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-rw-r--r--doc/classes/@GlobalScope.xml68
-rw-r--r--doc/classes/AnimatedTexture.xml1
-rw-r--r--doc/classes/AtlasTexture.xml1
-rw-r--r--doc/classes/BaseMaterial3D.xml13
-rw-r--r--doc/classes/CameraTexture.xml1
-rw-r--r--doc/classes/CanvasTexture.xml1
-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/CompressedCubemap.xml9
-rw-r--r--doc/classes/CompressedCubemapArray.xml9
-rw-r--r--doc/classes/CompressedTexture2D.xml15
-rw-r--r--doc/classes/CompressedTexture2DArray.xml9
-rw-r--r--doc/classes/CompressedTexture3D.xml6
-rw-r--r--doc/classes/CompressedTextureLayered.xml10
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/Cubemap.xml5
-rw-r--r--doc/classes/CubemapArray.xml5
-rw-r--r--doc/classes/CurveTexture.xml1
-rw-r--r--doc/classes/CurveXYZTexture.xml1
-rw-r--r--doc/classes/DirectionalLight2D.xml3
-rw-r--r--doc/classes/DisplayServer.xml13
-rw-r--r--doc/classes/EditorDebuggerPlugin.xml116
-rw-r--r--doc/classes/EditorDebuggerSession.xml86
-rw-r--r--doc/classes/EditorFeatureProfile.xml5
-rw-r--r--doc/classes/EditorInterface.xml12
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml2
-rw-r--r--doc/classes/EditorPlugin.xml4
-rw-r--r--doc/classes/EditorSpinSlider.xml2
-rw-r--r--doc/classes/EditorUndoRedoManager.xml2
-rw-r--r--doc/classes/Engine.xml5
-rw-r--r--doc/classes/GPUParticles2D.xml7
-rw-r--r--doc/classes/GPUParticles3D.xml6
-rw-r--r--doc/classes/GeometryInstance3D.xml5
-rw-r--r--doc/classes/GradientTexture1D.xml1
-rw-r--r--doc/classes/GradientTexture2D.xml1
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/ImageTexture.xml3
-rw-r--r--doc/classes/ImageTexture3D.xml5
-rw-r--r--doc/classes/ImageTextureLayered.xml6
-rw-r--r--doc/classes/MeshTexture.xml1
-rw-r--r--doc/classes/MissingNode.xml2
-rw-r--r--doc/classes/MissingResource.xml2
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml26
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml30
-rw-r--r--doc/classes/PlaceholderCubemap.xml4
-rw-r--r--doc/classes/PlaceholderCubemapArray.xml4
-rw-r--r--doc/classes/PlaceholderMaterial.xml4
-rw-r--r--doc/classes/PlaceholderMesh.xml5
-rw-r--r--doc/classes/PlaceholderTexture2D.xml6
-rw-r--r--doc/classes/PlaceholderTexture2DArray.xml4
-rw-r--r--doc/classes/PlaceholderTexture3D.xml5
-rw-r--r--doc/classes/PlaceholderTextureLayered.xml6
-rw-r--r--doc/classes/PortableCompressedTexture2D.xml3
-rw-r--r--doc/classes/PrimitiveMesh.xml6
-rw-r--r--doc/classes/ProgressBar.xml2
-rw-r--r--doc/classes/ProjectSettings.xml38
-rw-r--r--doc/classes/Range.xml3
-rw-r--r--doc/classes/RenderingDevice.xml9
-rw-r--r--doc/classes/RenderingServer.xml8
-rw-r--r--doc/classes/RigidBody2D.xml2
-rw-r--r--doc/classes/RigidBody3D.xml2
-rw-r--r--doc/classes/ScrollBar.xml1
-rw-r--r--doc/classes/Slider.xml2
-rw-r--r--doc/classes/SpinBox.xml2
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/Texture.xml2
-rw-r--r--doc/classes/Texture2D.xml16
-rw-r--r--doc/classes/Texture2DArray.xml3
-rw-r--r--doc/classes/Texture3D.xml16
-rw-r--r--doc/classes/TextureLayered.xml22
-rw-r--r--doc/classes/TextureProgressBar.xml2
-rw-r--r--doc/classes/Translation.xml6
-rw-r--r--doc/classes/Tree.xml8
-rw-r--r--doc/classes/ViewportTexture.xml1
-rw-r--r--doc/classes/XRInterface.xml20
-rw-r--r--doc/classes/XRInterfaceExtension.xml7
-rw-r--r--doc/classes/float.xml7
-rw-r--r--doc/classes/int.xml7
79 files changed, 550 insertions, 195 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index ed404ea504..09713bce2f 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2734,17 +2734,10 @@
<constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="21" enum="PropertyHint">
Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="22" enum="PropertyHint">
- Hints that an image is compressed using lossy compression. The editor does not internally use this property hint.
+ <constant name="PROPERTY_HINT_OBJECT_ID" value="22" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="23" enum="PropertyHint">
- Hints that an image is compressed using lossless compression. The editor does not internally use this property hint.
- </constant>
- <constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint">
- </constant>
- <constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint">
- Hints that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types.
- [b]Example:[/b]
+ <constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint">
+ Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance:
[codeblock]
hint_string = "%s:" % [TYPE_INT] # Array of integers.
hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
@@ -2753,56 +2746,53 @@
[/codeblock]
[b]Note:[/b] The final colon is required for properly detecting built-in types.
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="27" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="25" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="28" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="26" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="29" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="27" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="30" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="28" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="31" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="29" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="32" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="30" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="33" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="31" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="34" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="32" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="35" enum="PropertyHint">
- Hints that a property's size (in bytes) is too big to be displayed, when debugging a running project. The debugger uses this hint internally.
+ <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="33" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="36" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="34" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_SAVE_FILE" value="35" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="38" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="36" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="37" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="38" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
- Hints that a [String] property is a locale code. Editing it will show a locale dialog for picking language and country.
+ <constant name="PROPERTY_HINT_LOCALE_ID" value="40" enum="PropertyHint">
+ Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
</constant>
- <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint">
- Hints that a [Dictionary] property is string translation map. Dictionary keys are locale codes and, values are translated strings.
