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-rw-r--r--doc/classes/@GlobalScope.xml20
-rw-r--r--doc/classes/Array.xml14
-rw-r--r--doc/classes/AudioEffectCapture.xml75
-rw-r--r--doc/classes/CodeHighlighter.xml40
-rw-r--r--doc/classes/Color.xml22
-rw-r--r--doc/classes/Control.xml3
-rw-r--r--doc/classes/EditorImportPlugin.xml12
-rw-r--r--doc/classes/EditorSyntaxHighlighter.xml6
-rw-r--r--doc/classes/Environment.xml4
-rw-r--r--doc/classes/File.xml5
-rw-r--r--doc/classes/GraphNode.xml7
-rw-r--r--doc/classes/Light3D.xml2
-rw-r--r--doc/classes/Node.xml3
-rw-r--r--doc/classes/Object.xml240
-rw-r--r--doc/classes/PackedScene.xml2
-rw-r--r--doc/classes/ProjectSettings.xml9
-rw-r--r--doc/classes/RenderingDevice.xml32
-rw-r--r--doc/classes/ScriptEditor.xml6
-rw-r--r--doc/classes/ScriptEditorBase.xml11
-rw-r--r--doc/classes/SurfaceTool.xml4
-rw-r--r--doc/classes/SyntaxHighlighter.xml37
-rw-r--r--doc/classes/TextEdit.xml3
-rw-r--r--doc/classes/VisualShaderNodeClamp.xml32
-rw-r--r--doc/classes/VisualShaderNodeIntFunc.xml9
-rw-r--r--doc/classes/VisualShaderNodeMix.xml32
-rw-r--r--doc/classes/VisualShaderNodeScalarClamp.xml15
-rw-r--r--doc/classes/VisualShaderNodeScalarInterp.xml15
-rw-r--r--doc/classes/VisualShaderNodeScalarSmoothStep.xml16
-rw-r--r--doc/classes/VisualShaderNodeScalarSwitch.xml15
-rw-r--r--doc/classes/VisualShaderNodeSmoothStep.xml33
-rw-r--r--doc/classes/VisualShaderNodeStep.xml33
-rw-r--r--doc/classes/VisualShaderNodeSwitch.xml27
-rw-r--r--doc/classes/VisualShaderNodeVectorClamp.xml15
-rw-r--r--doc/classes/VisualShaderNodeVectorInterp.xml15
-rw-r--r--doc/classes/VisualShaderNodeVectorScalarMix.xml15
-rw-r--r--doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml16
-rw-r--r--doc/classes/VisualShaderNodeVectorScalarStep.xml16
-rw-r--r--doc/classes/VisualShaderNodeVectorSmoothStep.xml16
38 files changed, 627 insertions, 250 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index bf81362e79..e5bcc773fe 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2147,7 +2147,25 @@
<constant name="JOY_BUTTON_DPAD_RIGHT" value="14" enum="JoyButtonList">
Game controller D-pad right button.
</constant>
- <constant name="JOY_BUTTON_SDL_MAX" value="15" enum="JoyButtonList">
+ <constant name="JOY_BUTTON_MISC1" value="15" enum="JoyButtonList">
+ Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo capture button.
+ </constant>
+ <constant name="JOY_BUTTON_PADDLE1" value="16" enum="JoyButtonList">
+ Game controller SDL paddle 1 button.
+ </constant>
+ <constant name="JOY_BUTTON_PADDLE2" value="17" enum="JoyButtonList">
+ Game controller SDL paddle 2 button.
+ </constant>
+ <constant name="JOY_BUTTON_PADDLE3" value="18" enum="JoyButtonList">
+ Game controller SDL paddle 3 button.
+ </constant>
+ <constant name="JOY_BUTTON_PADDLE4" value="19" enum="JoyButtonList">
+ Game controller SDL paddle 4 button.
+ </constant>
+ <constant name="JOY_BUTTON_TOUCHPAD" value="20" enum="JoyButtonList">
+ Game controller SDL touchpad button.
+ </constant>
+ <constant name="JOY_BUTTON_SDL_MAX" value="21" enum="JoyButtonList">
The number of SDL game controller buttons.
</constant>
<constant name="JOY_BUTTON_MAX" value="36" enum="JoyButtonList">
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index de3d89ee0f..cea5360234 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -191,11 +191,9 @@
</return>
<argument index="0" name="value" type="Variant">
</argument>
- <argument index="1" name="obj" type="Object">
+ <argument index="1" name="func" type="Callable">
</argument>
- <argument index="2" name="func" type="StringName">
- </argument>
- <argument index="3" name="before" type="bool" default="true">
+ <argument index="2" name="before" type="bool" default="true">
</argument>
<description>
Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a [code]before[/code] specifier can be passed. If [code]false[/code], the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return [code]true[/code] if the first argument is less than the second, and return [code]false[/code] otherwise.
@@ -537,12 +535,10 @@
<method name="sort_custom">
<return type="void">
</return>
- <argument index="0" name="obj" type="Object">
- </argument>
- <argument index="1" name="func" type="StringName">
+ <argument index="0" name="func" type="Callable">
</argument>
<description>
- Sorts the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code].
+ Sorts the array using a custom method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code].
[b]Note:[/b] you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
[codeblocks]
[gdscript]
@@ -553,7 +549,7 @@
return false
var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]]
- my_items.sort_custom(MyCustomSorter, "sort_ascending")
+ my_items.sort_custom(MyCustomSorter.sort_ascending)
print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].
[/gdscript]
[csharp]
diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml
new file mode 100644
index 0000000000..cf3d87c2e4
--- /dev/null
+++ b/doc/classes/AudioEffectCapture.xml
@@ -0,0 +1,75 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AudioEffectCapture" inherits="AudioEffect" version="4.0">
+ <brief_description>
+ Captures audio from an audio bus in real-time.
+ </brief_description>
+ <description>
+ AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer.
+ Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="can_get_buffer" qualifiers="const">
+ <return type="bool">
+ </return>
+ <argument index="0" name="frames" type="int">
+ </argument>
+ <description>
+ Returns [code]true[/code] if at least [code]frames[/code] audio frames are available to read in the internal ring buffer.
