summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/AABB.xml2
-rw-r--r--doc/classes/AnimatedSprite2D.xml1
-rw-r--r--doc/classes/Animation.xml2
-rw-r--r--doc/classes/AnimationNode.xml2
-rw-r--r--doc/classes/AnimationNodeAdd2.xml2
-rw-r--r--doc/classes/AnimationNodeAdd3.xml2
-rw-r--r--doc/classes/AnimationNodeAnimation.xml2
-rw-r--r--doc/classes/AnimationNodeBlend2.xml2
-rw-r--r--doc/classes/AnimationNodeBlend3.xml2
-rw-r--r--doc/classes/AnimationNodeBlendSpace1D.xml2
-rw-r--r--doc/classes/AnimationNodeBlendSpace2D.xml2
-rw-r--r--doc/classes/AnimationNodeBlendTree.xml2
-rw-r--r--doc/classes/AnimationNodeOneShot.xml2
-rw-r--r--doc/classes/AnimationNodeOutput.xml2
-rw-r--r--doc/classes/AnimationNodeStateMachine.xml2
-rw-r--r--doc/classes/AnimationNodeStateMachinePlayback.xml2
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml2
-rw-r--r--doc/classes/AnimationNodeTimeScale.xml2
-rw-r--r--doc/classes/AnimationNodeTimeSeek.xml2
-rw-r--r--doc/classes/AnimationNodeTransition.xml2
-rw-r--r--doc/classes/AnimationPlayer.xml7
-rw-r--r--doc/classes/AnimationTree.xml4
-rw-r--r--doc/classes/Area2D.xml6
-rw-r--r--doc/classes/Area3D.xml4
-rw-r--r--doc/classes/ArrayMesh.xml2
-rw-r--r--doc/classes/AudioEffectRecord.xml2
-rw-r--r--doc/classes/AudioServer.xml2
-rw-r--r--doc/classes/AudioStream.xml2
-rw-r--r--doc/classes/AudioStreamGenerator.xml2
-rw-r--r--doc/classes/AudioStreamGeneratorPlayback.xml2
-rw-r--r--doc/classes/AudioStreamPlayer.xml2
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml2
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml2
-rw-r--r--doc/classes/BaseMaterial3D.xml2
-rw-r--r--doc/classes/Basis.xml4
-rw-r--r--doc/classes/CPUParticles2D.xml2
-rw-r--r--doc/classes/CanvasItem.xml4
-rw-r--r--doc/classes/CanvasLayer.xml4
-rw-r--r--doc/classes/CharFXTransform.xml4
-rw-r--r--doc/classes/ClippedCamera3D.xml2
-rw-r--r--doc/classes/CollisionShape2D.xml2
-rw-r--r--doc/classes/CollisionShape3D.xml2
-rw-r--r--doc/classes/Color.xml20
-rw-r--r--doc/classes/Control.xml38
-rw-r--r--doc/classes/Dictionary.xml2
-rw-r--r--doc/classes/DirectionalLight3D.xml2
-rw-r--r--doc/classes/Directory.xml2
-rw-r--r--doc/classes/DynamicFont.xml2
-rw-r--r--doc/classes/EditorExportPlugin.xml12
-rw-r--r--doc/classes/EditorImportPlugin.xml2
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml2
-rw-r--r--doc/classes/EditorPlugin.xml2
-rw-r--r--doc/classes/EditorScenePostImport.xml2
-rw-r--r--doc/classes/Environment.xml69
-rw-r--r--doc/classes/Expression.xml2
-rw-r--r--doc/classes/File.xml10
-rw-r--r--doc/classes/FileDialog.xml1
-rw-r--r--doc/classes/Font.xml2
-rw-r--r--doc/classes/GIProbe.xml2
-rw-r--r--doc/classes/GPUParticles2D.xml2
-rw-r--r--doc/classes/GPUParticles3D.xml2
-rw-r--r--doc/classes/HTTPClient.xml9
-rw-r--r--doc/classes/HTTPRequest.xml5
-rw-r--r--doc/classes/Input.xml14
-rw-r--r--doc/classes/InputEvent.xml4
-rw-r--r--doc/classes/InputEventAction.xml2
-rw-r--r--doc/classes/InputEventJoypadButton.xml2
-rw-r--r--doc/classes/InputEventJoypadMotion.xml2
-rw-r--r--doc/classes/InputEventKey.xml2
-rw-r--r--doc/classes/InputEventMouse.xml2
-rw-r--r--doc/classes/InputEventMouseButton.xml2
-rw-r--r--doc/classes/InputEventMouseMotion.xml2
-rw-r--r--doc/classes/InputEventScreenDrag.xml2
-rw-r--r--doc/classes/InputEventScreenTouch.xml2
-rw-r--r--doc/classes/InputEventWithModifiers.xml2
-rw-r--r--doc/classes/InputMap.xml2
-rw-r--r--doc/classes/JavaScript.xml2
-rw-r--r--doc/classes/KinematicBody2D.xml2
-rw-r--r--doc/classes/KinematicBody3D.xml2
-rw-r--r--doc/classes/Light2D.xml2
-rw-r--r--doc/classes/Light3D.xml10
-rw-r--r--doc/classes/LightOccluder2D.xml2
-rw-r--r--doc/classes/MeshInstance2D.xml2
-rw-r--r--doc/classes/MultiMesh.xml4
-rw-r--r--doc/classes/MultiMeshInstance3D.xml6
-rw-r--r--doc/classes/Mutex.xml2
-rw-r--r--doc/classes/NetworkedMultiplayerPeer.xml2
-rw-r--r--doc/classes/Node.xml5
-rw-r--r--doc/classes/Node2D.xml2
-rw-r--r--doc/classes/Node3D.xml2
-rw-r--r--doc/classes/Object.xml4
-rw-r--r--doc/classes/OmniLight3D.xml2
-rw-r--r--doc/classes/OptionButton.xml2
-rw-r--r--doc/classes/PhysicsBody2D.xml6
-rw-r--r--doc/classes/PhysicsBody3D.xml6
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml2
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml2
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml2
-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml2
-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml2
-rw-r--r--doc/classes/Plane.xml2
-rw-r--r--doc/classes/PopupMenu.xml2
-rw-r--r--doc/classes/ProjectSettings.xml16
-rw-r--r--doc/classes/Quat.xml2
-rw-r--r--doc/classes/RayCast2D.xml4
-rw-r--r--doc/classes/RayCast3D.xml4
-rw-r--r--doc/classes/Rect2.xml2
-rw-r--r--doc/classes/Rect2i.xml2
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/RenderingServer.xml51
-rw-r--r--doc/classes/RichTextEffect.xml4
-rw-r--r--doc/classes/RichTextLabel.xml2
-rw-r--r--doc/classes/RigidBody2D.xml1
-rw-r--r--doc/classes/RigidBody3D.xml3
-rw-r--r--doc/classes/SceneTree.xml4
-rw-r--r--doc/classes/Script.xml2
-rw-r--r--doc/classes/Semaphore.xml2
-rw-r--r--doc/classes/Shader.xml4
-rw-r--r--doc/classes/ShaderMaterial.xml2
-rw-r--r--doc/classes/Shape2D.xml2
-rw-r--r--doc/classes/Shape3D.xml2
-rw-r--r--doc/classes/Skeleton2D.xml2
-rw-r--r--doc/classes/SoftBody3D.xml6
-rw-r--r--doc/classes/SpotLight3D.xml2
-rw-r--r--doc/classes/SpringArm3D.xml2
-rw-r--r--doc/classes/Sprite2D.xml4
-rw-r--r--doc/classes/Sprite3D.xml4
-rw-r--r--doc/classes/SpriteFrames.xml1
-rw-r--r--doc/classes/StreamPeerSSL.xml2
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/TextEdit.xml4
-rw-r--r--doc/classes/Texture2D.xml2
-rw-r--r--doc/classes/Theme.xml2
-rw-r--r--doc/classes/Thread.xml1
-rw-r--r--doc/classes/TileMap.xml8
-rw-r--r--doc/classes/Transform.xml6
-rw-r--r--doc/classes/Transform2D.xml2
-rw-r--r--doc/classes/Translation.xml4
-rw-r--r--doc/classes/TranslationServer.xml4
-rw-r--r--doc/classes/Variant.xml2
-rw-r--r--doc/classes/Vector2.xml2
-rw-r--r--doc/classes/Vector2i.xml2
-rw-r--r--doc/classes/Vector3.xml2
