diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/CPUParticles3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/ParticlesMaterial.xml | 6 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/RigidDynamicBody2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/RigidDynamicBody3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/ScrollContainer.xml | 6 |
7 files changed, 20 insertions, 14 deletions
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index 83728a807b..da9c63c0f7 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -96,13 +96,13 @@ Minimum angle. </member> <member name="angular_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> - Each particle's angular velocity will vary along this [Curve]. + Each particle's angular velocity (rotation speed) will vary along this [Curve] over its lifetime. </member> <member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> - Maximum angular velocity. + Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second. </member> <member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> - Minimum angular velocity. + Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second. </member> <member name="anim_offset_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> Each particle's animation offset will vary along this [Curve]. diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index ed778af26a..d2261ed4cc 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -83,13 +83,13 @@ Minimum angle. </member> <member name="angular_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> - Each particle's angular velocity will vary along this [CurveTexture]. + Each particle's angular velocity (rotation speed) will vary along this [CurveTexture] over its lifetime. </member> <member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0"> - Maximum angular velocity. + Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second. </member> <member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0"> - Minimum angular velocity. + Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second. </member> <member name="anim_offset_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Each particle's animation offset will vary along this [CurveTexture]. diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index fbadfd2702..9921974c6e 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -208,7 +208,7 @@ </methods> <members> <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity"> - The body's rotational velocity. + The body's rotational velocity in [i]radians[/i] per second. </member> <member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass"> The body's center of mass position relative to the body's center in the global coordinate system. @@ -223,7 +223,7 @@ The inverse of the mass of the body. </member> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity"> - The body's linear velocity. + The body's linear velocity in pixels per second. </member> <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping"> If [code]true[/code], this body is currently sleeping (not active). diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 58c4294d66..77c99c55b1 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -215,7 +215,7 @@ </methods> <members> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity"> - The body's rotational velocity. + The body's rotational velocity in [i]radians[/i] per second. </member> <member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass"> The body's center of mass position relative to the body's center in the global coordinate system. @@ -230,7 +230,7 @@ The inverse of the mass of the body. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity"> - The body's linear velocity. + The body's linear velocity in units per second. </member> <member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes"> </member> diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml index 0026c49651..b3644711a0 100644 --- a/doc/classes/RigidDynamicBody2D.xml +++ b/doc/classes/RigidDynamicBody2D.xml @@ -121,7 +121,7 @@ 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"> - The body's rotational velocity. + The body'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]. @@ -179,7 +179,7 @@ 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)"> - The body's linear velocity. + The body's linear velocity in pixels per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. </member> <member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false"> If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement. diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 3dffdcbf83..16fced737f 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -127,7 +127,7 @@ 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)"> - RigidDynamicBody3D's rotational velocity. + The RigidDynamicBody3D'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]. @@ -185,7 +185,7 @@ 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)"> - The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. + The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. </member> <member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false"> If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement. diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml index 94d9bfdc31..676c62c93c 100644 --- a/doc/classes/ScrollContainer.xml +++ b/doc/classes/ScrollContainer.xml @@ -16,6 +16,12 @@ <argument index="0" name="control" type="Control" /> <description> Ensures the given [code]control[/code] is visible (must be a direct or indirect child of the ScrollContainer). Used by [member follow_focus]. + [b]Note:[/b] This will not work on a node that was just added during the same frame. If you want to scroll to a newly added child, you must wait until the next frame using [signal SceneTree.process_frame]: + [codeblock] + add_child(child_node) + await get_tree().process_frame + ensure_control_visible(child_node) + [/codeblock] </description> </method> <method name="get_h_scrollbar"> |