+ </description>
+ </method>
+ <method name="clear_buffer">
+ <return type="void">
+ </return>
+ <description>
+ Clears the internal ring buffer.
+ </description>
+ </method>
+ <method name="get_buffer">
+ <return type="PackedVector2Array">
+ </return>
+ <argument index="0" name="frames" type="int">
+ </argument>
+ <description>
+ Gets the next [code]frames[/code] audio samples from the internal ring buffer.
+ Returns a [PackedVector2Array] containing exactly [code]frames[/code] audio samples if available, or an empty [PackedVector2Array] if insufficient data was available.
+ </description>
+ </method>
+ <method name="get_buffer_length_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the total size of the internal ring buffer in frames.
+ </description>
+ </method>
+ <method name="get_discarded_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the number of audio frames discarded from the audio bus due to full buffer.
+ </description>
+ </method>
+ <method name="get_frames_available" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the number of frames available to read using [method get_buffer].
+ </description>
+ </method>
+ <method name="get_pushed_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the number of audio frames inserted from the audio bus.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="buffer_length" type="float" setter="set_buffer_length" getter="get_buffer_length" default="0.1">
+ Length of the internal ring buffer, in seconds.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/CodeHighlighter.xml b/doc/classes/CodeHighlighter.xml
index 7a1dad547b..f078e4e5b0 100644
--- a/doc/classes/CodeHighlighter.xml
+++ b/doc/classes/CodeHighlighter.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CodeHighlighter" inherits="SyntaxHighlighter" version="4.0">
<brief_description>
+ A syntax highlighter for code.
</brief_description>
<description>
+ A syntax highlighter for code.
</description>
<tutorials>
</tutorials>
@@ -10,15 +12,18 @@
<method name="add_color_region">
<return type="void">
</return>
- <argument index="0" name="p_start_key" type="String">
+ <argument index="0" name="start_key" type="String">
</argument>
- <argument index="1" name="p_end_key" type="String">
+ <argument index="1" name="end_key" type="String">
</argument>
- <argument index="2" name="p_color" type="Color">
+ <argument index="2" name="color" type="Color">
</argument>
- <argument index="3" name="p_line_only" type="bool" default="false">
+ <argument index="3" name="line_only" type="bool" default="false">
</argument>
<description>
+ Adds a color region such as comments or strings.
+ Both the start and end keys must be symbols. Only the start key has to be unique.
+ Line only denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
</description>
</method>
<method name="add_keyword_color">
@@ -29,6 +34,8 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
+ Sets the color for a keyword.
+ The keyword cannot contain any symbols except '_'.
</description>
</method>
<method name="add_member_keyword_color">
@@ -39,24 +46,30 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
+ Sets the color for a member keyword.
+ The member keyword cannot contain any symbols except '_'.
+ It will not be highlighted if preceded by a '.'.
</description>
</method>
<method name="clear_color_regions">
<return type="void">
</return>
<description>
+ Removes all color regions.
</description>
</method>
<method name="clear_keyword_colors">
<return type="void">
</return>
<description>
+ Removes all keywords.
</description>
</method>
<method name="clear_member_keyword_colors">
<return type="void">
</return>
<description>
+ Removes all member keywords.
</description>
</method>
<method name="get_keyword_color" qualifiers="const">
@@ -65,6 +78,7 @@
<argument index="0" name="keyword" type="String">
</argument>
<description>
+ Returns the color for a keyword.
</description>
</method>
<method name="get_member_keyword_color" qualifiers="const">
@@ -73,14 +87,16 @@
<argument index="0" name="member_keyword" type="String">
</argument>
<description>
+ Returns the color for a member keyword.
</description>
</method>
<method name="has_color_region" qualifiers="const">
<return type="bool">
</return>
- <argument index="0" name="p_start_key" type="String">
+ <argument index="0" name="start_key" type="String">
</argument>
<description>
+ Return [code]true[/code] if the start key exists, else [code]false[/code].
</description>
</method>
<method name="has_keyword_color" qualifiers="const">
@@ -89,6 +105,7 @@
<argument index="0" name="keyword" type="String">
</argument>
<description>
+ Return [code]true[/code] if the keyword exists, else [code]false[/code].
</description>
</method>
<method name="has_member_keyword_color" qualifiers="const">
@@ -97,14 +114,16 @@
<argument index="0" name="member_keyword" type="String">
</argument>
<description>
+ Return [code]true[/code] if the member keyword exists, else [code]false[/code].
</description>
</method>
<method name="remove_color_region">
<return type="void">
</return>
- <argument index="0" name="p_start_key" type="String">
+ <argument index="0" name="start_key" type="String">
</argument>
<description>
+ Removes the color region that uses that start key.
</description>
</method>
<method name="remove_keyword_color">
@@ -113,6 +132,7 @@
<argument index="0" name="keyword" type="String">
</argument>
<description>
+ Removes the keyword.
</description>
</method>
<method name="remove_member_keyword_color">
@@ -121,23 +141,31 @@
<argument index="0" name="member_keyword" type="String">
</argument>
<description>
+ Removes the member keyword.
</description>
</method>
</methods>
<members>
<member name="color_regions" type="Dictionary" setter="set_color_regions" getter="get_color_regions" default="{}">
+ Sets the color regions. All existing regions will be removed. The [Dictionary] key is the region start and end key, separated by a space. The value is the region color.
</member>
<member name="function_color" type="Color" setter="set_function_color" getter="get_function_color" default="Color( 0, 0, 0, 1 )">
+ Sets color for functions. A function is a non-keyword string followed by a '('.
</member>
<member name="keyword_colors" type="Dictionary" setter="set_keyword_colors" getter="get_keyword_colors" default="{}">
+ Sets the keyword colors. All existing keywords will be removed. The [Dictionary] key is the keyword. The value is the keyword color.
</member>
<member name="member_keyword_colors" type="Dictionary" setter="set_member_keyword_colors" getter="get_member_keyword_colors" default="{}">
+ Sets the member keyword colors. All existing member keyword will be removed. The [Dictionary] key is the member keyword. The value is the member keyword color.