-rw-r--r--doc/classes/Vector3i.xml2
-rw-r--r--doc/classes/Viewport.xml4
-rw-r--r--doc/classes/VisualShaderNode.xml2
-rw-r--r--doc/classes/VisualShaderNodeCustom.xml2
-rw-r--r--doc/classes/VisualShaderNodeInput.xml2
-rw-r--r--doc/classes/World2D.xml2
-rw-r--r--doc/classes/World3D.xml2
-rw-r--r--doc/classes/WorldEnvironment.xml2
-rw-r--r--doc/classes/XRCamera3D.xml2
-rw-r--r--doc/classes/XRController3D.xml2
-rw-r--r--doc/classes/XRInterface.xml2
-rw-r--r--doc/classes/XROrigin3D.xml2
-rw-r--r--doc/classes/XRPositionalTracker.xml2
-rw-r--r--doc/classes/XRServer.xml2
157 files changed, 327 insertions, 293 deletions
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index ae80abc5d2..cbc04ca672 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -7,7 +7,7 @@
AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="AABB">
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index 7a992d0c03..e23a4fe9f8 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
+ [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">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 68f0a630ef..0a2925e6d5 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -17,7 +17,7 @@
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
+ <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_track">
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index 3d6ebd5934..8204b456d9 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -8,7 +8,7 @@
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_input">
diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml
index 48983a624e..63127ade9a 100644
--- a/doc/classes/AnimationNodeAdd2.xml
+++ b/doc/classes/AnimationNodeAdd2.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index 1bfebc91fc..94a6ae4221 100644
--- a/doc/classes/AnimationNodeAdd3.xml
+++ b/doc/classes/AnimationNodeAdd3.xml
@@ -11,7 +11,7 @@
- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml
index ab44148c15..d8ac5413fd 100644
--- a/doc/classes/AnimationNodeAnimation.xml
+++ b/doc/classes/AnimationNodeAnimation.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml
index 2b56167225..e2cd12e685 100644
--- a/doc/classes/AnimationNodeBlend2.xml
+++ b/doc/classes/AnimationNodeBlend2.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml
index 5a306a225d..7c81b37663 100644
--- a/doc/classes/AnimationNodeBlend3.xml
+++ b/doc/classes/AnimationNodeBlend3.xml
@@ -11,7 +11,7 @@
- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml
index 6e82f0afb7..263b59910b 100644
--- a/doc/classes/AnimationNodeBlendSpace1D.xml
+++ b/doc/classes/AnimationNodeBlendSpace1D.xml
@@ -10,7 +10,7 @@
You can set the extents of the axis using the [member min_space] and [member max_space].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_blend_point">
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index f8680ba8ec..460c11cc5e 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -9,7 +9,7 @@
You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_blend_point">
diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml
index 4a34d75ff9..8f87ce453f 100644
--- a/doc/classes/AnimationNodeBlendTree.xml
+++ b/doc/classes/AnimationNodeBlendTree.xml
@@ -7,7 +7,7 @@
This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index 4ba0b82df6..d5793e5839 100644
--- a/doc/classes/AnimationNodeOneShot.xml
+++ b/doc/classes/AnimationNodeOneShot.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_mix_mode" qualifiers="const">
diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml
index 38b05eb650..7640f4dcfa 100644
--- a/doc/classes/AnimationNodeOutput.xml
+++ b/doc/classes/AnimationNodeOutput.xml
@@ -6,7 +6,7 @@
<description>
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml
index 3b351a3345..9ea83d2c5e 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -12,7 +12,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index f4b89a5086..fec68d5b74 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -12,7 +12,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_current_node" qualifiers="const">
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index f0b7cc4099..fe0154acad 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -5,7 +5,7 @@
<description>
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml
index 5c2e6cb692..334fdb0b95 100644
--- a/doc/classes/AnimationNodeTimeScale.xml
+++ b/doc/classes/AnimationNodeTimeScale.xml
@@ -7,7 +7,7 @@
Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml
index 0fef106da5..eb5335c792 100644
--- a/doc/classes/AnimationNodeTimeSeek.xml
+++ b/doc/classes/AnimationNodeTimeSeek.xml
@@ -7,7 +7,7 @@
This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index 11250c5b17..8338f0d39a 100644
--- a/doc/classes/AnimationNodeTransition.xml
+++ b/doc/classes/AnimationNodeTransition.xml
@@ -7,7 +7,7 @@
Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_input_caption" qualifiers="const">
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index 6267a5a0a9..8396cdb6cf 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -9,9 +9,9 @@
Updating the target properties of animations occurs at process time.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
+ <link title="Animations">https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
+ <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_animation">
@@ -236,7 +236,8 @@
The name of the animation to play when the scene loads.
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default="&quot;&quot;">
- The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play].
+ The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
+ [b]Note[/b]: while this property appears in the inspector, it's not meant to be edited and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
The length (in seconds) of the currently being played animation.
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index dd04f4ce3f..cc8e83f509 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,8 +7,8 @@
Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
- <link>https://github.com/godotengine/tps-demo</link>
+ <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="Third-person shooter demo code repository">https://github.com/godotengine/tps-demo</link>
</tutorials>
<methods>
<method name="advance">
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 4190cbe6b9..e98c0af0d9 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -7,7 +7,7 @@
2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link>
+ <link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link>
</tutorials>
<methods>
<method name="get_collision_layer_bit" qualifiers="const">
@@ -97,10 +97,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
+ The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this area scans to determine collision detection.
+ The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index a94cecd879..ad9eff3a64 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -96,10 +96,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
+ The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this area scans to determine collision detection.
+ The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index b45716544a..4ec39ecc2f 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -26,7 +26,7 @@
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
+ <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
</tutorials>
<methods>
<method name="add_blend_shape">
diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml
index a217342d98..6617d16290 100644
--- a/doc/classes/AudioEffectRecord.xml
+++ b/doc/classes/AudioEffectRecord.xml
@@ -7,7 +7,7 @@
Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link>
+ <link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link>
</tutorials>
<methods>
<method name="get_recording" qualifiers="const">
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 49c6f5bb34..d5fd5d8f00 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -7,7 +7,7 @@
[AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
+ <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="add_bus">
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index d5c8e42515..58768dc008 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -7,7 +7,7 @@
Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
+ <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_length" qualifiers="const">
diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml
index e93da411cd..51254f9305 100644
--- a/doc/classes/AudioStreamGenerator.xml
+++ b/doc/classes/AudioStreamGenerator.xml
@@ -5,7 +5,7 @@
<description>
</description>
<tutorials>
- <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
+ <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index e3e17b8a93..cd8e8735b6 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -5,7 +5,7 @@
<description>
</description>
<tutorials>
- <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
+ <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
</tutorials>
<methods>
<method name="can_push_buffer" qualifiers="const">
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index dbc3d3e21b..86048ca8c1 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -7,7 +7,7 @@
Plays an audio stream non-positionally.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
+ <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 844e2316ba..d8b9385736 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -7,7 +7,7 @@
Plays audio that dampens with distance from screen center.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
+ <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index 98100370b6..aadbc865bb 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -8,7 +8,7 @@
By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
+ <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 1da4e23437..0cb0b7e57e 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -7,7 +7,7 @@
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
+ <link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
</tutorials>
<methods>
<method name="get_feature" qualifiers="const">
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 47433d7adc..c614a281ae 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -10,8 +10,8 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
+ <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
+ <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
</tutorials>
<methods>
<method name="Basis">
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index df3ef71a2a..7244da56ca 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -8,7 +8,7 @@
See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
+ <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<methods>
<method name="convert_from_particles">
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 899988022f..0eecada4fe 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -12,8 +12,8 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<methods>
<method name="_draw" qualifiers="virtual">
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index 8202a29d44..89cd28b617 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -7,8 +7,8 @@
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link>
+ <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link>
</tutorials>
<methods>
<method name="get_canvas" qualifiers="const">
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index c16e448498..a988035c36 100644
--- a/doc/classes/CharFXTransform.xml
+++ b/doc/classes/CharFXTransform.xml
@@ -7,8 +7,8 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
- <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
+ <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
+ <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/ClippedCamera3D.xml b/doc/classes/ClippedCamera3D.xml
index 58ecec828d..de90247536 100644
--- a/doc/classes/ClippedCamera3D.xml
+++ b/doc/classes/ClippedCamera3D.xml
@@ -90,7 +90,7 @@
If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected.
+ The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index d2676e55d0..b4fcf9cd88 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -7,7 +7,7 @@
Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml
index 76515a65a7..05851e445e 100644
--- a/doc/classes/CollisionShape3D.xml
+++ b/doc/classes/CollisionShape3D.xml
@@ -7,7 +7,7 @@
Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="make_convex_from_brothers">
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 240e70db9f..fcaba99eb7 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -18,13 +18,21 @@
<argument index="0" name="from" type="String">
</argument>
<description>
- Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. See also [method @GDScript.ColorN].
+ Constructs a color from an HTML hexadecimal color string in RGB or RGBA format. See also [method @GDScript.ColorN].
[codeblock]
# Each of the following creates the same color RGBA(178, 217, 10, 255).
- var c1 = Color("#ffb2d90a") # ARGB format with "#".
- var c2 = Color("ffb2d90a") # ARGB format.
var c3 = Color("#b2d90a") # RGB format with "#".
var c4 = Color("b2d90a") # RGB format.
+ var c1 = Color("#b2d90aff") # RGBA format with "#".
+ var c2 = Color("b2d90aff") # RGBA format.
+ [/codeblock]
+ You can also use the "web color" short-hand form by only using 3 or 4 digits.
+ [codeblock]
+ # Each of the following creates the same color RGBA(17, 34, 51, 255).
+ var c3 = Color("#123") # RGB format with "#".
+ var c4 = Color("123") # RGB format.
+ var c1 = Color("#123f") # RGBA format with "#".
+ var c2 = Color("123f") # RGBA format.
[/codeblock]
</description>
</method>
@@ -243,11 +251,11 @@
<argument index="0" name="with_alpha" type="bool" default="true">
</argument>
<description>
- Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
- Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string.
+ Returns the color's HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]).
+ Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format).
[codeblock]
var c = Color(1, 1, 1, 0.5)
- var s1 = c.to_html() # Returns "7fffffff"
+ var s1 = c.to_html() # Returns "ffffff7f"
var s2 = c.to_html(false) # Returns "ffffff"
[/codeblock]
</description>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 1f495bf91a..c8e37d7d7b 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -13,10 +13,11 @@
Only one [Control] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
[Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the inspector.
+ [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
+ <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<methods>
<method name="_clips_input" qualifiers="virtual">
@@ -97,7 +98,17 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
- Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses. If the [code]color[/code] is empty or invalid, the override is cleared and the color from assigned [Theme] is used.
+ Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses.
+ [b]Note:[/b] Unlike other theme overrides, there is no way to undo a color override without manually assigning the previous color.
+ [b]Example of overriding a label's color and resetting it later:[/b]
+ [codeblock]
+ # Override the child node "MyLabel"'s font color to orange.
+ $MyLabel.add_theme_color_override("font_color", Color(1, 0.5, 0))
+
+ # Reset the color by creating a new node to get the default value:
+ var default_label_color = Label.new().get_theme_color("font_color")
+ $MyLabel.add_theme_color_override("font_color", default_label_color)
+ [/codeblock]
</description>
</method>
<method name="add_theme_constant_override">
@@ -108,7 +119,7 @@
<argument index="1" name="constant" type="int">
</argument>
<description>
- Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is empty or invalid, the override is cleared and the constant from assigned [Theme] is used.
+ Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is [code]0[/code], the override is cleared and the constant from assigned [Theme] is used.
</description>
</method>
<method name="add_theme_font_override">
@@ -119,7 +130,7 @@
<argument index="1" name="font" type="Font">
</argument>
<description>
- Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is empty or invalid, the override is cleared and the font from assigned [Theme] is used.
+ Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is [code]null[/code] or invalid, the override is cleared and the font from assigned [Theme] is used.
</description>
</method>
<method name="add_theme_icon_override">
@@ -130,7 +141,7 @@
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
- Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is empty or invalid, the override is cleared and the icon from assigned [Theme] is used.
+ Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is [code]null[/code] or invalid, the override is cleared and the icon from assigned [Theme] is used.
</description>
</method>
<method name="add_theme_shader_override">
@@ -141,7 +152,7 @@
<argument index="1" name="shader" type="Shader">
</argument>
<description>
- Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is empty or invalid, the override is cleared and the shader from assigned [Theme] is used.
+ Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is [code]null[/code] or invalid, the override is cleared and the shader from assigned [Theme] is used.
</description>
</method>
<method name="add_theme_stylebox_override">
@@ -153,6 +164,19 @@
</argument>
<description>
Overrides the [StyleBox] with given [code]name[/code] in the [member theme] resource the control uses. If [code]stylebox[/code] is empty or invalid, the override is cleared and the [StyleBox] from assigned [Theme] is used.
+ [b]Example of modifying a property in a StyleBox by duplicating it:[/b]
+ [codeblock]
+ # The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
+ # Resources are shared across instances, so we need to duplicate it
+ # to avoid modifying the appearance of all other buttons.
+ var new_stylebox_normal = $MyButton.get_theme_stylebox("normal").duplicate()
+ new_stylebox_normal.border_width_top = 3
+ new_stylebox_normal.border_color = Color(0, 1, 0.5)
+ $MyButton.add_theme_stylebox_override("normal", new_stylebox_normal)
+
+ # Remove the stylebox override:
+ $MyButton.add_theme_stylebox_override("normal", null)
+ [/codeblock]
</description>
</method>
<method name="can_drop_data" qualifiers="virtual">
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 5413fa33c6..7123deb206 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -73,7 +73,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
+ <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
</tutorials>
<methods>
<method name="clear">
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index fc7ce94a2b..afd85a9cb7 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -7,7 +7,7 @@
A directional light is a type of [Light3D] 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 to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
+ <link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index a86dbfedde..bcdadcd970 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -24,7 +24,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
+ <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<methods>
<method name="change_dir">
diff --git a/doc/classes/DynamicFont.xml b/doc/classes/DynamicFont.xml
index 5d8ae29175..b0635892be 100644
--- a/doc/classes/DynamicFont.xml
+++ b/doc/classes/DynamicFont.xml
@@ -4,7 +4,7 @@
DynamicFont renders vector font files at runtime.
</brief_description>
<description>
- DynamicFont renders vector font files (such as TTF or OTF) dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallbacks fonts, which will be used when displaying a character not supported by the main font.
+ DynamicFont renders vector font files (such as TTF or OTF) dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallback fonts, which will be used when displaying a character not supported by the main font.
DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization.
[codeblock]
var dynamic_font = DynamicFont.new()
diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml
index 6bcaabc39e..9ef2bd21cc 100644
--- a/doc/classes/EditorExportPlugin.xml
+++ b/doc/classes/EditorExportPlugin.xml
@@ -70,24 +70,24 @@
<description>
</description>
</method>
- <method name="add_ios_framework">
+ <method name="add_ios_embedded_framework">
<return type="void">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
- Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
+ Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
+ [b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code].
+ This method should not be used for System libraries as they are already present on the device.
</description>
</method>
- <method name="add_ios_embedded_framework">
+ <method name="add_ios_framework">
<return type="void">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
- Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
- [b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code].
- This method should not be used for System libraries as they are already present on the device.
+ Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
</description>
</method>
<method name="add_ios_linker_flags">
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index ea2dfae9a5..b290557336 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -49,7 +49,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
+ <link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<methods>
<method name="get_import_options" qualifiers="virtual">
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index b81281b5b6..8865939eb1 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -7,7 +7,7 @@
EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
+ <link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
</tutorials>
<methods>
<method name="add_material">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 36076d8909..6a64a7aa55 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -7,7 +7,7 @@
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
+ <link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="add_autoload_singleton">
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index 56fc0e3d1a..cb1f5d2e77 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -26,7 +26,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
+ <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="get_source_file" qualifiers="const">
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index bbab0bf8cf..caee6a0c07 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -11,8 +11,8 @@
- Adjustments
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
+ <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
+ <link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
</tutorials>
<methods>
<method name="is_glow_level_enabled" qualifiers="const">
@@ -95,47 +95,20 @@
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
The background mode. See [enum BGMode] for possible values.
</member>
- <member name="fog_color" type="Color" setter="set_fog_color" getter="get_fog_color" default="Color( 0.5, 0.6, 0.7, 1 )">
- The fog's [Color].
- </member>
- <member name="fog_depth_begin" type="float" setter="set_fog_depth_begin" getter="get_fog_depth_begin" default="10.0">
- The fog's depth starting distance from the camera.
- </member>
- <member name="fog_depth_curve" type="float" setter="set_fog_depth_curve" getter="get_fog_depth_curve" default="1.0">
- The fog depth's intensity curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
- </member>
- <member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled" default="true">
- If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
- </member>
- <member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
- The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value.
+ <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
- If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog.
- </member>
- <member name="fog_height_curve" type="float" setter="set_fog_height_curve" getter="get_fog_height_curve" default="1.0">
- The height fog's intensity. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
+ If [code]true[/code], fog effects are enabled.
</member>
- <member name="fog_height_enabled" type="bool" setter="set_fog_height_enabled" getter="is_fog_height_enabled" default="false">
- If [code]true[/code], the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate "deep water" effects with a lower performance cost compared to a dedicated shader.
+ <member name="fog_height" type="float" setter="set_fog_height" getter="get_fog_height" default="0.0">
</member>
- <member name="fog_height_max" type="float" setter="set_fog_height_max" getter="get_fog_height_max" default="0.0">
- The Y coordinate where the height fog will be the most intense. If this value is greater than [member fog_height_min], fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.
+ <member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0">
</member>
- <member name="fog_height_min" type="float" setter="set_fog_height_min" getter="get_fog_height_min" default="10.0">
- The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
+ <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color( 0.5, 0.6, 0.7, 1 )">
</member>
- <member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0">
- The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene.
+ <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0">
</member>
- <member name="fog_sun_color" type="Color" setter="set_fog_sun_color" getter="get_fog_sun_color" default="Color( 1, 0.9, 0.7, 1 )">
- The depth fog's [Color] when looking towards the sun.
- </member>
- <member name="fog_transmit_curve" type="float" setter="set_fog_transmit_curve" getter="get_fog_transmit_curve" default="1.0">
- The intensity of the fog light transmittance effect. Amount of light that the fog transmits.
- </member>
- <member name="fog_transmit_enabled" type="bool" setter="set_fog_transmit_enabled" getter="is_fog_transmit_enabled" default="false">
- Enables fog's light transmission effect. If [code]true[/code], light will be more visible in the fog to simulate light scattering as in real life.
