diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Dictionary.xml | 8 | ||||
-rw-r--r-- | doc/classes/Input.xml | 34 | ||||
-rw-r--r-- | doc/classes/InputEventMouseMotion.xml | 2 | ||||
-rw-r--r-- | doc/classes/MultiplayerSynchronizer.xml | 2 | ||||
-rw-r--r-- | doc/classes/NodePath.xml | 6 | ||||
-rw-r--r-- | doc/classes/StringName.xml | 8 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 2 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeFloatFunc.xml | 2 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeVectorFunc.xml | 2 |
9 files changed, 38 insertions, 28 deletions
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index b46719c758..6f2ad5205c 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -291,6 +291,14 @@ Returns the list of keys in the [Dictionary]. </description> </method> + <method name="merge"> + <return type="void" /> + <argument index="0" name="dictionary" type="Dictionary" /> + <argument index="1" name="overwrite" type="bool" default="false" /> + <description> + Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, duplicate keys will not be copied over, unless [code]overwrite[/code] is [code]true[/code]. + </description> + </method> <method name="size" qualifiers="const"> <return type="int" /> <description> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 2a4381b41b..66683fa0ee 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -40,7 +40,7 @@ <method name="flush_buffered_events"> <return type="void" /> <description> - Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). + Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([member use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling. </description> </method> @@ -80,7 +80,7 @@ </description> </method> <method name="get_connected_joypads"> - <return type="Array" /> + <return type="int[]" /> <description> Returns an [Array] containing the device IDs of all currently connected joypads. </description> @@ -160,12 +160,6 @@ Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. </description> </method> - <method name="get_mouse_mode" qualifiers="const"> - <return type="int" enum="Input.MouseMode" /> - <description> - Returns the mouse mode. See the constants for more information. - </description> - </method> <method name="get_vector" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="negative_x" type="StringName" /> @@ -338,21 +332,6 @@ [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS. </description> </method> - <method name="set_mouse_mode"> - <return type="void" /> - <argument index="0" name="mode" type="int" enum="Input.MouseMode" /> - <description> - Sets the mouse mode. See the constants for more information. - </description> - </method> - <method name="set_use_accumulated_input"> - <return type="void" /> - <argument index="0" name="enable" type="bool" /> - <description> - Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. - Input accumulation is enabled by default. It can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. - </description> - </method> <method name="start_joy_vibration"> <return type="void" /> <argument index="0" name="device" type="int" /> @@ -389,6 +368,15 @@ </description> </method> </methods> + <members> + <member name="mouse_mode" type="int" setter="set_mouse_mode" getter="get_mouse_mode" enum="Input.MouseMode"> + Controls the mouse mode. See [enum MouseMode] for more information. + </member> + <member name="use_accumulated_input" type="bool" setter="set_use_accumulated_input" getter="is_using_accumulated_input"> + If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. + Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. + </member> + </members> <signals> <signal name="joy_connection_changed"> <argument index="0" name="device" type="int" /> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 7cc3de8fcb..ad74204d82 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -5,7 +5,7 @@ </brief_description> <description> Contains mouse and pen motion information. Supports relative, absolute positions and velocity. See [method Node._input]. - [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. + [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> <link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link> diff --git a/doc/classes/MultiplayerSynchronizer.xml b/doc/classes/MultiplayerSynchronizer.xml index 43355481b6..ac067791e6 100644 --- a/doc/classes/MultiplayerSynchronizer.xml +++ b/doc/classes/MultiplayerSynchronizer.xml @@ -7,7 +7,7 @@ <tutorials> </tutorials> <members> - <member name="congiruation" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config"> + <member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config"> </member> <member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0"> </member> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 3319e5d822..0d286a20b7 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -157,6 +157,12 @@ For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:load_path"[/code] has 2 subnames. </description> </method> + <method name="hash" qualifiers="const"> + <return type="int" /> + <description> + Returns the 32-bit hash value representing the [NodePath]'s contents. + </description> + </method> <method name="is_absolute" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index ffa1227500..a2bcac9788 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -32,6 +32,14 @@ </description> </constructor> </constructors> + <methods> + <method name="hash" qualifiers="const"> + <return type="int" /> + <description> + Returns the 32-bit hash value representing the [StringName]'s contents. + </description> + </method> + </methods> <operators> <operator name="operator !="> <return type="bool" /> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 148c6d7064..def99b8a7a 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -227,7 +227,7 @@ The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. </member> <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false"> - If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d]. + If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d]. </member> <member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false"> If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. diff --git a/doc/classes/VisualShaderNodeFloatFunc.xml b/doc/classes/VisualShaderNodeFloatFunc.xml index 0f057b2e6d..1226013c67 100644 --- a/doc/classes/VisualShaderNodeFloatFunc.xml +++ b/doc/classes/VisualShaderNodeFloatFunc.xml @@ -65,7 +65,7 @@ <constant name="FUNC_CEIL" value="16" enum="Function"> Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language. </constant> - <constant name="FUNC_FRAC" value="17" enum="Function"> + <constant name="FUNC_FRACT" value="17" enum="Function"> Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language. </constant> <constant name="FUNC_SATURATE" value="18" enum="Function"> diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml index bc4e12c0b3..7524025f21 100644 --- a/doc/classes/VisualShaderNodeVectorFunc.xml +++ b/doc/classes/VisualShaderNodeVectorFunc.xml @@ -68,7 +68,7 @@ <constant name="FUNC_FLOOR" value="17" enum="Function"> Finds the nearest integer less than or equal to the parameter. </constant> - <constant name="FUNC_FRAC" value="18" enum="Function"> + <constant name="FUNC_FRACT" value="18" enum="Function"> Computes the fractional part of the argument. </constant> <constant name="FUNC_INVERSE_SQRT" value="19" enum="Function"> |