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-rw-r--r--doc/classes/File.xml4
-rw-r--r--doc/classes/MultiplayerAPI.xml9
-rw-r--r--doc/classes/Particles.xml9
-rw-r--r--doc/classes/SceneTree.xml4
4 files changed, 19 insertions, 7 deletions
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index bd368e967a..78aa1b1a61 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -9,13 +9,13 @@
[codeblock]
func save(content):
var file = File.new()
- file.open("user://save_game.dat", file.WRITE)
+ file.open("user://save_game.dat", File.WRITE)
file.store_string(content)
file.close()
func load():
var file = File.new()
- file.open("user://save_game.dat", file.READ)
+ file.open("user://save_game.dat", File.READ)
var content = file.get_as_text()
file.close()
return content
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 31904631a9..8c114a55c9 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -60,9 +60,8 @@
<return type="void">
</return>
<description>
- Method used for polling the MultiplayerAPI.
- You only need to worry about this if you are using [member Node.custom_multiplayer] override.
- SceneTree will poll the default MultiplayerAPI for you.
+ Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default [SceneTree] will poll its MultiplayerAPI for you.
+ NOTE: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
</description>
</method>
<method name="send_bytes">
@@ -143,7 +142,7 @@
Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or slaves.
</constant>
<constant name="RPC_MODE_SYNC" value="2" enum="RPCMode">
- Behave like [constant RPC_MODE_REMOTE] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword.
+ Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword.
</constant>
<constant name="RPC_MODE_MASTER" value="3" enum="RPCMode">
Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. Only accepts calls or property changes from the node's network slaves, see [method Node.set_network_master].
@@ -152,7 +151,7 @@
Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master].
</constant>
<constant name="RPC_MODE_REMOTESYNC" value="5" enum="RPCMode">
- Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [constant RPC_MODE_SYNC] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword.
+ Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [code]RPC_MODE_SYNC[/code] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword.
</constant>
<constant name="RPC_MODE_MASTERSYNC" value="6" enum="RPCMode">
Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword.
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index 04177aca25..b03cf6cadb 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -22,6 +22,7 @@
<return type="void">
</return>
<description>
+ Restarts the particle emmission, clearing existing particles.
</description>
</method>
</methods>
@@ -33,14 +34,19 @@
Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
</member>
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
+ [Mesh] that is drawn for the first draw pass.
</member>
<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
+ [Mesh] that is drawn for the second draw pass.
</member>
<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
+ [Mesh] that is drawn for the third draw pass.
</member>
<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
+ [Mesh] that is drawn for the fourth draw pass.
</member>
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes">
+ The number of draw passes when rendering particles.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
If [code]true[/code] particles are being emitted. Default value: [code]true[/code].
@@ -62,6 +68,7 @@
If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code].
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
+ Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
@@ -73,6 +80,7 @@
Speed scaling ratio. Default value: [code]1[/code].
</member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb">
+ The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active.
</member>
</members>
<constants>
@@ -86,6 +94,7 @@
Particles are drawn in order of depth.
</constant>
<constant name="MAX_DRAW_PASSES" value="4">
+ Maximum number of draw passes supported.
</constant>
</constants>
</class>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index b2cde861c8..7c8feae5b3 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -269,6 +269,10 @@
<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
The default [MultiplayerAPI] instance for this SceneTree.
</member>
+ <member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled">
+ If [code]true[/code] (default) enable the automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
+ When [code]false[/code] you need to manually call [method MultiplayerAPI.poll] for processing network packets and delivering RPCs/RSETs. This allows to run RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protecion when accessing the [MultiplayerAPI] from threads.
+ </member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.
</member>