</member>
<member name="member_variable_color" type="Color" setter="set_member_variable_color" getter="get_member_variable_color" default="Color( 0, 0, 0, 1 )">
+ Sets color for member variables. A member variable is non-keyword, non-function string proceeded with a '.'.
</member>
<member name="number_color" type="Color" setter="set_number_color" getter="get_number_color" default="Color( 0, 0, 0, 1 )">
+ Sets the color for numbers.
</member>
<member name="symbol_color" type="Color" setter="set_symbol_color" getter="get_symbol_color" default="Color( 0, 0, 0, 1 )">
+ Sets the color for symbols.
</member>
</members>
<constants>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 8af5f29b65..ce88e0ae88 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
- You can also create a color from standardized color names by using [code]ColorN[/code] ([b]FIXME:[/b] No longer true, a Color(String) constructor should be re-implemented for that) 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 the string constructor 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].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
@@ -54,6 +54,26 @@
<method name="Color" qualifiers="constructor">
<return type="Color">
</return>
+ <argument index="0" name="code" type="String">
+ </argument>
+ <argument index="1" name="alpha" type="float">
+ </argument>
+ <description>
+ Constructs a [Color] either from an HTML color code or from a standardized color name, with [code]alpha[/code] on the range of 0 to 1. Supported color names are the same as the constants.
+ </description>
+ </method>
+ <method name="Color" qualifiers="constructor">
+ <return type="Color">
+ </return>
+ <argument index="0" name="code" type="String">
+ </argument>
+ <description>
+ Constructs a [Color] either from an HTML color code or from a standardized color name. Supported color names are the same as the constants.
+ </description>
+ </method>
+ <method name="Color" qualifiers="constructor">
+ <return type="Color">
+ </return>
<argument index="0" name="r" type="float">
</argument>
<argument index="1" name="g" type="float">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index d94e495a5e..e5285587eb 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -16,8 +16,9 @@
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
</description>
<tutorials>
- <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
+ <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link title="Control node gallery">https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
</tutorials>
<methods>
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index e5401134bf..aa64ab4043 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -16,7 +16,7 @@
return "my.special.plugin"
func get_visible_name():
- return "Special Mesh Importer"
+ return "Special Mesh"
func get_recognized_extensions():
return ["special", "spec"]
@@ -44,8 +44,7 @@
# Fill the Mesh with data read in "file", left as an exercise to the reader.
var filename = save_path + "." + get_save_extension()
- ResourceSaver.save(filename, mesh)
- return OK
+ return ResourceSaver.save(filename, mesh)
[/gdscript]
[csharp]
using Godot;
@@ -60,7 +59,7 @@
public override String GetVisibleName()
{
- return "Special Mesh Importer";
+ return "Special Mesh";
}
public override Godot.Collections.Array GetRecognizedExtensions()
@@ -104,8 +103,7 @@
var mesh = new ArrayMesh();
// Fill the Mesh with data read in "file", left as an exercise to the reader.
String filename = savePath + "." + GetSaveExtension();
- ResourceSaver.Save(filename, mesh);
- return (int)Error.Ok;
+ return (int)ResourceSaver.Save(filename, mesh);
}
}
[/csharp]
@@ -220,7 +218,7 @@
<return type="String">
</return>
<description>
- Gets the name to display in the import window.
+ Gets the name to display in the import window. You should choose this name as a continuation to "Import as", e.g. "Import as Special Mesh".
</description>
</method>
<method name="import" qualifiers="virtual">
diff --git a/doc/classes/EditorSyntaxHighlighter.xml b/doc/classes/EditorSyntaxHighlighter.xml
index 103d95e1d6..b80e81928f 100644
--- a/doc/classes/EditorSyntaxHighlighter.xml
+++ b/doc/classes/EditorSyntaxHighlighter.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSyntaxHighlighter" inherits="SyntaxHighlighter" version="4.0">
<brief_description>
+ Base Syntax highlighter resource for the [ScriptEditor].
</brief_description>
<description>
+ Base syntax highlighter resource all editor syntax highlighters extend from, it is used in the [ScriptEditor].
+ Add a syntax highlighter to an individual script by calling [method ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, call [method ScriptEditor.register_syntax_highlighter]
</description>
<tutorials>
</tutorials>
@@ -11,18 +14,21 @@
<return type="String">
</return>
<description>
+ Virtual method which can be overridden to return the syntax highlighter name.
</description>
</method>
<method name="_get_supported_extentions" qualifiers="virtual">
<return type="Array">
</return>
<description>
+ Virtual method which can be overridden to return the supported file extensions.
</description>
</method>
<method name="_get_supported_languages" qualifiers="virtual">
<return type="Array">
</return>
<description>
+ Virtual method which can be overridden to return the supported language names.
</description>
</method>
</methods>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 9dd4ecc37b..a986ec35c6 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -265,7 +265,9 @@
</member>
<member name="volumetric_fog_light_energy" type="float" setter="set_volumetric_fog_light_energy" getter="get_volumetric_fog_light_energy" default="1.0">
</member>
- <member name="volumetric_fog_shadow_filter" type="int" setter="set_volumetric_fog_shadow_filter" getter="get_volumetric_fog_shadow_filter" enum="Environment.VolumetricFogShadowFilter" default="1">
+ <member name="volumetric_fog_temporal_reprojection_amount" type="float" setter="set_volumetric_fog_temporal_reprojection_amount" getter="get_volumetric_fog_temporal_reprojection_amount" default="0.9">
+ </member>
+ <member name="volumetric_fog_temporal_reprojection_enabled" type="bool" setter="set_volumetric_fog_temporal_reprojection_enabled" getter="is_volumetric_fog_temporal_reprojection_enabled" default="true">
</member>
</members>
<constants>
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 2f7ac551cf..ff03f44789 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -481,8 +481,9 @@
</methods>
<members>
<member name="endian_swap" type="bool" setter="set_endian_swap" getter="get_endian_swap" default="false">
- If [code]true[/code], the file's endianness is swapped. Use this if you're dealing with files written on big-endian machines.
- [b]Note:[/b] This is about the file format, not CPU type. This is always reset to [code]false[/code] whenever you open the file.
