeblock]
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml
index a6c0413c19..d49a50893d 100644
--- a/doc/classes/EditorSpatialGizmoPlugin.xml
+++ b/doc/classes/EditorSpatialGizmoPlugin.xml
@@ -137,6 +137,12 @@
Override this method to provide the name that will appear in the gizmo visibility menu.
</description>
</method>
+ <method name="get_priority" qualifiers="virtual">
+ <return type="String">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="has_gizmo" qualifiers="virtual">
<return type="bool">
</return>
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index 3e47b167ef..6cb5e0b17a 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -4,7 +4,7 @@
Internationalized font and text drawing support.
</brief_description>
<description>
- Font contains a unicode compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts. TODO check wikipedia for graph of ascent/baseline/descent/height/etc.
+ Font contains a unicode compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 724e6a078d..29c60f902e 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -325,6 +325,15 @@
Set the mouse mode. See the constants for more information.
</description>
</method>
+ <method name="set_use_accumulated_input">
+ <return type="void">
+ </return>
+ <argument index="0" name="enable" type="bool">
+ </argument>
+ <description>
+ Whether to accumulate similar input events sent by the operating system. Defaults to [code]true[/code].
+ </description>
+ </method>
<method name="start_joy_vibration">
<return type="void">
</return>
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index c880823aee..cd08cd4fe7 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -13,6 +13,14 @@
<demos>
</demos>
<methods>
+ <method name="accumulate">
+ <return type="bool">
+ </return>
+ <argument index="0" name="with_event" type="InputEvent">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="as_text" qualifiers="const">
<return type="String">
</return>
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index a4fade6ab2..4aec75d89f 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -65,7 +65,9 @@
</argument>
<argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
- <argument index="2" name="test_only" type="bool" default="false">
+ <argument index="2" name="exclude_raycast_shapes" type="bool" default="true">
+ </argument>
+ <argument index="3" name="test_only" type="bool" default="false">
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision.
@@ -91,7 +93,7 @@
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
- [i]TODO: Update for new stop_on_slode argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+ If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index b94304b9a8..8aaa7c4ace 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -27,6 +27,12 @@
</argument>
<description>
Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
+ Example usage:
+ [codeblock]
+ for i in get_slide_count():
+ var collision = get_slide_collision(i)
+ print("Collided with: ", collision.collider.name)
+ [/codeblock]
</description>
</method>
<method name="get_slide_count" qualifiers="const">
@@ -91,10 +97,10 @@
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
- [i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+ If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
- Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get more detailed information about collisions that occurred, use [method get_slide_collision].
+ Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
</description>
</method>
<method name="move_and_slide_with_snap">
@@ -138,7 +144,7 @@
If the body is at least this close to another body, this body will consider them to be colliding.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled">
- If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms.
+ If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
</member>
</members>
<constants>
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 0d754f1d4e..3cb785e7b8 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -7,6 +7,7 @@
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index 38b9054411..c7dfe9606b 100644
--- a/doc/classes/LightOccluder2D.xml
+++ b/doc/classes/LightOccluder2D.xml
@@ -7,6 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 7f0136bf77..c26665b6b5 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 0cc9764e36..9bee8e2100 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -10,6 +10,7 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index 5e021dfe9b..866ffffb5f 100644
--- a/doc/classes/MultiMeshInstance.xml
+++ b/doc/classes/MultiMeshInstance.xml
@@ -8,6 +8,8 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree in a forest or grass strands).
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 5e71ed094e..edf8f507f0 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -684,6 +684,15 @@
Request the user attention to the window. It'll flash the taskbar button on Windows or bounce the dock icon on OSX.
</description>
</method>
+ <method name="request_permission">
+ <return type="bool">
+ </return>
+ <argument index="0" name="name" type="String">
+ </argument>
+ <description>
+ At the moment this function is only used by [code]AudioDriverOpenSL[/code] to request permission for [code]RECORD_AUDIO[/code] on Android.
+ </description>
+ </method>
<method name="set_icon">
<return type="void">
</return>
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index b6e31d3576..5d80f32bc2 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -8,6 +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>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index 91c1a0ca9b..53088e909e 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -8,6 +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>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1782edf25d..77a695d070 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -163,7 +163,11 @@
</method>
</methods>
<members>
+ <member name="android/modules" type="String" setter="" getter="">
+ Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. [code]org/godotengine/org/GodotPaymentV3,org/godotengine/godot/MyCustomSingleton"[/code].