+ <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="41" enum="PropertyHint">
+ Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
</constant>
- <constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_TYPE" value="42" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="45" enum="PropertyHint">
- Hints that a [Quaternion] property should disable the temporary euler editor.
+ <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="43" enum="PropertyHint">
+ Hints that a quaternion property should disable the temporary euler editor.
</constant>
- <constant name="PROPERTY_HINT_PASSWORD" value="46" enum="PropertyHint">
- Hints that a [String] property is a password. Every character of the string is displayed as the secret character (typically [code]*[/code]).
- An optional placeholder text can be shown on its input field, similarly to [constant PROPERTY_HINT_PLACEHOLDER_TEXT].
+ <constant name="PROPERTY_HINT_PASSWORD" value="44" enum="PropertyHint">
+ Hints that a string property is a password, and every character is replaced with the secret character.
</constant>
- <constant name="PROPERTY_HINT_MAX" value="47" enum="PropertyHint">
- Represents the size of the [enum PropertyHint] enum.
+ <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
The property is not stored, and does not display in the editor. This is the default for non-exported properties.
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index f0c86ba47b..57a7f86901 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -57,6 +57,7 @@
<member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false">
If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
</member>
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 809d983a9d..fc75459e46 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -23,5 +23,6 @@
<member name="region" type="Rect2" setter="set_region" getter="get_region" default="Rect2(0, 0, 0, 0)">
The region used to draw the [member atlas].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index de980eab0c..fbb31cadcd 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -529,13 +529,13 @@
The material will use the texture's alpha values for transparency.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
- The material will cut off all values below a threshold, the rest will remain opaque.
+ The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
- The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass.
+ The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass.
</constant>
<constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.
@@ -613,13 +613,14 @@
Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
- Default depth draw mode. Depth is drawn only for opaque objects.
+ Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
- Depth draw is calculated for both opaque and transparent objects.
+ Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.
+ [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
- No depth draw.
+ Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
@@ -631,7 +632,7 @@
No culling is performed.
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags">
- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
+ Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags">
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml
index 8eedfe3580..e7020c869e 100644
--- a/doc/classes/CameraTexture.xml
+++ b/doc/classes/CameraTexture.xml
@@ -16,6 +16,7 @@
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml
index 2dc83790c7..d5bf65835f 100644
--- a/doc/classes/CanvasTexture.xml
+++ b/doc/classes/CanvasTexture.xml
@@ -17,6 +17,7 @@
The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)">
The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
</member>
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 0111ef804e..7395556d05 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
- <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link>
+ <link title="Using CharacterBody2D">$DOCS_URL/tutorials/physics/using_character_body_2d.html</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials>
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
index fbb0879fdc..10ee266897 100644
--- a/doc/classes/CompressedCubemap.xml
+++ b/doc/classes/CompressedCubemap.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ 6-sided texture typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Cubemap] for a general description of cubemaps.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
index ff096cea47..4221241910 100644
--- a/doc/classes/CompressedCubemapArray.xml
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 6-sided textures typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [CubemapArray] for a general description of cubemap arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index f74265b8d5..660062af7b 100644
--- a/doc/classes/CompressedTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -1,10 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A [code].ctex[/code] texture.
+ Texture with 2 dimensions, optionally compressed.
</brief_description>
<description>
- A texture that is loaded from a [code].ctex[/code] file.
+ A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -13,13 +19,14 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
- Loads the texture from the given path.
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
- The CompressedTexture's file path to a [code].ctex[/code] file.
+ The [CompressedTexture2D]'s file path to a [code].ctex[/code] file.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
index 0c751759af..0bd894a2da 100644
--- a/doc/classes/CompressedTexture2DArray.xml
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 2-dimensional textures, optionally compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture2DArray] for a general description of texture arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml
index 50bd025861..b11583b684 100644
--- a/doc/classes/CompressedTexture3D.xml
+++ b/doc/classes/CompressedTexture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions, optionally compressed.
</brief_description>
<description>
+ [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system.
+ [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture3D] for a general description of 3D textures.
</description>
<tutorials>
</tutorials>
@@ -11,11 +15,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file.
</member>
</members>
</class>
diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 547679c0f0..376483ae5c 100644
--- a/doc/classes/CompressedTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -1,8 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture arrays that can optionally be compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -11,11 +19,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture at [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The path the texture should be loaded from.
</member>
</members>
</class>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index e1dd2819b2..2159001a30 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1048,7 +1048,7 @@
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value.
- [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
+ [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
</member>
<member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml
index 0cdebeda95..46ddede9b1 100644
--- a/doc/classes/Cubemap.xml
+++ b/doc/classes/Cubemap.xml
@@ -4,8 +4,9 @@
6-sided texture typically used in 3D rendering.
</brief_description>
<description>
- A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections (see [ReflectionProbe]) in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
- This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of Cubemap resources.
+ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
+ This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 07e401a13d..2fd55b66c6 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -5,8 +5,9 @@
</brief_description>
<description>
[CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
- Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
- Internally Godot, uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
+ Internally, Godot uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>
diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml
index 85473fc237..03e008d738 100644
--- a/doc/classes/CurveTexture.xml
+++ b/doc/classes/CurveTexture.xml
@@ -13,6 +13,7 @@
<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
The [Curve] that is rendered onto the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
</member>
diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml
index e3f2e8fc45..8c4e2dce0f 100644
--- a/doc/classes/CurveXYZTexture.xml
+++ b/doc/classes/CurveXYZTexture.xml
@@ -19,6 +19,7 @@
<member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z">
The [Curve] that is rendered onto the texture's blue channel.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="width" type="int" setter="set_width" getter="get_width" default="256">
The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
</member>
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index a1b8ea86be..7a54980c19 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Directional light from a distance.
</brief_description>
<description>
+ A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
</description>
<tutorials>
</tutorials>
@@ -11,6 +13,7 @@
The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0">
+ Maximum distance this light covers. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (due to more objects being included in shadow rendering).