+ If [code]true[/code], the file is read with big-endian [url=https://en.wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the file is read with little-endian endianness. If in doubt, leave this to [code]false[/code] as most files are written with little-endian endianness.
+ [b]Note:[/b] [member endian_swap] is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written.
+ [b]Note:[/b] This is always reset to [code]false[/code] whenever you open the file. Therefore, you must set [member endian_swap] [i]after[/i] opening the file, not before.
</member>
</members>
<constants>
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index 4b0ea4dcb1..3a126d89e9 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -260,6 +260,13 @@
Emitted when the GraphNode is moved.
</description>
</signal>
+ <signal name="slot_updated">
+ <argument index="0" name="idx" type="int">
+ </argument>
+ <description>
+ Emitted when any GraphNode's slot is updated.
+ </description>
+ </signal>
<signal name="raise_request">
<description>
Emitted when the GraphNode is requested to be displayed over other ones. Happens on focusing (clicking into) the GraphNode.
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 6c008e4f7e..111473e098 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -78,7 +78,7 @@
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
If [code]true[/code], the light will cast shadows.
</member>
- <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="1.0">
+ <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="0.1">
</member>
<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index e8913f2623..5f0d6462e2 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -623,10 +623,11 @@
</return>
<argument index="0" name="node" type="Node">
</argument>
- <argument index="1" name="keep_data" type="bool" default="false">
+ <argument index="1" name="keep_groups" type="bool" default="false">
</argument>
<description>
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
+ If [code]keep_groups[/code] is [code]true[/code], the [code]node[/code] is added to the same groups that the replaced node is in.
</description>
</method>
<method name="request_ready">
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 6ff7e34194..f55b8597dd 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -10,11 +10,20 @@
Some classes that extend Object add memory management. This is the case of [Reference], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
Property membership can be tested directly in GDScript using [code]in[/code]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var n = Node2D.new()
print("position" in n) # Prints "True".
print("other_property" in n) # Prints "False".
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ // C# has no direct equivalent to GDScript's `in` operator here, but we
+ // can achieve the same behavior by performing `Get` with a null check.
+ GD.Print(node.Get("position") != null); // Prints "True".
+ GD.Print(node.Get("other_property") != null); // Prints "False".
+ [/csharp]
+ [/codeblocks]
The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code].
Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
[b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object].
@@ -96,9 +105,16 @@
</argument>
<description>
Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
- [codeblock]
- call("set", "position", Vector2(42.0, 0.0))
- [/codeblock]
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.call("set", "position", Vector2(42, 0))
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.Call("set", "position", new Vector2(42, 0));
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
</description>
</method>
@@ -109,9 +125,16 @@
</argument>
<description>
Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
- [codeblock]
- call_deferred("set", "position", Vector2(42.0, 0.0))
- [/codeblock]
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.call_deferred("set", "position", Vector2(42, 0))
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.CallDeferred("set", "position", new Vector2(42, 0));
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
</description>
</method>
@@ -124,9 +147,16 @@
</argument>
<description>
Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
- [codeblock]
- callv("set", [ "position", Vector2(42.0, 0.0) ])
- [/codeblock]
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.callv("set", ["position", Vector2(42, 0)])
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.Callv("set", new Godot.Collections.Array { "position", new Vector2(42, 0) });
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="can_translate_messages" qualifiers="const">
@@ -148,23 +178,140 @@
<argument index="3" name="flags" type="int" default="0">
</argument>
<description>
- [b]FIXME:[/b] The syntax changed with the addition of [Callable], this should be updated.
- Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
- A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
- If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
- Examples:
- [codeblock]
- connect("pressed", self, "_on_Button_pressed") # BaseButton signal
- connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
- connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
- [/codeblock]
- An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
- [codeblock]
- connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
- emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
- func _on_Player_hit(hit_by, level, weapon_type, damage):
- print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
- [/codeblock]
+ Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
+ [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommend modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
+ A signal can only be connected once to a [Callable]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
+ If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
+ [b]Examples with recommended syntax:[/b]
+ Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#.
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ var button = Button.new()
+ # `button_down` here is a Signal object, and we thus call the Signal.connect() method,
+ # not Object.connect(). See discussion below for a more in-depth overview of the API.
+ button.button_down.connect(_on_button_down)
+
+ # This assumes that a `Player` class exists which defines a `hit` signal.
+ var player = Player.new()
+ # We use Signal.connect() again, and we also use the Callable.bind() method which
+ # returns a new Callable with the parameter binds.
+ player.hit.connect(_on_player_hit.bind("sword", 100))
+
+ func _on_button_down():
+ print("Button down!")
+
+ func _on_player_hit(weapon_type, damage):
+ print("Hit with weapon %s for %d damage." % [weapon_type, damage])
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ var button = new Button();
+ // C# supports passing signals as events, so we can use this idiomatic construct:
+ button.ButtonDown += OnButtonDown;
+
+ // This assumes that a `Player` class exists which defines a `Hit` signal.
+ var player = new Player();
+ // Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use:
+ player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 });
+ }
+
+ private void OnButtonDown()
+ {
+ GD.Print("Button down!");
+ }
+
+ private void OnPlayerHit(string weaponType, int damage)
+ {
+ GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage));
+ }
+ [/csharp]
+ [/codeblocks]
+ [b][code]Object.connect()[/code] or [code]Signal.connect()[/code]?[/b]
+ As seen above, the recommended method to connect signals is not [method Object.connect]. The code block below shows the four options for connecting signals, using either this legacy method or the recommended [method Signal.connect], and using either an implicit [Callable] or a manually defined one.
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ var button = Button.new()
+ # Option 1: Object.connect() with an implicit Callable for the defined function.
+ button.connect("button_down", _on_button_down)
+ # Option 2: Object.connect() with a constructed Callable using a target object and method name.
+ button.connect("button_down", Callable(self, "_on_button_down"))
+ # Option 3: Signal.connect() with an implicit Callable for the defined function.
+ button.button_down.connect(_on_button_down)
+ # Option 4: Signal.connect() with a constructed Callable using a target object and method name.
+ button.button_down.connect(Callable(self, "_on_button_down"))
+
+ func _on_button_down():
+ print("Button down!")
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ var button = new Button();
+ // Option 1: Object.Connect() with an implicit Callable for the defined function.
+ button.Connect("button_down", OnButtonDown);
+ // Option 2: Object.connect() with a constructed Callable using a target object and method name.
+ button.Connect("button_down", new Callable(self, nameof(OnButtonDown)));
+ // Option 3: Signal.connect() with an implicit Callable for the defined function.
+ button.ButtonDown.Connect(OnButtonDown);
+ // Option 3b: In C#, we can use signals as events and connect with this more idiomatic syntax:
+ button.ButtonDown += OnButtonDown;
+ // Option 4: Signal.connect() with a constructed Callable using a target object and method name.
+ button.ButtonDown.Connect(new Callable(self, nameof(OnButtonDown)));
+ }
+
+ private void OnButtonDown()
+ {
+ GD.Print("Button down!");
+ }
+ [/csharp]
+ [/codeblocks]
+ While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will throw a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will throw a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
+ [b]Parameter bindings and passing:[/b]
+ For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds.
+ One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters.
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ # This assumes that a `Player` class exists which defines a `hit` signal.
+ var player = Player.new()
+ # Option 1: Using Callable.bind().
+ player.hit.connect(_on_player_hit.bind("sword", 100))
+ # Option 2: Using a `binds` Array in Signal.connect() (same syntax for Object.connect()).
+ player.hit.connect(_on_player_hit, ["sword", 100])
+
+ # Parameters added when emitting the signal are passed first.
+ player.emit_signal("hit", "Dark lord", 5)
+
+ # Four arguments, since we pass two when emitting (hit_by, level)
+ # and two when connecting (weapon_type, damage).
+ func _on_player_hit(hit_by, level, weapon_type, damage):
+ print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage])
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ // This assumes that a `Player` class exists which defines a `Hit` signal.
+ var player = new Player();
+ // Option 1: Using Callable.Bind(). This way we can still use signals as events.
+ player.Hit += OnPlayerHit.Bind("sword", 100);
+ // Option 2: Using a `binds` Array in Signal.Connect() (same syntax for Object.Connect()).
+ player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 });
+
+ // Parameters added when emitting the signal are passed first.
+ player.EmitSignal("hit", "Dark lord", 5);
+ }
+
+ // Four arguments, since we pass two when emitting (hitBy, level)
+ // and two when connecting (weaponType, damage).
+ private void OnPlayerHit(string hitBy, int level, string weaponType, int damage)
+ {
+ GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage));
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="disconnect">
@@ -175,8 +322,7 @@
<argument index="1" name="callable" type="Callable">
</argument>
<description>
- [b]FIXME:[/b] The syntax changed with the addition of [Callable], this should be updated.
- Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
+ Disconnects a [code]signal[/code] from a given [code]callable[/code].
If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
</description>
</method>
@@ -187,10 +333,16 @@
</argument>
<description>
Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
- [codeblock]
- emit_signal("hit", weapon_type, damage)
+ [codeblocks]
+ [gdscript]
+ emit_signal("hit", "sword", 100)
emit_signal("game_over")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ EmitSignal("hit", "sword", 100);
+ EmitSignal("game_over");
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="free">
@@ -359,8 +511,7 @@
<argument index="1" name="callable" type="Callable">
</argument>
<description>
- [b]FIXME:[/b] The syntax changed with the addition of [Callable], this should be updated.
- Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].
+ Returns [code]true[/code] if a connection exists for a given [code]signal[/code] and [code]callable[/code].
</description>
</method>
<method name="is_queued_for_deletion" qualifiers="const">
@@ -440,11 +591,20 @@
</argument>
<description>
Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
- [codeblock]
- set_indexed("position", Vector2(42, 0))
- set_indexed("position:y", -10)
- print(position) # (42, -10)
- [/codeblock]
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.set_indexed("position", Vector2(42, 0))
+ node.set_indexed("position:y", -10)
+ print(node.position) # (42, -10)
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.SetIndexed("position", new Vector2(42, 0));
+ node.SetIndexed("position:y", -10);
+ GD.Print(node.Position); // (42, -10)
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="set_message_translation">
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index d15bcfd114..1d9be7f165 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
- Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]).
+ Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [code]owner[/code] property on [Node]).
[b]Note:[/b] The node doesn't need to own itself.
[b]Example of loading a saved scene:[/b]
[codeblocks]
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index fc618206ed..be72f83406 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1088,9 +1088,6 @@
</member>
<member name="rendering/lightmapper/probe_capture_update_speed" type="float" setter="" getter="" default="15">
</member>
- <member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000">
- Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
- </member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
<member name="rendering/quality/2d/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false">
@@ -1306,11 +1303,7 @@
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
- <member name="rendering/volumetric_fog/directional_shadow_shrink" type="int" setter="" getter="" default="512">
- </member>
- <member name="rendering/volumetric_fog/positional_shadow_shrink" type="int" setter="" getter="" default="512">
- </member>
- <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="0">
+ <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128">
</member>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index d0fb2b9d47..84e307b852 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -74,6 +74,8 @@
<method name="compute_list_begin">
<return type="int">
</return>
+ <argument index="0" name="allow_draw_overlap" type="bool" default="false">
+ </argument>
<description>
</description>
</method>
@@ -443,6 +445,24 @@
<description>
</description>
</method>
+ <method name="get_device_name" qualifiers="const">
+ <return type="String">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_device_pipeline_cache_uuid" qualifiers="const">
+ <return type="String">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_device_vendor_name" qualifiers="const">
+ <return type="String">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_frame_delay" qualifiers="const">
<return type="int">
</return>
@@ -823,6 +843,8 @@
</constant>
<constant name="BARRIER_MASK_ALL" value="7">
</constant>
+ <constant name="BARRIER_MASK_NO_BARRIER" value="8">
+ </constant>
<constant name="DATA_FORMAT_R4G4_UNORM_PACK8" value="0" enum="DataFormat">
</constant>
<constant name="DATA_FORMAT_R4G4B4A4_UNORM_PACK16" value="1" enum="DataFormat">
@@ -1587,13 +1609,15 @@
</constant>
<constant name="INITIAL_ACTION_CLEAR_REGION" value="1" enum="InitialAction">
</constant>
- <constant name="INITIAL_ACTION_KEEP" value="2" enum="InitialAction">
+ <constant name="INITIAL_ACTION_CLEAR_REGION_CONTINUE" value="2" enum="InitialAction">
+ </constant>
+ <constant name="INITIAL_ACTION_KEEP" value="3" enum="InitialAction">
</constant>
- <constant name="INITIAL_ACTION_DROP" value="3" enum="InitialAction">
+ <constant name="INITIAL_ACTION_DROP" value="4" enum="InitialAction">
</constant>
- <constant name="INITIAL_ACTION_CONTINUE" value="4" enum="InitialAction">
+ <constant name="INITIAL_ACTION_CONTINUE" value="5" enum="InitialAction">
</constant>
- <constant name="INITIAL_ACTION_MAX" value="5" enum="InitialAction">
+ <constant name="INITIAL_ACTION_MAX" value="6" enum="InitialAction">
</constant>
<constant name="FINAL_ACTION_READ" value="0" enum="FinalAction">
</constant>
diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml
index d5a32dd20c..28620bd29b 100644
--- a/doc/classes/ScriptEditor.xml
+++ b/doc/classes/ScriptEditor.xml
@@ -37,6 +37,7 @@
<return type="ScriptEditorBase">
</return>
<description>
+ Returns the [ScriptEditorBase] object that the user is currently editing.
</description>
</method>
<method name="get_current_script">
@@ -60,6 +61,7 @@
<return type="Array">
</return>
<description>
+ Returns an array with all [ScriptEditorBase] objects which are currently open in editor.
</description>
</method>
<method name="get_open_scripts" qualifiers="const">
@@ -95,6 +97,8 @@
<argument index="0" name="syntax_highlighter" type="EditorSyntaxHighlighter">
</argument>
<description>
+ Registers the [EditorSyntaxHighlighter] to the editor, the [EditorSyntaxHighlighter] will be available on all open scripts.
+ [b]Note:[/b] Does not apply to scripts that are already opened.
</description>
</method>
<method name="unregister_syntax_highlighter">
@@ -103,6 +107,8 @@
<argument index="0" name="syntax_highlighter" type="EditorSyntaxHighlighter">
</argument>
<description>
+ Unregisters the [EditorSyntaxHighlighter] from the editor.
+ [b]Note:[/b] The [EditorSyntaxHighlighter] will still be applied to scripts that are already opened.
</description>
</method>
</methods>
diff --git a/doc/classes/ScriptEditorBase.xml b/doc/classes/ScriptEditorBase.xml
index 9968ae06c3..ee498de302 100644
--- a/doc/classes/ScriptEditorBase.xml
+++ b/doc/classes/ScriptEditorBase.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ScriptEditorBase" inherits="VBoxContainer" version="4.0">
<brief_description>
+ Base editor for editing scripts in the [ScriptEditor].
</brief_description>
<description>
+ Base editor for editing scripts in the [ScriptEditor], this does not include documentation items.
</description>
<tutorials>
</tutorials>
@@ -13,34 +15,40 @@
<argument index="0" name="highlighter" type="Object">
</argument>
<description>
+ Adds a [EditorSyntaxHighlighter] to the open script.
</description>
</method>
</methods>
<signals>
<signal name="edited_script_changed">
<description>
+ Emitted after script validation. For visual scripts on modification.
</description>
</signal>
<signal name="go_to_help">
<argument index="0" name="what" type="String">
</argument>
<description>
+ Emitted when the user requests a specific documentation page.
</description>
</signal>
<signal name="name_changed">
<description>
+ Emitted after script validation or when the edited resource has changed. Not used by visual scripts.
</description>
</signal>
<signal name="replace_in_files_requested">
<argument index="0" name="text" type="String">
</argument>
<description>
+ Emitted when the user request to find and replace text in the file system. Not used by visual scripts.
</description>
</signal>
<signal name="request_help">
<argument index="0" name="topic" type="String">
</argument>
<description>
+ Emitted when the user requests contextual help.
</description>
</signal>
<signal name="request_open_script_at_line">
@@ -49,16 +57,19 @@
<argument index="1" name="line" type="int">
</argument>
<description>
+ Emitted when the user requests a script.
</description>
</signal>
<signal name="request_save_history">
<description>
+ Emitted when the user contextual goto and the item is in the same script.
</description>
</signal>
<signal name="search_in_files_requested">
<argument index="0" name="text" type="String">
</argument>
<description>
+ Emitted when the user request to search text in the file system. Not used by visual scripts.
</description>
</signal>
</signals>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index e10b65e309..331de4284e 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -155,8 +155,8 @@
<argument index="0" name="flip" type="bool" default="false">
</argument>
<description>
- Generates normals from vertices so you do not have to do it manually. If [code]flip[/code] is [code]true[/code], the resulting normals will be inverted.
- Requires the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES].
+ Generates normals from vertices so you do not have to do it manually. If [code]flip[/code] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays].
+ [b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES].
</description>
</method>
<method name="generate_tangents">
diff --git a/doc/classes/SyntaxHighlighter.xml b/doc/classes/SyntaxHighlighter.xml
index 2d6e3de02a..642d75fa9b 100644
--- a/doc/classes/SyntaxHighlighter.xml
+++ b/doc/classes/SyntaxHighlighter.xml
@@ -1,50 +1,83 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SyntaxHighlighter" inherits="Resource" version="4.0">
<brief_description>
+ Base Syntax highlighter resource for [TextEdit].
</brief_description>
<description>
+ Base syntax highlighter resource all syntax highlighters extend from, provides syntax highlighting data to [TextEdit].
+ The associated [TextEdit] node will call into the [SyntaxHighlighter] on a as needed basis.
+ [b]Note:[/b] Each Syntax highlighter instance should not be shared across multiple [TextEdit] nodes.