+ </member>
<member name="application/boot_splash/bg_color" type="Color" setter="" getter="">
+ Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="">
Scale the boot splash image to the full window length when engine starts (will leave it as default pixel size otherwise).
@@ -319,6 +323,9 @@
<member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="">
Hotspot for the custom mouse cursor image.
</member>
+ <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="">
+ Position offset for tooltips, relative to the hotspot of the mouse cursor.
+ </member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="">
Allow HiDPI display on Windows and OSX. On Desktop Linux, this can't be enabled or disabled.
</member>
@@ -688,10 +695,13 @@
</member>
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="">
</member>
- <member name="rendering/quality/driver/driver_fallback" type="String" setter="" getter="">
- Whether to allow falling back to other graphics drivers if the preferred driver is not available. Best means use the best working driver (this is the default). Never means never fall back to another driver even if it does not work. This means the project will not run if the preferred driver does not function.
- </member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="">
+ Name of the configured video driver ("GLES2" or "GLES3").
+ Note that the backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at runtime.
+ </member>
+ <member name="rendering/quality/driver/fallback_to_gles2" type="bool" setter="" getter="">
+ Whether to allow falling back to the GLES2 driver if the GLES3 driver is not supported. Default value: [code]false[/code].
+ Note that the two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the size of the game data pack.
</member>
<member name="rendering/quality/filters/anisotropic_filter_level" type="int" setter="" getter="">
Maximum Anisotropic filter level used for textures when anisotropy enabled.
diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml
index 61f2737c01..22c70b789f 100644
--- a/doc/classes/RayCast.xml
+++ b/doc/classes/RayCast.xml
@@ -5,10 +5,10 @@
</brief_description>
<description>
A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 3D space in order to find the closest object along the path of the ray.
- RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
+ RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks.
RayCast can be configured to report collisions with [Area]s ([member collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).
Only enabled raycasts will be able to query the space and report collisions.
- RayCast calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
+ RayCast calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 45bfd16cb8..248b3a6010 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -145,7 +145,7 @@
<argument index="0" name="b" type="Rect2">
</argument>
<description>
- Returns a larger Rect2 that contains this Rect2 and [code]with[/code].
+ Returns a larger Rect2 that contains this Rect2 and [code]b[/code].
</description>
</method>
</methods>
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 7491d22479..9b15c6e8b4 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -7,6 +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>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton.xml
index 233df28255..f07329f31f 100644
--- a/doc/classes/Skeleton.xml
+++ b/doc/classes/Skeleton.xml
@@ -259,6 +259,10 @@
</description>
</method>
</methods>
+ <members>
+ <member name="bones_in_world_transform" type="bool" setter="set_use_bones_in_world_transform" getter="is_using_bones_in_world_transform">
+ </member>
+ </members>
<constants>
<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
</constant>
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index d40b8a2fc7..258525c396 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml
index 11f914aac2..56ba2fc5b9 100644
--- a/doc/classes/SpotLight.xml
+++ b/doc/classes/SpotLight.xml
@@ -4,7 +4,7 @@
Spotlight [Light], such as a reflector spotlight or a lantern.
</brief_description>
<description>
- A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight.
+ A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index c3af586b21..f5f50a75b1 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -13,7 +13,7 @@
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
[/codeblock]
- Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector.
+ Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using "property:component" (eg. [code]position:x[/code]), where it would only apply to that particular component.
Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [code]EASE_IN_OUT[/code], and use the one that looks best.
</description>
<tutorials>
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index 8d98bcfdb0..f0980f6414 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -143,6 +143,12 @@
This is useful mostly to check if something changed from a saved version.
</description>
</method>
+ <method name="is_commiting_action" qualifiers="const">
+ <return type="bool">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="redo">
<return type="bool">
</return>
diff --git a/doc/tools/makerst.py b/doc/tools/makerst.py
index 22c0b5d1fd..40dde48432 100755
--- a/doc/tools/makerst.py
+++ b/doc/tools/makerst.py
@@ -950,6 +950,12 @@ def make_method_signature(class_def, method_def, make_ref, state): # type: (Cla
if arg.default_value is not None:
out += '=' + arg.default_value
+ if isinstance(method_def, MethodDef) and method_def.qualifiers is not None and 'vararg' in method_def.qualifiers:
+ if len(method_def.parameters) > 0:
+ out += ', ...'
+ else:
+ out += ' ...'
+
out += ' **)**'
if isinstance(method_def, MethodDef) and method_def.qualifiers is not None: