diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Color.xml | 3 | ||||
-rw-r--r-- | doc/classes/EditorPlugin.xml | 2 | ||||
-rw-r--r-- | doc/classes/Joint2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/OS.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 2 | ||||
-rw-r--r-- | doc/classes/RichTextLabel.xml | 4 | ||||
-rw-r--r-- | doc/classes/ToolButton.xml | 57 | ||||
-rw-r--r-- | doc/classes/Vector2.xml | 3 | ||||
-rw-r--r-- | doc/classes/Vector2i.xml | 3 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 3 | ||||
-rw-r--r-- | doc/classes/Vector3i.xml | 3 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeSample3D.xml | 26 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeTexture2DArray.xml | 20 | ||||
-rw-r--r-- | doc/classes/bool.xml | 13 |
14 files changed, 72 insertions, 71 deletions
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index b35d4fb36a..17b474531e 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -5,8 +5,9 @@ </brief_description> <description> A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values greater than 1. - You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. + You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. + [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 19583fca28..2fa791a9df 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -22,7 +22,7 @@ </description> </method> <method name="add_control_to_bottom_panel"> - <return type="ToolButton"> + <return type="Button"> </return> <argument index="0" name="control" type="Control"> </argument> diff --git a/doc/classes/Joint2D.xml b/doc/classes/Joint2D.xml index fb0e184c26..b055293b9d 100644 --- a/doc/classes/Joint2D.xml +++ b/doc/classes/Joint2D.xml @@ -15,7 +15,7 @@ When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint. </member> <member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], [member node_a] and [member node_b] can collide. + If [code]true[/code], [member node_a] and [member node_b] can not collide. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> The first body attached to the joint. Must derive from [PhysicsBody2D]. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 23473290c7..105def21ca 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -205,7 +205,7 @@ <return type="String"> </return> <description> - Returns the name of the host OS. Possible values are: [code]"Android"[/code], [code]"Haiku"[/code], [code]"iOS"[/code], [code]"HTML5"[/code], [code]"OSX"[/code], [code]"Server"[/code], [code]"Windows"[/code], [code]"UWP"[/code], [code]"X11"[/code]. + Returns the name of the host OS. Possible values are: [code]"Android"[/code], [code]"iOS"[/code], [code]"HTML5"[/code], [code]"OSX"[/code], [code]"Server"[/code], [code]"Windows"[/code], [code]"UWP"[/code], [code]"X11"[/code]. </description> </method> <method name="get_process_id" qualifiers="const"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 92e5b4a84f..7191492098 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -821,6 +821,8 @@ </member> <member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false"> </member> + <member name="mono/project/auto_update_project" type="bool" setter="" getter="" default="true"> + </member> <member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0"> </member> <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index db036d7d88..d4eba77ffa 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -294,6 +294,10 @@ The currently installed custom effects. This is an array of [RichTextEffect]s. To add a custom effect, it's more convenient to use [method install_effect]. </member> + <member name="fit_content_height" type="bool" setter="set_fit_content_height" getter="is_fit_content_height_enabled" default="false"> + If [code]true[/code], the label's height will be automatically updated to fit its content. + [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. + </member> <member name="meta_underlined" type="bool" setter="set_meta_underline" getter="is_meta_underlined" default="true"> If [code]true[/code], the label underlines meta tags such as [code][url]{text}[/url][/code]. </member> diff --git a/doc/classes/ToolButton.xml b/doc/classes/ToolButton.xml deleted file mode 100644 index f78627b163..0000000000 --- a/doc/classes/ToolButton.xml +++ /dev/null @@ -1,57 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="ToolButton" inherits="Button" version="4.0"> - <brief_description> - Flat button helper class. - </brief_description> - <description> - This is a helper class to generate a flat [Button] (see [member Button.flat]), creating a [ToolButton] is equivalent to: - [codeblock] - var btn = Button.new() - btn.flat = true - [/codeblock] - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="flat" type="bool" setter="set_flat" getter="is_flat" override="true" default="true" /> - </members> - <constants> - </constants> - <theme_items> - <theme_item name="disabled" type="StyleBox"> - [StyleBox] used when the [ToolButton] is disabled. - </theme_item> - <theme_item name="focus" type="StyleBox"> - [StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - </theme_item> - <theme_item name="font" type="Font"> - [Font] of the [ToolButton]'s text. - </theme_item> - <theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> - Default text [Color] of the [ToolButton]. - </theme_item> - <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.95, 1, 0.3 )"> - Text [Color] used when the [ToolButton] is disabled. - </theme_item> - <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> - Text [Color] used when the [ToolButton] is being hovered. - </theme_item> - <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> - Text [Color] used when the [ToolButton] is being