</member>
</members>
</class>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 113987bb52..0039301bf6 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1638,8 +1638,9 @@
Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="WindowMode">
- Exclusive full screen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
- Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ Exclusive full screen window mode. This mode is implemented on Windows and macOS only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
+ [b]On Windows:[/b] Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ [b]On macOS:[/b] Exclusive full-screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.
Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
@@ -1725,9 +1726,17 @@
</constant>
<constant name="WINDOW_VIEW" value="2" enum="HandleType">
Window view:
+ - Windows: [code]HDC[/code] for the window (only with the GL Compatibility renderer).
- macOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
+ <constant name="OPENGL_CONTEXT" value="3" enum="HandleType">
+ OpenGL context (only with the GL Compatibility renderer):
+ - Windows: [code]HGLRC[/code] for the window.
+ - Linux: [code]GLXContext*[/code] for the window.
+ - MacOS: [code]NSOpenGLContext*[/code] for the window.
+ - Android: [code]EGLContext[/code] for the window.
+ </constant>
<constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
Utterance has begun to be spoken.
</constant>
diff --git a/doc/classes/EditorDebuggerPlugin.xml b/doc/classes/EditorDebuggerPlugin.xml
index c3e0a995c6..10da1edd56 100644
--- a/doc/classes/EditorDebuggerPlugin.xml
+++ b/doc/classes/EditorDebuggerPlugin.xml
@@ -1,88 +1,88 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorDebuggerPlugin" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="EditorDebuggerPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A base class to implement debugger plugins.
</brief_description>
<description>
[EditorDebuggerPlugin] provides functions related to the editor side of the debugger.
- You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin.
- Do not free or reparent this node, otherwise it becomes unusable.
- To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first.
+ To interact with the debugger, an instance of this class must be added to the editor via [method EditorPlugin.add_debugger_plugin].
+ Once added, the [method _setup_session] callback will be called for every [EditorDebuggerSession] available to the plugin, and when new ones are created (the sessions may be inactive during this stage).
+ You can retrieve the available [EditorDebuggerSession]s via [method get_sessions] or get a specific one via [method get_session].
+ [codeblocks]
+ [gdscript]
+ @tool
+ extends EditorPlugin
+
+ class ExampleEditorDebugger extends EditorDebuggerPlugin:
+
+ func _has_capture(prefix):
+ # Return true if you wish to handle message with this prefix.
+ return prefix == "my_plugin"
+
+ func _capture(message, data, session_id):
+ if message == "my_plugin:ping":
+ get_session(session_id).send_message("my_plugin:echo", data)
+
+ func _setup_session(session_id):
+ # Add a new tab in the debugger session UI containing a label.
+ var label = Label.new()
+ label.name = "Example plugin"
+ label.text = "Example plugin"
+ var session = get_session(session_id)
+ # Listens to the session started and stopped signals.
+ session.started.connect(func (): print("Session started"))
+ session.stopped.connect(func (): print("Session stopped"))
+ session.add_session_tab(label)
+
+ var debugger = ExampleEditorDebugger.new()
+
+ func _enter_tree():
+ add_debugger_plugin(debugger)
+
+ func _exit_tree():
+ remove_debugger_plugin(debugger)
+ [/gdscript]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
<methods>
- <method name="has_capture">
- <return type="bool" />
- <param index="0" name="name" type="StringName" />
- <description>
- Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
- </description>
- </method>
- <method name="is_breaked">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
- </description>
- </method>
- <method name="is_debuggable">
+ <method name="_capture" qualifiers="virtual">
<return type="bool" />
+ <param index="0" name="message" type="String" />
+ <param index="1" name="data" type="Array" />
+ <param index="2" name="session_id" type="int" />
<description>
- Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
+ Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the message (which you can retrieve via [method get_session]).
</description>
</method>
- <method name="is_session_active">
+ <method name="_has_capture" qualifiers="virtual const">
<return type="bool" />
+ <param index="0" name="capture" type="String" />
<description>
- Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
+ Override this method to enable receiving messages from the debugger. If [param capture] is "my_message" then messages starting with "my_message:" will be passes to the [method _capture] method.
</description>
</method>
- <method name="register_message_capture">
+ <method name="_setup_session" qualifiers="virtual">
<return type="void" />
- <param index="0" name="name" type="StringName" />
- <param index="1" name="callable" type="Callable" />
+ <param index="0" name="session_id" type="int" />
<description>
- Registers a message capture with given [param name]. If [param name] is "my_message" then messages starting with "my_message:" will be called with the given callable.
- Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code].
+ Override this method to be notified whenever a new [EditorDebuggerSession] is created (the session may be inactive during this stage).
</description>
</method>
- <method name="send_message">
- <return type="void" />
- <param index="0" name="message" type="String" />
- <param index="1" name="data" type="Array" />
+ <method name="get_session">
+ <return type="EditorDebuggerSession" />
+ <param index="0" name="id" type="int" />
<description>
- Sends a message with given [param message] and [param data] array.
+ Returns the [EditorDebuggerSession] with the given [param id].
</description>
</method>
- <method name="unregister_message_capture">
- <return type="void" />
- <param index="0" name="name" type="StringName" />
+ <method name="get_sessions">
+ <return type="Array" />
<description>
- Unregisters the message capture with given name.
+ Returns an array of [EditorDebuggerSession] currently available to this debugger plugin.
+ Note: Not sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active]
</description>
</method>
</methods>
- <signals>
- <signal name="breaked">
- <param index="0" name="can_debug" type="bool" />
- <description>
- Emitted when the game enters a break state.
- </description>
- </signal>
- <signal name="continued">
- <description>
- Emitted when the game exists a break state.
- </description>
- </signal>
- <signal name="started">
- <description>
- Emitted when the debugging starts.
- </description>
- </signal>
- <signal name="stopped">
- <description>
- Emitted when the debugging stops.
- </description>
- </signal>
- </signals>
</class>
diff --git a/doc/classes/EditorDebuggerSession.xml b/doc/classes/EditorDebuggerSession.xml
new file mode 100644
index 0000000000..faf528c143
--- /dev/null
+++ b/doc/classes/EditorDebuggerSession.xml
@@ -0,0 +1,86 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorDebuggerSession" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ A class to interact with the editor debugger.