</description>
<tutorials>
</tutorials>
<methods>
+ <method name="_clear_highlighting_cache" qualifiers="virtual">
+ <return type="void">
+ </return>
+ <description>
+ Virtual method which can be overridden to clear any local caches.
+ </description>
+ </method>
<method name="_get_line_syntax_highlighting" qualifiers="virtual">
<return type="Dictionary">
</return>
- <argument index="0" name="p_line" type="int">
+ <argument index="0" name="line" type="int">
</argument>
<description>
+ Virtual method which can be overridden to return syntax highlighting data.
+ See [method get_line_syntax_highlighting] for more details.
</description>
</method>
<method name="_update_cache" qualifiers="virtual">
<return type="void">
</return>
<description>
+ Virtual method which can be overridden to update any local caches.
</description>
</method>
<method name="clear_highlighting_cache">
<return type="void">
</return>
<description>
+ Clears all cached syntax highlighting data.
+ Then calls overridable method [method _clear_highlighting_cache].
</description>
</method>
<method name="get_line_syntax_highlighting">
<return type="Dictionary">
</return>
- <argument index="0" name="p_line" type="int">
+ <argument index="0" name="line" type="int">
</argument>
<description>
+ Returns syntax highlighting data for a single line. If the line is not cached, calls [method _get_line_syntax_highlighting] to calculate the data.
+ The return [Dictionary] is column number to [Dictionary]. The column number notes the start of a region, the region will end if another region is found, or at the end of the line. The nested [Dictionary] contains the data for that region, currently only the key "color" is supported.
+ [b]Example return:[/b]
+ [codeblock]
+ var color_map = {
+ 0: {
+ "color": Color(1, 0, 0)
+ },
+ 5: {
+ "color": Color(0, 1, 0)
+ }
+ }
+ [/codeblock]
+ This will color columns 0-4 red, and columns 5-eol in green.
</description>
</method>
<method name="get_text_edit">
<return type="TextEdit">
</return>
<description>
+ Returns the associated [TextEdit] node.
</description>
</method>
<method name="update_cache">
<return type="void">
</return>
<description>
+ Clears then updates the [SyntaxHighlighter] caches. Override [method _update_cache] for a callback.
+ [b]Note:[/b] This is called automatically when the associated [TextEdit] node, updates its own cache.
</description>
</method>
</methods>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index af4543374a..539f7afbd8 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -725,6 +725,7 @@
Set additional options for BiDi override.
</member>
<member name="syntax_highlighter" type="SyntaxHighlighter" setter="set_syntax_highlighter" getter="get_syntax_highlighter">
+ Sets the [SyntaxHighlighter] to use.
</member>
<member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
String value of the [TextEdit].
@@ -914,7 +915,7 @@
</constants>
<theme_items>
<theme_item name="background_color" type="Color" default="Color( 0, 0, 0, 0 )">
- Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] has to be enabled.
+ Sets the background [Color] of this [TextEdit].
</theme_item>
<theme_item name="brace_mismatch_color" type="Color" default="Color( 1, 0.2, 0.2, 1 )">
</theme_item>
diff --git a/doc/classes/VisualShaderNodeClamp.xml b/doc/classes/VisualShaderNodeClamp.xml
new file mode 100644
index 0000000000..504171bb13
--- /dev/null
+++ b/doc/classes/VisualShaderNodeClamp.xml
@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeClamp" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ Clamps a value within the visual shader graph.
+ </brief_description>
+ <description>
+ Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeClamp.OpType" default="0">
+ A type of operands and returned value.
+ </member>
+ </members>
+ <constants>
+ <constant name="OP_TYPE_FLOAT" value="0" enum="OpType">
+ A floating-point scalar.
+ </constant>
+ <constant name="OP_TYPE_INT" value="1" enum="OpType">
+ An integer scalar.
+ </constant>
+ <constant name="OP_TYPE_VECTOR" value="2" enum="OpType">
+ A vector type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="3" enum="OpType">
+ Represents the size of the [enum OpType] enum.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeIntFunc.xml b/doc/classes/VisualShaderNodeIntFunc.xml
index 5c68c0ec71..a9f4144a01 100644
--- a/doc/classes/VisualShaderNodeIntFunc.xml
+++ b/doc/classes/VisualShaderNodeIntFunc.xml
@@ -11,7 +11,7 @@
<methods>
</methods>
<members>
- <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIntFunc.Function" default="3">
+ <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIntFunc.Function" default="2">
A function to be applied to the scalar. See [enum Function] for options.
</member>
</members>
@@ -19,13 +19,10 @@
<constant name="FUNC_ABS" value="0" enum="Function">
Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the Godot Shader Language.
</constant>
- <constant name="FUNC_CLAMP" value="1" enum="Function">
- Constrains a parameter between [code]min[/code] and [code]max[/code]. Translates to [code]clamp(x, min, max)[/code] in the Godot Shader Language.
- </constant>
- <constant name="FUNC_NEGATE" value="2" enum="Function">
+ <constant name="FUNC_NEGATE" value="1" enum="Function">
Negates the [code]x[/code] using [code]-(x)[/code].
</constant>
- <constant name="FUNC_SIGN" value="3" enum="Function">
+ <constant name="FUNC_SIGN" value="2" enum="Function">
Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeMix.xml b/doc/classes/VisualShaderNodeMix.xml
new file mode 100644
index 0000000000..c70ac7e599
--- /dev/null
+++ b/doc/classes/VisualShaderNodeMix.xml
@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeMix" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ Linearly interpolates between two values within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]mix(a, b, weight)[/code] in the shader language.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeMix.OpType" default="0">
+ A type of operands and returned value.
+ </member>
+ </members>
+ <constants>
+ <constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
+ A scalar type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR" value="1" enum="OpType">
+ A vector type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR_SCALAR" value="2" enum="OpType">
+ A vector type. [code]weight[/code] port is using a scalar type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="3" enum="OpType">
+ Represents the size of the [enum OpType] enum.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeScalarClamp.xml b/doc/classes/VisualShaderNodeScalarClamp.xml
deleted file mode 100644
index 7432e8dfca..0000000000
--- a/doc/classes/VisualShaderNodeScalarClamp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeScalarClamp" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Clamps a scalar value within the visual shader graph.