pressed. - </theme_item> - <theme_item name="hover" type="StyleBox"> - [StyleBox] used when the [ToolButton] is being hovered. - </theme_item> - <theme_item name="hseparation" type="int" default="3"> - The horizontal space between [ToolButton]'s icon and text. - </theme_item> - <theme_item name="normal" type="StyleBox"> - Default [StyleBox] for the [ToolButton]. - </theme_item> - <theme_item name="pressed" type="StyleBox"> - [StyleBox] used when the [ToolButton] is being pressed. - </theme_item> - </theme_items> -</class> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 64ebc1fa09..7f4a212679 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses floating point coordinates. + It uses floating-point coordinates. See [Vector2i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 71c7aaa4e5..2f7ca985b2 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses integer coordinates. + It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. + [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 29222bb4d1..0c861e5ee2 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -5,7 +5,8 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. - It uses floating point coordinates. + It uses floating-point coordinates. See [Vector3i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index c5aa3d0347..91d64ea609 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -5,7 +5,8 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. - It uses integer coordinates. + It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. + [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/VisualShaderNodeSample3D.xml b/doc/classes/VisualShaderNodeSample3D.xml new file mode 100644 index 0000000000..cf6933ab55 --- /dev/null +++ b/doc/classes/VisualShaderNodeSample3D.xml @@ -0,0 +1,26 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeSample3D" inherits="VisualShaderNode" version="4.0"> + <brief_description> + A base node for nodes which samples 3D textures in the visual shader graph. + </brief_description> + <description> + A virtual class, use the descendants instead. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeSample3D.Source" default="0"> + An input source type. + </member> + </members> + <constants> + <constant name="SOURCE_TEXTURE" value="0" enum="Source"> + Creates internal uniform and provides a way to assign it within node. + </constant> + <constant name="SOURCE_PORT" value="1" enum="Source"> + Use the uniform texture from sampler port. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTexture2DArray.xml b/doc/classes/VisualShaderNodeTexture2DArray.xml new file mode 100644 index 0000000000..3c6d328ed0 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DArray.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DArray" inherits="VisualShaderNodeSample3D" version="4.0"> + <brief_description> + A 2D texture uniform array to be used within the visual shader graph. + </brief_description> + <description> + Translated to [code]uniform sampler2DArray[/code] in the shader language. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="texture_array" type="Texture2DArray" setter="set_texture_array" getter="get_texture_array"> + A source texture array. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index 4482a280b2..869fc14d40 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -4,14 +4,14 @@ Boolean built-in type. </brief_description> <description> - Boolean is a built-in type. It can represent any data type that is either a true or false value. You can think of it as an switch with on or off (1 or 0) setting. It's often used as part of programming logic in condition statements like [code]if[/code] statements. - [b]Note:[/b] In a code below [code]if can_shoot[/code] is equivalent of [code]if can_shoot == true[/code]. It is good practice to follow the natural spoken language structure when possible. Use [code]if can_shoot[/code] rather than [code]if can_shoot == true[/code] and use [code]if not can_shoot[/code] rather than [code]if can_shoot == false[/code]. + Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements. + Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code]. [codeblock] var can_shoot = true func shoot(): if can_shoot: - # Perform shooting actions here. + pass # Perform shooting actions here. [/codeblock] The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code]. [b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed. @@ -46,7 +46,7 @@ <argument index="0" name="from" type="int"> </argument> <description> - Cast an [int] value to a boolean value, this method will return [code]true[/code] if called with an integer value different to 0 and [code]false[/code] in other case. + Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints. </description> </method> <method name="bool"> @@ -55,7 +55,7 @@ <argument index="0" name="from" type="float"> </argument> <description> - Cast a [float] value to a boolean value, this method will return [code]true[/code] if called with a floating-point value different to 0 and [code]false[/code] in other case. + Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats. </description> </method> <method name="bool"> @@ -64,7 +64,8 @@ <argument index="0" name="from" type="String"> </argument> <description> - Cast a [String] value to a boolean value, this method will return [code]true[/code] if called with a non-empty string and [code]false[/code] in other case. Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code]. + Cast a [String] value to a boolean value, this method will return [code]false[/code] if [code]""[/code] is passed in, and [code]true[/code] for all non-empty strings. + Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code]. </description> </method> </methods> |