+ </brief_description>
+ <description>
+ This class cannot be directly instantiated and must be retrieved via a [EditorDebuggerPlugin].
+ You can add tabs to the session UI via [method add_session_tab], send messages via [method send_message], and toggle [EngineProfiler]s via [method toggle_profiler].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_session_tab">
+ <return type="void" />
+ <param index="0" name="control" type="Control" />
+ <description>
+ Adds the given [param control] to the debug session UI in the debugger bottom panel.
+ </description>
+ </method>
+ <method name="is_active">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the debug session is currently attached to a remote instance.
+ </description>
+ </method>
+ <method name="is_breaked">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the attached remote instance is currently in the debug loop.
+ </description>
+ </method>
+ <method name="is_debuggable">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the attached remote instance can be debugged.
+ </description>
+ </method>
+ <method name="remove_session_tab">
+ <return type="void" />
+ <param index="0" name="control" type="Control" />
+ <description>
+ Removes the given [param control] from the debug session UI in the debugger bottom panel.
+ </description>
+ </method>
+ <method name="send_message">
+ <return type="void" />
+ <param index="0" name="message" type="String" />
+ <param index="1" name="data" type="Array" default="[]" />
+ <description>
+ Sends the given [param message] to the attached remote instance, optionally passing additionally [param data]. See [EngineDebugger] for how to retrieve those messages.
+ </description>
+ </method>
+ <method name="toggle_profiler">
+ <return type="void" />
+ <param index="0" name="profiler" type="String" />
+ <param index="1" name="enable" type="bool" />
+ <param index="2" name="data" type="Array" default="[]" />
+ <description>
+ Toggle the given [param profiler] on the attached remote instance, optionally passing additionally [param data]. See [EngineProfiler] for more details.
+ </description>
+ </method>
+ </methods>
+ <signals>
+ <signal name="breaked">
+ <param index="0" name="can_debug" type="bool" />
+ <description>
+ Emitted when the attached remote instance enters a break state. If [param can_debug] is [code]true[/code], the remote instance will enter the debug loop.
+ </description>
+ </signal>
+ <signal name="continued">
+ <description>
+ Emitted when the attached remote instance exits a break state.
+ </description>
+ </signal>
+ <signal name="started">
+ <description>
+ Emitted when a remote instance is attached to this session (i.e. the session becomes active).
+ </description>
+ </signal>
+ <signal name="stopped">
+ <description>
+ Emitted when a remote instance is detached from this session (i.e. the session becomes inactive).
+ </description>
+ </signal>
+ </signals>
+</class>
diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml
index 99e97fc25f..27f61f1bd8 100644
--- a/doc/classes/EditorFeatureProfile.xml
+++ b/doc/classes/EditorFeatureProfile.xml
@@ -116,7 +116,10 @@
<constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature">
The Import dock. If this feature is disabled, the Import dock won't be visible.
</constant>
- <constant name="FEATURE_MAX" value="7" enum="Feature">
+ <constant name="FEATURE_HISTORY_DOCK" value="7" enum="Feature">
+ The History dock. If this feature is disabled, the History dock won't be visible.
+ </constant>
+ <constant name="FEATURE_MAX" value="8" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
</constants>
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index bb319cb5a3..5d4b83bc27 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -48,6 +48,12 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
+ <method name="get_current_directory" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ </description>
+ </method>
<method name="get_current_path" qualifiers="const">
<return type="String" />
<description>
@@ -131,10 +137,10 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
- <method name="get_selected_path" qualifiers="const">
- <return type="String" />
+ <method name="get_selected_paths" qualifiers="const">
+ <return type="PackedStringArray" />
<description>
- Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
</description>
</method>
<method name="get_selection">
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index 24e1a2da7c..3ab13ec5c0 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -8,7 +8,7 @@
To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first.
</description>
<tutorials>
- <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link>
+ <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/3d_gizmos.html</link>
</tutorials>
<methods>
<method name="_can_be_hidden" qualifiers="virtual const">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 2289a373bf..806588d100 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -415,7 +415,7 @@
</method>
<method name="add_debugger_plugin">
<return type="void" />
- <param index="0" name="script" type="Script" />
+ <param index="0" name="script" type="EditorDebuggerPlugin" />
<description>
Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin].
</description>
@@ -599,7 +599,7 @@
</method>
<method name="remove_debugger_plugin">
<return type="void" />
- <param index="0" name="script" type="Script" />
+ <param index="0" name="script" type="EditorDebuggerPlugin" />
<description>
Removes the debugger plugin with given script from the Debugger.
</description>
diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml
index 784a3c1214..de105b32e1 100644
--- a/doc/classes/EditorSpinSlider.xml
+++ b/doc/classes/EditorSpinSlider.xml
@@ -22,6 +22,8 @@
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
If [code]true[/code], the slider can't be interacted with.
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed.
</member>
diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml
index c1e771d653..133ee9db0d 100644
--- a/doc/classes/EditorUndoRedoManager.xml
+++ b/doc/classes/EditorUndoRedoManager.xml
@@ -110,7 +110,7 @@
<signals>
<signal name="history_changed">
<description>
- Emitted when the list of actions in any history has changed, either when an action is commited or a history is cleared.
+ Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared.
</description>
</signal>
<signal name="version_changed">
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 821fae37a6..d583e07f59 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -275,13 +275,16 @@
If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps].
</member>
+ <member name="max_physics_steps_per_frame" type="int" setter="set_max_physics_steps_per_frame" getter="get_max_physics_steps_per_frame" default="8">
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member max_physics_steps_per_frame] if you have increased [member physics_ticks_per_second] significantly above its default value.
+ </member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
- [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
+ [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value.
</member>
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 4916171900..c7d10078e8 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -89,12 +89,17 @@
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system.
+ [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
+ The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
+ The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index d0be4d784a..ea53c5b4b5 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -116,8 +116,12 @@
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].
+ [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect.
