diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimatedSprite2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/CollisionObject3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/ConvexPolygonShape3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/DisplayServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3DManager.xml | 2 | ||||
-rw-r--r-- | doc/classes/Skeleton2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/SkeletonModification2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/SpriteFrames.xml | 21 | ||||
-rw-r--r-- | doc/classes/Window.xml | 1 |
9 files changed, 19 insertions, 20 deletions
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index e20fb71c7e..cd9c0cee98 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -7,7 +7,6 @@ [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor. To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index c302963b92..31b5842930 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -216,13 +216,13 @@ <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> </signals> @@ -232,7 +232,7 @@ Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode"> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index 32dc8f673b..66d2280280 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -4,7 +4,7 @@ Convex polygon shape resource for 3D physics. </brief_description> <description> - 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. + 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time. [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 1dc4dd3ff0..832adb6e98 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1695,7 +1695,7 @@ [b]Note:[/b] This flag is implemented on macOS. </constant> <constant name="WINDOW_FLAG_MOUSE_PASSTHROUGH" value="7" enum="WindowFlags"> - All mouse event as passed to the underlying window of the same application. + All mouse events are passed to the underlying window of the same application. </constant> <constant name="WINDOW_FLAG_MAX" value="8" enum="WindowFlags"> Max value of the [enum WindowFlags]. diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index 3ec03fede4..4d789ceb3f 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -15,7 +15,7 @@ <param index="0" name="name" type="String" /> <param index="1" name="create_callback" type="Callable" /> <description> - Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object. </description> </method> <method name="set_default_server"> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 808f93b491..39bdc5c796 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -16,7 +16,7 @@ <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> - Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. + Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned. </description> </method> <method name="get_bone"> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 77aaf0213b..3a78f13bff 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -56,7 +56,7 @@ <method name="get_modification_stack"> <return type="SkeletonModificationStack2D" /> <description> - Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. + Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on. </description> </method> <method name="set_editor_draw_gizmo"> diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 87b823bd2a..195f3598d5 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,7 +5,6 @@ </brief_description> <description> Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. Contains frames and animation data for playback. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> @@ -14,7 +13,7 @@ <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Adds a new animation to the library. + Adds a new [param anim] animation to the library. </description> </method> <method name="add_frame"> @@ -24,20 +23,20 @@ <param index="2" name="duration" type="float" default="1.0" /> <param index="3" name="at_position" type="int" default="-1" /> <description> - Adds a frame to the given animation. + Adds a frame to the [param anim] animation. If [param at_position] is [code]-1[/code], the frame will be added to the end of the animation. </description> </method> <method name="clear"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes all frames from the given animation. + Removes all frames from the [param anim] animation. </description> </method> <method name="clear_all"> <return type="void" /> <description> - Removes all animations. A "default" animation will be created. + Removes all animations. An empty [code]default[/code] animation will be created. </description> </method> <method name="get_animation_loop" qualifiers="const"> @@ -91,14 +90,14 @@ <return type="bool" /> <param index="0" name="anim" type="StringName" /> <description> - If [code]true[/code], the named animation exists. + Returns [code]true[/code] if the [param anim] animation exists. </description> </method> <method name="remove_animation"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes the given animation. + Removes the [param anim] animation. </description> </method> <method name="remove_frame"> @@ -106,7 +105,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="idx" type="int" /> <description> - Removes the animation's selected frame. + Removes the [param anim] animation's frame [param idx]. </description> </method> <method name="rename_animation"> @@ -114,7 +113,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="newname" type="StringName" /> <description> - Changes the animation's name to [param newname]. + Changes the [param anim] animation's name to [param newname]. </description> </method> <method name="set_animation_loop"> @@ -122,7 +121,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="loop" type="bool" /> <description> - If [code]true[/code], the animation will loop. + If [param loop] is [code]true[/code], the [param anim] animation will loop when it reaches the end, or the start if it is played in reverse. </description> </method> <method name="set_animation_speed"> @@ -140,7 +139,7 @@ <param index="2" name="texture" type="Texture2D" /> <param index="3" name="duration" type="float" default="1.0" /> <description> - Sets the texture and the duration of the frame [param idx] in the [param anim] animation. + Sets the [param texture] and the [param duration] of the frame [param idx] in the [param anim] animation. </description> </method> </methods> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index dd145c016c..da31e6761e 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -729,6 +729,7 @@ [b]Note:[/b] This flag is implemented on macOS. </constant> <constant name="FLAG_MOUSE_PASSTHROUGH" value="7" enum="Flags"> + All mouse events are passed to the underlying window of the same application. </constant> <constant name="FLAG_MAX" value="8" enum="Flags"> Max value of the [enum Flags]. |