+ <member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0">
</member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
@@ -265,6 +238,22 @@
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
</member>
+ <member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.01">
+ </member>
+ <member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0">
+ </member>
+ <member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false">
+ </member>
+ <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="0.0">
+ </member>
+ <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0">
+ </member>
+ <member name="volumetric_fog_light" type="Color" setter="set_volumetric_fog_light" getter="get_volumetric_fog_light" default="Color( 0, 0, 0, 1 )">
+ </member>
+ <member name="volumetric_fog_light_energy" type="float" setter="set_volumetric_fog_light_energy" getter="get_volumetric_fog_light_energy" default="1.0">
+ </member>
+ <member name="volumetric_fog_shadow_filter" type="int" setter="set_volumetric_fog_shadow_filter" getter="get_volumetric_fog_shadow_filter" enum="Environment.VolumetricFogShadowFilter" default="1">
+ </member>
</members>
<constants>
<constant name="BG_CLEAR_COLOR" value="0" enum="BGMode">
@@ -360,5 +349,13 @@
</constant>
<constant name="SDFGI_Y_SCALE_50_PERCENT" value="2" enum="SDFGIYScale">
</constant>
+ <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED" value="0" enum="VolumetricFogShadowFilter">
+ </constant>
+ <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_LOW" value="1" enum="VolumetricFogShadowFilter">
+ </constant>
+ <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM" value="2" enum="VolumetricFogShadowFilter">
+ </constant>
+ <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_HIGH" value="3" enum="VolumetricFogShadowFilter">
+ </constant>
</constants>
</class>
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index fcd1aa43c0..f2611dc850 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call.
- An example expression text using the built-in math functions could be [code]sqrt(pow(3,2) + pow(4,2))[/code].
+ An example expression text using the built-in math functions could be [code]sqrt(pow(3, 2) + pow(4, 2))[/code].
In the following example we use a [LineEdit] node to write our expression and show the result.
[codeblock]
onready var expression = Expression.new()
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index d91203d91f..1982406993 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -23,7 +23,7 @@
In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
+ <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<methods>
<method name="close">
@@ -451,16 +451,16 @@
</members>
<constants>
<constant name="READ" value="1" enum="ModeFlags">
- Opens the file for read operations.
+ Opens the file for read operations. The cursor is positioned at the beginning of the file.
</constant>
<constant name="WRITE" value="2" enum="ModeFlags">
- Opens the file for write operations. Create it if the file does not exist and truncate if it exists.
+ Opens the file for write operations. The file is created if it does not exist, and truncated if it does.
</constant>
<constant name="READ_WRITE" value="3" enum="ModeFlags">
- Opens the file for read and write operations. Does not truncate the file.
+ Opens the file for read and write operations. Does not truncate the file. The cursor is positioned at the beginning of the file.
</constant>
<constant name="WRITE_READ" value="7" enum="ModeFlags">
- Opens the file for read and write operations. Create it if the file does not exist and truncate if it exists.
+ Opens the file for read and write operations. The file is created if it does not exist, and truncated if it does. The cursor is positioned at the beginning of the file.
</constant>
<constant name="COMPRESSION_FASTLZ" value="0" enum="CompressionMode">
Uses the [url=http://fastlz.org/]FastLZ[/url] compression method.
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index eaaccbd0dd..b4afee7610 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -57,6 +57,7 @@
<members>
<member name="access" type="int" setter="set_access" getter="get_access" enum="FileDialog.Access" default="0">
The file system access scope. See enum [code]Access[/code] constants.
+ [b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url].
</member>
<member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir" default="&quot;res://&quot;">
The current working directory of the file dialog.
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index ce6a25e191..f49fbf0d2a 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -5,6 +5,8 @@
</brief_description>
<description>
Font contains a Unicode-compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts.
+ [b]Note:[/b] If a DynamicFont doesn't contain a character used in a string, the character in question will be replaced with codepoint [code]0xfffd[/code] if it's available in the DynamicFont. If this replacement character isn't available in the DynamicFont, the character will be hidden without displaying any replacement character in the string.
+ [b]Note:[/b] If a BitmapFont doesn't contain a character used in a string, the character in question will be hidden without displaying any replacement character in the string.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 8885f360a3..9199468ab3 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -8,7 +8,7 @@
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
+ <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
</tutorials>
<methods>
<method name="bake">
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index ee67b5052c..5bed28aaf7 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
+ <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<methods>
<method name="capture_rect" qualifiers="const">
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index add8f28bf8..3e17963407 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
+ <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials>
<methods>
<method name="capture_aabb" qualifiers="const">
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 7e8f0807ac..9dc38b018a 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -1,18 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HTTPClient" inherits="Reference" version="4.0">
<brief_description>
- Hyper-text transfer protocol client.
+ Low-level hyper-text transfer protocol client.
</brief_description>
<description>
- Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. See [HTTPRequest] for an higher-level alternative.
+ Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for an higher-level alternative.[/b]
[b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started.
A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
+ <link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
+ <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="close">
@@ -152,6 +152,7 @@
var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(query_string.length())]
var result = http_client.request(http_client.METHOD_POST, "index.php", headers, query_string)
[/codeblock]
+ [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.http_escape] for an example.
</description>
</method>
<method name="request_raw">
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 61e0d2e2b9..4801af07d3 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -67,8 +67,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
+ <link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link>
+ <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="cancel_request">
@@ -116,6 +116,7 @@
<description>
Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
+ [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.http_escape] for an example.