+ [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
</member>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 86d52ae9be..90a983d28b 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -13,6 +13,7 @@
<return type="Variant" />
<param index="0" name="name" type="StringName" />
<description>
+ Get the value of a shader parameter as set on this instance.
</description>
</method>
<method name="set_custom_aabb">
@@ -27,6 +28,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
+ Set the value of a shader parameter for this instance only.
</description>
</method>
</methods>
@@ -45,8 +47,11 @@
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
<member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
+ If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
</member>
<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
+ Useful for testing level of detail transitions in the editor.
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml
index 3254754ac1..fa572eeed0 100644
--- a/doc/classes/GradientTexture1D.xml
+++ b/doc/classes/GradientTexture1D.xml
@@ -12,6 +12,7 @@
<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
The [Gradient] that will be used to fill the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml
index 7561f1b947..87d86e7a59 100644
--- a/doc/classes/GradientTexture2D.xml
+++ b/doc/classes/GradientTexture2D.xml
@@ -27,6 +27,7 @@
<member name="repeat" type="int" setter="set_repeat" getter="get_repeat" enum="GradientTexture2D.Repeat" default="0">
The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index bbd633819b..be66b8a7b9 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -118,7 +118,7 @@
<param index="2" name="use_mipmaps" type="bool" />
<param index="3" name="format" type="int" enum="Image.Format" />
<description>
- Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps].
+ Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this image. See the [method generate_mipmaps].
</description>
</method>
<method name="create_from_data" qualifiers="static">
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 45cbd7ac87..03d1947475 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -67,4 +67,7 @@
</description>
</method>
</methods>
+ <members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
+ </members>
</class>
diff --git a/doc/classes/ImageTexture3D.xml b/doc/classes/ImageTexture3D.xml
index 958c5f90f1..ee26a959aa 100644
--- a/doc/classes/ImageTexture3D.xml
+++ b/doc/classes/ImageTexture3D.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions.
</brief_description>
<description>
+ [ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, and depth. See also [ImageTextureLayered].
+ 3D textures are typically used to store density maps for [FogMaterial], color correction LUTs for [Environment], vector fields for [GPUParticlesAttractorVectorField3D] and collision maps for [GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders.
</description>
<tutorials>
</tutorials>
@@ -16,12 +19,14 @@
<param index="4" name="use_mipmaps" type="bool" />
<param index="5" name="data" type="Image[]" />
<description>
+ Creates the [ImageTexture3D] with specified [param width], [param height], and [param depth]. See [enum Image.Format] for [param format] options. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for the [ImageTexture3D].
</description>
</method>
<method name="update">
<return type="void" />
<param index="0" name="data" type="Image[]" />
<description>
+ Replaces the texture's existing data with the layers specified in [code]data[/code]. The size of [code]data[/code] must match the parameters that were used for [method create]. In other words, the texture cannot be resized or have its format changed by calling [method update].
</description>
</method>
</methods>
diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml
index f5786f070a..0aa1d65d5a 100644
--- a/doc/classes/ImageTextureLayered.xml
+++ b/doc/classes/ImageTextureLayered.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
</brief_description>
<description>
+ Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
</description>
<tutorials>
</tutorials>
@@ -11,7 +13,7 @@
<return type="int" enum="Error" />
<param index="0" name="images" type="Image[]" />
<description>
- Creates an [ImageTextureLayered] from an array of [Image]s. The first image decides the width, height, image format and mipmapping setting. The other images must have the same width, height, image format and mipmapping setting.
+ Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
Each [Image] represents one [code]layer[/code].
</description>
</method>
@@ -23,7 +25,7 @@
Replaces the existing [Image] data at the given [code]layer[/code] with this new image.
The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images.
If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
- The update is immediate: synced with the draw.
+ The update is immediate: it's synchronized with drawing.
</description>
</method>
</methods>
diff --git a/doc/classes/MeshTexture.xml b/doc/classes/MeshTexture.xml
index 8e2bccc79f..d09fa4c898 100644
--- a/doc/classes/MeshTexture.xml
+++ b/doc/classes/MeshTexture.xml
@@ -18,5 +18,6 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Sets the mesh used to draw. It must be a mesh using 2D vertices.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/MissingNode.xml b/doc/classes/MissingNode.xml
index b5aa02cfd6..ac54329313 100644
--- a/doc/classes/MissingNode.xml
+++ b/doc/classes/MissingNode.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of nodes of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MissingResource.xml b/doc/classes/MissingResource.xml
index eede6350d8..e5a6c4d064 100644
--- a/doc/classes/MissingResource.xml
+++ b/doc/classes/MissingResource.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of resources of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 2dc32df48f..21fb9d139c 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -606,7 +606,7 @@
<return type="void" />
<param index="0" name="group" type="StringName" />
<description>
- Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
+ Removes a node from the [param group]. Does nothing if the node is not in the [param group]. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index f4a5288481..ea9b83d2aa 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -467,7 +467,7 @@
<return type="bool" />
<param index="0" name="tag_name" type="String" />
<description>
- Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
+ Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
</description>
</method>
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 80afe3b784..eca6a1cbc7 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
@@ -207,40 +209,40 @@
</method>
</methods>
<members>
- <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
+ <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_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" default="Vector2(0, 0)">
+ <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.
</member>
- <member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local" default="Vector2(0, 0)">
+ <member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local">
The body's center of mass position in the body's local coordinate system.
</member>
- <member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia" default="0.0">
+ <member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
- <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass" default="0.0">
+ <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
The inverse of the mass of the body.
</member>
- <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
+ <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
The body's linear velocity in pixels per second.
</member>
- <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping" default="false">
+ <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
If [code]true[/code], this body is currently sleeping (not active).
</member>
- <member name="step" type="float" setter="" getter="get_step" default="0.0">
+ <member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
</member>
- <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp" default="0.0">
+ <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp">
The rate at which the body stops rotating, if there are not any other forces moving it.
</member>
- <member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity" default="Vector2(0, 0)">
+ <member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity">
The total gravity vector being currently applied to this body.
</member>
- <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp" default="0.0">
+ <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp">
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
- <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
+ <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
The body's transformation matrix.