- </brief_description>
- <description>
- Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeScalarInterp.xml b/doc/classes/VisualShaderNodeScalarInterp.xml
deleted file mode 100644
index 393ea70e1a..0000000000
--- a/doc/classes/VisualShaderNodeScalarInterp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeScalarInterp" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Linearly interpolates between two scalars within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]mix(a, b, weight)[/code] in the shader language.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeScalarSmoothStep.xml b/doc/classes/VisualShaderNodeScalarSmoothStep.xml
deleted file mode 100644
index e619cc8571..0000000000
--- a/doc/classes/VisualShaderNodeScalarSmoothStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeScalarSmoothStep" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Calculates a scalar SmoothStep function within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeScalarSwitch.xml b/doc/classes/VisualShaderNodeScalarSwitch.xml
deleted file mode 100644
index 2ad5202745..0000000000
--- a/doc/classes/VisualShaderNodeScalarSwitch.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeScalarSwitch" inherits="VisualShaderNodeSwitch" version="4.0">
- <brief_description>
- A boolean/scalar function for use within the visual shader graph.
- </brief_description>
- <description>
- Returns an associated scalar if the provided boolean value is [code]true[/code] or [code]false[/code].
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeSmoothStep.xml b/doc/classes/VisualShaderNodeSmoothStep.xml
new file mode 100644
index 0000000000..fa22d16da8
--- /dev/null
+++ b/doc/classes/VisualShaderNodeSmoothStep.xml
@@ -0,0 +1,33 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeSmoothStep" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ Calculates a SmoothStep function within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
+ Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeSmoothStep.OpType" default="0">
+ A type of operands and returned value.
+ </member>
+ </members>
+ <constants>
+ <constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
+ A scalar type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR" value="1" enum="OpType">
+ A vector type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR_SCALAR" value="2" enum="OpType">
+ A vector type. [code]edge0[/code] and [code]edge1[/code] are using a scalar type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="3" enum="OpType">
+ Represents the size of the [enum OpType] enum.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeStep.xml b/doc/classes/VisualShaderNodeStep.xml
new file mode 100644
index 0000000000..694c144445
--- /dev/null
+++ b/doc/classes/VisualShaderNodeStep.xml
@@ -0,0 +1,33 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeStep" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ Calculates a Step function within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]step(edge, x)[/code] in the shader language.
+ Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeStep.OpType" default="0">
+ A type of operands and returned value.
+ </member>
+ </members>
+ <constants>
+ <constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
+ A scalar type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR" value="1" enum="OpType">
+ A vector type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR_SCALAR" value="2" enum="OpType">
+ A vector type. [code]edge[/code] port is using a scalar type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="3" enum="OpType">
+ Represents the size of the [enum OpType] enum.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeSwitch.xml b/doc/classes/VisualShaderNodeSwitch.xml
index 9f8a12c0fd..3961070a74 100644
--- a/doc/classes/VisualShaderNodeSwitch.xml
+++ b/doc/classes/VisualShaderNodeSwitch.xml
@@ -1,15 +1,38 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeSwitch" inherits="VisualShaderNode" version="4.0">
<brief_description>
- A boolean/vector function for use within the visual shader graph.
+ A selector function for use within the visual shader graph.
</brief_description>
<description>
- Returns an associated vector if the provided boolean value is [code]true[/code] or [code]false[/code].
+ Returns an associated value of the [code]op_type[/code] type if the provided boolean value is [code]true[/code] or [code]false[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
+ <members>
+ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeSwitch.OpType" default="0">
+ A type of operands and returned value.
+ </member>
+ </members>
<constants>
+ <constant name="OP_TYPE_FLOAT" value="0" enum="OpType">
+ A floating-point scalar.
+ </constant>
+ <constant name="OP_TYPE_INT" value="1" enum="OpType">
+ An integer scalar.
+ </constant>
+ <constant name="OP_TYPE_VECTOR" value="2" enum="OpType">
+ A vector type.
+ </constant>
+ <constant name="OP_TYPE_BOOLEAN" value="3" enum="OpType">
+ A boolean type.
+ </constant>
+ <constant name="OP_TYPE_TRANSFORM" value="4" enum="OpType">
+ A transform type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="5" enum="OpType">
+ Represents the size of the [enum OpType] enum.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/VisualShaderNodeVectorClamp.xml b/doc/classes/VisualShaderNodeVectorClamp.xml
deleted file mode 100644
index 567fed8a41..0000000000
--- a/doc/classes/VisualShaderNodeVectorClamp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorClamp" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Clamps a vector value within the visual shader graph.
- </brief_description>
- <description>
- Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeVectorInterp.xml b/doc/classes/VisualShaderNodeVectorInterp.xml
deleted file mode 100644
index b63d34b742..0000000000
--- a/doc/classes/VisualShaderNodeVectorInterp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorInterp" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Linearly interpolates between two vectors within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]weight[/code] is a [Vector3] with weights for each component.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeVectorScalarMix.xml b/doc/classes/VisualShaderNodeVectorScalarMix.xml
deleted file mode 100644
index 791a9e6be1..0000000000
--- a/doc/classes/VisualShaderNodeVectorScalarMix.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorScalarMix" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Linearly interpolates between two vectors using a scalar. For use within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a scalar.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml b/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
deleted file mode 100644
index 580abaf5fe..0000000000
--- a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorScalarSmoothStep" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Calculates a vector SmoothStep function using scalar within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a scalar.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeVectorScalarStep.xml b/doc/classes/VisualShaderNodeVectorScalarStep.xml
deleted file mode 100644
index d61414f3a8..0000000000
--- a/doc/classes/VisualShaderNodeVectorScalarStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorScalarStep" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Calculates a vector Step function within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]step(edge, x)[/code] in the shader language.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeVectorSmoothStep.xml b/doc/classes/VisualShaderNodeVectorSmoothStep.xml
deleted file mode 100644
index 1b77a3c535..0000000000
--- a/doc/classes/VisualShaderNodeVectorSmoothStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVectorSmoothStep" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Calculates a vector SmoothStep function within the visual shader graph.
- </brief_description>
- <description>
- Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a vector.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>