</description>
</method>
</methods>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index fbc9dfa564..b05ab5b4d6 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -7,7 +7,7 @@
A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
+ <link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
</tutorials>
<methods>
<method name="action_press">
@@ -47,8 +47,9 @@
<return type="Vector3">
</return>
<description>
- If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3].
+ Returns the acceleration of the device's accelerometer, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.
+ [b]Note:[/b] This method only works on iOS, Android, and UWP. On other platforms, it always returns [constant Vector3.ZERO].
</description>
</method>
<method name="get_action_strength" qualifiers="const">
@@ -78,14 +79,16 @@
<return type="Vector3">
</return>
<description>
- If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3].
+ Returns the gravity of the device's accelerometer, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
+ [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
</description>
</method>
<method name="get_gyroscope" qualifiers="const">
<return type="Vector3">
</return>
<description>
- If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty [Vector3].
+ Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
+ [b]Note:[/b] This method only works on Android. On other platforms, it always returns [constant Vector3.ZERO].
</description>
</method>
<method name="get_joy_axis" qualifiers="const">
@@ -182,7 +185,8 @@
<return type="Vector3">
</return>
<description>
- If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
+ Returns the the magnetic field strength in micro-Tesla for all axes of the device's magnetometer, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
+ [b]Note:[/b] This method only works on Android and UWP. On other platforms, it always returns [constant Vector3.ZERO].
</description>
</method>
<method name="get_mouse_button_mask" qualifiers="const">
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 413e217b45..3663ee98cc 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -7,8 +7,8 @@
Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
</tutorials>
<methods>
<method name="accumulate">
diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml
index 1c38ff8e8f..e0d3e47219 100644
--- a/doc/classes/InputEventAction.xml
+++ b/doc/classes/InputEventAction.xml
@@ -7,7 +7,7 @@
Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
+ <link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml
index 7876bace75..6ab4942f85 100644
--- a/doc/classes/InputEventJoypadButton.xml
+++ b/doc/classes/InputEventJoypadButton.xml
@@ -7,7 +7,7 @@
Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml
index bfd961ce1f..2d7787b568 100644
--- a/doc/classes/InputEventJoypadMotion.xml
+++ b/doc/classes/InputEventJoypadMotion.xml
@@ -7,7 +7,7 @@
Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index 767e67c615..fe91b9c13e 100644
--- a/doc/classes/InputEventKey.xml
+++ b/doc/classes/InputEventKey.xml
@@ -7,7 +7,7 @@
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
<method name="get_keycode_with_modifiers" qualifiers="const">
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index e3c9d688d2..31e82bbaed 100644
--- a/doc/classes/InputEventMouse.xml
+++ b/doc/classes/InputEventMouse.xml
@@ -7,7 +7,7 @@
Stores general mouse events information.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index b83588a877..d7b64a9a2d 100644
--- a/doc/classes/InputEventMouseButton.xml
+++ b/doc/classes/InputEventMouseButton.xml
@@ -7,7 +7,7 @@
Contains mouse click information. See [method Node._input].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
+ <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index c36089fe9b..3e64fd63ab 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -8,7 +8,7 @@
[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.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
+ <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml
index a315e4ddfb..d69f175be8 100644
--- a/doc/classes/InputEventScreenDrag.xml
+++ b/doc/classes/InputEventScreenDrag.xml
@@ -7,7 +7,7 @@
Contains screen drag information. See [method Node._input].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 16a3cf8353..f497f2fecc 100644
--- a/doc/classes/InputEventScreenTouch.xml
+++ b/doc/classes/InputEventScreenTouch.xml
@@ -8,7 +8,7 @@
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index cc7de2ca32..667879a922 100644
--- a/doc/classes/InputEventWithModifiers.xml
+++ b/doc/classes/InputEventWithModifiers.xml
@@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
+ <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index 03212538c9..062ac3869d 100644
--- a/doc/classes/InputMap.xml
+++ b/doc/classes/InputMap.xml
@@ -7,7 +7,7 @@
Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
+ <link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials>
<methods>
<method name="action_add_event">
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml
index 68f6c32a53..d2cb558385 100644
--- a/doc/classes/JavaScript.xml
+++ b/doc/classes/JavaScript.xml
@@ -7,7 +7,7 @@
The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
+ <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials>
<methods>
<method name="eval">
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 455fdad771..5a1b4630d0 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link>
+ <link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link>
</tutorials>
<methods>
<method name="get_floor_normal" qualifiers="const">
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index 01cce907f9..5d9c7fd896 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -9,7 +9,7 @@
[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
+ <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
</tutorials>
<methods>
<method name="get_axis_lock" qualifiers="const">
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 2862190d4d..c5f0c2df8c 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] Light2D can also be used as a mask.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
+ <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 6979efa569..c022e56a39 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -7,7 +7,7 @@
Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
+ <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
<method name="get_param" qualifiers="const">
@@ -77,6 +77,8 @@
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
If [code]true[/code], the light will cast shadows.
</member>
+ <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="1.0">
+ </member>
<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
@@ -138,10 +140,12 @@
<constant name="PARAM_SHADOW_BLUR" value="16" enum="Param">
Constant for accessing [member shadow_blur].
</constant>
- <constant name="PARAM_TRANSMITTANCE_BIAS" value="17" enum="Param">
+ <constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="Param">
+ </constant>
+ <constant name="PARAM_TRANSMITTANCE_BIAS" value="18" enum="Param">
Constant for accessing [member shadow_transmittance_bias].