</member>
</members>
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 3266c02a1e..a809384642 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
@@ -214,45 +216,45 @@
</method>
</methods>
<members>
- <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
+ <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_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" default="Vector3(0, 0, 0)">
+ <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.
</member>
- <member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local" default="Vector3(0, 0, 0)">
+ <member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local">
The body's center of mass position in the body's local coordinate system.
</member>
- <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia" default="Vector3(0, 0, 0)">
+ <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
- <member name="inverse_inertia_tensor" type="Basis" setter="" getter="get_inverse_inertia_tensor" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
+ <member name="inverse_inertia_tensor" type="Basis" setter="" getter="get_inverse_inertia_tensor">
The inverse of the inertia tensor of the body.
</member>
- <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass" default="0.0">
+ <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
The inverse of the mass of the body.
</member>
- <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
+ <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_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" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
+ <member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
</member>
- <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping" default="false">
+ <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
If [code]true[/code], this body is currently sleeping (not active).
</member>
- <member name="step" type="float" setter="" getter="get_step" default="0.0">
+ <member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
</member>
- <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp" default="0.0">
+ <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp">
The rate at which the body stops rotating, if there are not any other forces moving it.
</member>
- <member name="total_gravity" type="Vector3" setter="" getter="get_total_gravity" default="Vector3(0, 0, 0)">
+ <member name="total_gravity" type="Vector3" setter="" getter="get_total_gravity">
The total gravity vector being currently applied to this body.
</member>
- <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp" default="0.0">
+ <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp">
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
- <member name="transform" type="Transform3D" setter="set_transform" getter="get_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
+ <member name="transform" type="Transform3D" setter="set_transform" getter="get_transform">
The body's transformation matrix.
</member>
</members>
diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml
index 3617c6ac2c..0892b023a2 100644
--- a/doc/classes/PlaceholderCubemap.xml
+++ b/doc/classes/PlaceholderCubemap.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemap" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Cubemap] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml
index 1fcf1e7795..c7a7e9154c 100644
--- a/doc/classes/PlaceholderCubemapArray.xml
+++ b/doc/classes/PlaceholderCubemapArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemapArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [CubemapArray] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMaterial.xml b/doc/classes/PlaceholderMaterial.xml
index c66641d81c..7febdc7a07 100644
--- a/doc/classes/PlaceholderMaterial.xml
+++ b/doc/classes/PlaceholderMaterial.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a material.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Material] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMesh.xml b/doc/classes/PlaceholderMesh.xml
index cc688816b6..8021a57878 100644
--- a/doc/classes/PlaceholderMesh.xml
+++ b/doc/classes/PlaceholderMesh.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a mesh.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Mesh] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ The smallest [AABB] enclosing this mesh in local space.
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml
index 76e575265b..c889055e4d 100644
--- a/doc/classes/PlaceholderTexture2D.xml
+++ b/doc/classes/PlaceholderTexture2D.xml
@@ -1,13 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml
index a502e5d334..a749e8c039 100644
--- a/doc/classes/PlaceholderTexture2DArray.xml
+++ b/doc/classes/PlaceholderTexture2DArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2DArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml
index d31e538307..ccd3c94fc2 100644
--- a/doc/classes/PlaceholderTexture3D.xml
+++ b/doc/classes/PlaceholderTexture3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 3-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="size" type="Vector3i" setter="set_size" getter="get_size" default="Vector3i(1, 1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml
index 39af08473a..8cc6dd606a 100644
--- a/doc/classes/PlaceholderTextureLayered.xml
+++ b/doc/classes/PlaceholderTextureLayered.xml
@@ -1,15 +1,21 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
+ The number of layers in the texture array.
</member>
<member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(1, 1)">
+ The size of each texture layer (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml
index a0492f2c07..693eaafad3 100644
--- a/doc/classes/PortableCompressedTexture2D.xml
+++ b/doc/classes/PortableCompressedTexture2D.xml
@@ -21,7 +21,7 @@
<param index="3" name="lossy_quality" type="float" default="0.8" />
<description>
Initializes the compressed texture from a base image. The compression mode must be provided.
- If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality.
+ [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map.
If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality.
</description>
</method>
@@ -58,6 +58,7 @@
When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
This flag allows to keep the compressed data in memory if you intend it to persist after loading.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size_override" type="Vector2" setter="set_size_override" getter="get_size_override" default="Vector2(0, 0)">
Allow overriding the texture size (for 2D only).
</member>
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 7a411b27ac..b1c8907d8e 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -34,6 +34,9 @@
</method>
</methods>
<members>
+ <member name="add_uv2" type="bool" setter="set_add_uv2" getter="get_add_uv2" default="false">
+ If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping.
+ </member>
<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
@@ -44,5 +47,8 @@
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.
</member>
+ <member name="uv2_padding" type="float" setter="set_uv2_padding" getter="get_uv2_padding" default="2.0">
+ If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024.
+ </member>
</members>
</class>
diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml
index f8c5dc0e1f..510b8d5bd1 100644
--- a/doc/classes/ProgressBar.xml
+++ b/doc/classes/ProgressBar.xml
@@ -15,8 +15,6 @@
<member name="show_percentage" type="bool" setter="set_show_percentage" getter="is_percentage_shown" default="true">
If [code]true[/code], the fill percentage is displayed on the bar.
</member>
- <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
- <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.01" />
</members>
<constants>
<constant name="FILL_BEGIN_TO_END" value="0" enum="FillMode">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index fae88a401b..3478215f4f 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -208,7 +208,7 @@
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
- This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
+ This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
@@ -235,7 +235,8 @@
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
- If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
+ If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/code].
+ See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
</member>
<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
@@ -317,11 +318,13 @@
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
- <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0">
- The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
+ <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="0.5">
+ The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
+ The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
- <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0">
- The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
+ <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="0.5">
+ The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
+ The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
@@ -341,6 +344,9 @@
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
+ <member name="debug/disable_touch" type="bool" setter="" getter="" default="false">
+ Disable touch input. Only has effect on iOS.
+ </member>
<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
@@ -552,7 +558,7 @@
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="true">
- If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
+ If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
@@ -1808,6 +1814,10 @@
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
+ <member name="physics/common/max_physics_steps_per_frame" type="int" setter="" getter="" default="8">
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value.
+ [b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
+ </member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
@@ -1816,7 +1826,7 @@
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member application/run/max_fps].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
- [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
+ [b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value.
</member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
</member>
@@ -2013,6 +2023,9 @@
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
+ <member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
+ The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
+ </member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>
@@ -2223,9 +2236,6 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
- <member name="rendering/textures/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2">
- The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.
- </member>
<member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
@@ -2242,6 +2252,12 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
+ <member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2">
+ The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings.
+ </member>
+ <member name="rendering/textures/webp_compression/lossless_compression_factor" type="float" setter="" getter="" default="25">
+ The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
+ </member>
<member name="rendering/transparent_background" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed].
</member>
diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml
index 8aa89015c6..2dcfc90955 100644
--- a/doc/classes/Range.xml
+++ b/doc/classes/Range.xml
@@ -62,7 +62,8 @@
<member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false">
If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer.
</member>
- <member name="step" type="float" setter="set_step" getter="get_step" default="1.0">
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
+ <member name="step" type="float" setter="set_step" getter="get_step" default="0.01">
If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer.
</member>
<member name="value" type="float" setter="set_value" getter="get_value" default="0.0">
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index cb13697cc2..2de812f5fc 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -643,6 +643,15 @@
<description>
</description>
</method>
+ <method name="vertex_array_create">
+ <return type="RID" />
+ <param index="0" name="vertex_count" type="int" />
+ <param index="1" name="vertex_format" type="int" />
+ <param index="2" name="src_buffers" type="RID[]" />
+ <description>
+ Creates a vertex array based on the specified buffers.
+ </description>
+ </method>
<method name="vertex_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 1c02d58299..13e5470a56 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3024,6 +3024,14 @@
<description>
</description>
</method>
+ <method name="texture_get_rd_texture" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="texture" type="RID" />
+ <param index="1" name="srgb" type="bool" default="false" />
+ <description>
+ Returns a texture [RID] that can be used with [RenderingDevice].
+ </description>
+ </method>
<method name="texture_proxy_create">
<return type="RID" />
<param index="0" name="base" type="RID" />
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 9eedc3a24c..6e3535f14a 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 3ee3f25df1..8380d56de3 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml
index 266787c9c8..247e892c24 100644
--- a/doc/classes/ScrollBar.xml
+++ b/doc/classes/ScrollBar.xml
@@ -12,7 +12,6 @@
<member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0">
Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
</member>
- <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
<member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.0" />
</members>
<signals>
diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml
index 0e626842bd..cecca0a5fb 100644
--- a/doc/classes/Slider.xml
+++ b/doc/classes/Slider.xml
@@ -17,7 +17,7 @@
<member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable" default="true">
If [code]true[/code], the value can be changed using the mouse wheel.
</member>
- <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="tick_count" type="int" setter="set_ticks" getter="get_ticks" default="0">
Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.
</member>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 93799b58f0..e214867890 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -59,6 +59,8 @@
<member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false">
If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior.
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox].
</member>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index b0b4f74b46..999913b1ac 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -80,7 +80,7 @@
<method name="c_unescape" qualifiers="const">
<return type="String" />
<description>
- Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
+ Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
</description>
</method>
diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml
index df6e0433dc..86c9026fd1 100644
--- a/doc/classes/Texture.xml
+++ b/doc/classes/Texture.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for all texture types.
</brief_description>
<description>
+ [Texture] is the base class for all texture types. Common texture types are [Texture2D] and [ImageTexture]. See also [Image].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index 3dd8c339b2..aac197090a 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -19,6 +19,8 @@
<param index="2" name="modulate" type="Color" />
<param index="3" name="transpose" type="bool" />
<description>
+ Called when the entire [Texture2D] is requested to be drawn over a [CanvasItem], with the top-left offset specified in [param pos]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect" qualifiers="virtual const">
@@ -29,6 +31,8 @@
<param index="3" name="modulate" type="Color" />
<param index="4" name="transpose" type="bool" />
<description>
+ Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect_region" qualifiers="virtual const">
@@ -40,21 +44,26 @@
<param index="4" name="transpose" type="bool" />
<param index="5" name="clip_uv" type="bool" />
<description>
+ Called when a part of the [Texture2D] specified by [param src_rect]'s coordinates is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s width is queried.
</description>
</method>
<method name="_has_alpha" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of an alpha channel in the [Texture2D] is queried.
</description>
</method>
<method name="_is_pixel_opaque" qualifiers="virtual const">
@@ -62,6 +71,7 @@
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
+ Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position.
</description>
</method>
<method name="draw" qualifiers="const">
@@ -100,7 +110,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the texture height.
+ Returns the texture height in pixels.
</description>
</method>
<method name="get_image" qualifiers="const">
@@ -113,13 +123,13 @@
<method name="get_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the texture size.
+ Returns the texture size in pixels.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the texture width.
+ Returns the texture width in pixels.
</description>
</method>
<method name="has_alpha" qualifiers="const">
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
index 113f37f974..ec00198db1 100644
--- a/doc/classes/Texture2DArray.xml
+++ b/doc/classes/Texture2DArray.xml
@@ -4,8 +4,9 @@
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
</brief_description>
<description>
- A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending.
+ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml
index 4968f46fe8..1a66932d62 100644
--- a/doc/classes/Texture3D.xml
+++ b/doc/classes/Texture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture3D" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for 3-dimensionnal textures.
</brief_description>
<description>
+ Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered].
+ All images need to have the same width, height and number of mipmap levels.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
@@ -10,61 +14,73 @@
<method name="_get_data" qualifiers="virtual const">
<return type="Image[]" />
<description>
+ Called when the [Texture3D]'s data is queried.
</description>
</method>
<method name="_get_depth" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s depth is queried.
</description>
</method>
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [Texture3D]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s width is queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [Texture3D] is queried.
</description>
</method>
<method name="get_data" qualifiers="const">
<return type="Image[]" />
<description>
+ Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] represents a [i]slice[/i] of the [Texture3D], with different slices mapping to different depth (Z axis) levels.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in [Texture2D]).
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format" />
<description>
+ Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s height in pixels. Width is typically represented by the Y axis.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s width in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the [Texture3D] has generated mipmaps.
</description>
</method>
</methods>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 5e6afcbc5c..8f6dff7acf 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -4,12 +4,11 @@
Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
</brief_description>
<description>
- Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types.
+ Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
- A [TextureLayered] can be loaded with [code]method ResourceFormatLoader.load[/code].
- To create such a texture file yourself, re-import your image files using the Godot Editor import presets.
- Internally, Godot maps these files to their respective counterparts in the target rendering driver (GLES3, Vulkan).
+ A [TextureLayered] can be loaded with [method ResourceLoader.load].
+ Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3).
</description>
<tutorials>
</tutorials>
@@ -17,37 +16,44 @@
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [TextureLayered]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the the [TextureLayered]'s height is queried.
</description>
</method>
<method name="_get_layer_data" qualifiers="virtual const">
<return type="Image" />
<param index="0" name="layer_index" type="int" />
<description>
+ Called when the data for a layer in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layered_type" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the layers' type in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layers" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the number of layers in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [TextureLayered]'s width queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [TextureLayered] is queried.
</description>
</method>
<method name="get_format" qualifiers="const">
@@ -59,7 +65,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the height of the texture. Height is typically represented by the Y-axis.
+ Returns the height of the texture in pixels. Height is typically represented by the Y axis.
</description>
</method>
<method name="get_layer_data" qualifiers="const">
@@ -72,6 +78,7 @@
<method name="get_layered_type" qualifiers="const">
<return type="int" enum="TextureLayered.LayeredType" />
<description>
+ Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types.
</description>
</method>
<method name="get_layers" qualifiers="const">
@@ -83,7 +90,7 @@
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the width of the texture. Width is typically represented by the X-axis.
+ Returns the width of the texture in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
@@ -95,10 +102,13 @@
</methods>
<constants>
<constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType">
+ Texture is a generic [Texture2DArray].
</constant>
<constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType">
+ Texture is a [Cubemap], with each side in its own layer (6 in total).
</constant>
<constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType">
+ Texture is a [CubemapArray], with each cubemap being made of 6 layers.
</constant>
</constants>
</class>
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index ded4dac7da..54b77bf5eb 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -41,6 +41,8 @@
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
</member>
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index 314be9adf8..ae2f8d8dff 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -88,6 +88,12 @@
The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
</description>
</method>
+ <method name="get_translated_message_list" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns all the messages (translated text).
+ </description>
+ </method>
</methods>
<members>
<member name="locale" type="String" setter="set_locale" getter="get_locale" default="&quot;en&quot;">
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 532f6703b2..bf79821e2d 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -293,6 +293,14 @@
Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</description>
</method>
+ <method name="set_selected">
+ <return type="void" />
+ <param index="0" name="item" type="TreeItem" />
+ <param index="1" name="column" type="int" />
+ <description>
+ Selects the specified [TreeItem] and column.
+ </description>
+ </method>
</methods>
<members>
<member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false">
diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml
index 955f054cea..6bd64a50bb 100644
--- a/doc/classes/ViewportTexture.xml
+++ b/doc/classes/ViewportTexture.xml
@@ -15,7 +15,6 @@
<link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link>
</tutorials>
<members>
- <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
<member name="viewport_path" type="NodePath" setter="set_viewport_path_in_scene" getter="get_viewport_path_in_scene" default="NodePath(&quot;&quot;)">
The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture.
</member>
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index cc483dbd02..05d5eb6673 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -35,6 +35,16 @@
Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
</description>
</method>
+ <method name="get_projection_for_view">
+ <return type="Projection" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="aspect" type="float" />
+ <param index="2" name="near" type="float" />
+ <param index="3" name="far" type="float" />
+ <description>
+ Returns the projection matrix for a view/eye.
+ </description>
+ </method>
<method name="get_render_target_size">
<return type="Vector2" />
<description>
@@ -47,6 +57,16 @@
If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
</description>
</method>
+ <method name="get_transform_for_view">
+ <return type="Transform3D" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="cam_transform" type="Transform3D" />
+ <description>
+ Returns the transform for a view/eye.
+ [param view] is the view/eye index.
+ [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D.
+ </description>
+ </method>
<method name="get_view_count">
<return type="int" />
<description>
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index c6b215daa3..0fe54e947f 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -141,13 +141,6 @@
Returns [code]true[/code] if this interface has been initialized.
</description>
</method>
- <method name="_notification" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="what" type="int" />
- <description>
- Informs the interface of an applicable system notification.
- </description>
- </method>
<method name="_post_draw_viewport" qualifiers="virtual">
<return type="void" />
<param index="0" name="render_target" type="RID" />
diff --git a/doc/classes/float.xml b/doc/classes/float.xml
index e3938fb5d5..a196021249 100644
--- a/doc/classes/float.xml
+++ b/doc/classes/float.xml
@@ -28,6 +28,13 @@
</constructor>
<constructor name="float">
<return type="float" />
+ <param index="0" name="from" type="String" />
+ <description>
+ Converts a [String] to a [float], following the same rules as [method String.to_float].
+ </description>
+ </constructor>
+ <constructor name="float">
+ <return type="float" />
<param index="0" name="from" type="bool" />
<description>
Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0.
diff --git a/doc/classes/int.xml b/doc/classes/int.xml
index 65ab5d4656..93fc8386c6 100644
--- a/doc/classes/int.xml
+++ b/doc/classes/int.xml
@@ -54,6 +54,13 @@
</constructor>
<constructor name="int">
<return type="int" />
+ <param index="0" name="from" type="String" />
+ <description>
+ Converts a [String] to an [int], following the same rules as [method String.to_int].
+ </description>
+ </constructor>
+ <constructor name="int">
+ <return type="int" />
<param index="0" name="from" type="bool" />
<description>
Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0.