</constant>
- <constant name="PARAM_MAX" value="18" enum="Param">
+ <constant name="PARAM_MAX" value="19" enum="Param">
Represents the size of the [enum Param] enum.
</constant>
<constant name="BAKE_DISABLED" value="0" enum="BakeMode">
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index a02f7a0f75..9f128e5942 100644
--- a/doc/classes/LightOccluder2D.xml
+++ b/doc/classes/LightOccluder2D.xml
@@ -7,7 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
+ <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 689f8d83e1..59b312f69a 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -7,7 +7,7 @@
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
+ <link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 0f56ab4b95..8a6c560cdd 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
+ <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+ <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">
diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml
index cab17c952e..7d8035ba77 100644
--- a/doc/classes/MultiMeshInstance3D.xml
+++ b/doc/classes/MultiMeshInstance3D.xml
@@ -8,9 +8,9 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
+ <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+ <link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
+ <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml
index 2de1f71867..f5f6308401 100644
--- a/doc/classes/Mutex.xml
+++ b/doc/classes/Mutex.xml
@@ -7,7 +7,7 @@
A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
+ <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="lock">
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index ff97ea926d..7e2a9af59f 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -7,7 +7,7 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
+ <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
</tutorials>
<methods>
<method name="get_connection_status" qualifiers="const">
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 8f66c9df38..b342fc0813 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -17,7 +17,7 @@
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
+ <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
</tutorials>
<methods>
<method name="_enter_tree" qualifiers="virtual">
@@ -194,6 +194,7 @@
Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
[b]Note:[/b] It does not match against the full path, just against individual node names.
If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
+ [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.
</description>
</method>
<method name="find_parent" qualifiers="const">
@@ -204,6 +205,7 @@
<description>
Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
[b]Note:[/b] It does not match against the full path, just against individual node names.
+ [b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable.
</description>
</method>
<method name="get_child" qualifiers="const">
@@ -213,6 +215,7 @@
</argument>
<description>
Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node.
+ Negative indices access the children from the last one.
To access a child node via its name, use [method get_node].
</description>
</method>
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index d29c556216..987a18f367 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -7,7 +7,7 @@
A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
+ <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<methods>
<method name="apply_scale">
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 02b319fb5a..1ef875f606 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
+ <link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
</tutorials>
<methods>
<method name="force_update_transform">
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 077067a0f4..2395ccd211 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -495,7 +495,7 @@
<description>
Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].
- See <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> for examples of the usage of this method.
+ See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method.
</description>
</method>
<method name="tr_n" qualifiers="const">
@@ -514,7 +514,7 @@
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation].
The number [code]n[/code] 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.
[b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr].
- See <link>https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html</link> for examples of the usage of this method.
+ See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method.
</description>
</method>
</methods>
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index 000d67e691..dfcb19a287 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -7,7 +7,7 @@
An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
+ <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index 39d974ec47..8c4bbd6716 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -217,7 +217,7 @@
<argument index="0" name="index" type="int">
</argument>
<description>
- Emitted the when user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument.
+ Emitted when the user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument.
</description>
</signal>
<signal name="item_selected">
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 6afbd1ee8e..ca42f5801a 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -7,7 +7,7 @@
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">
@@ -80,10 +80,10 @@
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this area scans for collisions.
+ The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 2301a07a5c..7de65603f9 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -7,7 +7,7 @@
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">
@@ -80,10 +80,10 @@
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this area scans for collisions.
+ The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
</members>
<constants>
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 30519e11be..dfc0ab909a 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -7,7 +7,7 @@
Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_central_force">
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index d85d7794dd..676e33601a 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index ea094dcd90..789e8cc731 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 63e13954ab..93ca684b95 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -18,7 +18,7 @@
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647">
- The physics layer(s) the query will take into account (as a bitmask).
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
The list of objects or object [RID]s that will be excluded from collisions.
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index f4191d4862..167fb31bb3 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -18,7 +18,7 @@
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
- The physics layer(s) the query will take into account (as a bitmask).
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
The list of objects or object [RID]s that will be excluded from collisions.
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index ce0680523c..d420e6ccdc 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -7,7 +7,7 @@
Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Plane">
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index ce55c90c68..2af0f500a0 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -5,6 +5,8 @@
</brief_description>
<description>
[PopupMenu] is a [Control] that displays a list of options. They are popular in toolbars or context menus.
+ The size of a [PopupMenu] can be limited by using [member Window.max_size]. If the height of the list of items is larger than the maximum height of the [PopupMenu], a [ScrollContainer] within the popup will allow the user to scroll the contents.
+ If no maximum size is set, or if it is set to 0, the [PopupMenu] height will be limited by its parent rect.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 793249afc5..e0e4a41444 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -205,7 +205,8 @@
Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
</member>
<member name="application/config/name" type="String" setter="" getter="" default="&quot;&quot;">
- The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files.
+ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
+ [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
@@ -1038,6 +1039,9 @@
<member name="rendering/quality/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/glow/use_high_quality" type="bool" setter="" getter="" default="false">
+ Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
+ </member>
<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment].
</member>
@@ -1158,6 +1162,16 @@
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
+ <member name="rendering/volumetric_fog/directional_shadow_shrink" type="int" setter="" getter="" default="512">
+ </member>
+ <member name="rendering/volumetric_fog/positional_shadow_shrink" type="int" setter="" getter="" default="512">
+ </member>
+ <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="0">
+ </member>
+ <member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128">
+ </member>
+ <member name="rendering/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
+ </member>
<member name="rendering/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.
</member>
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 730edb00d9..2218852dae 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -9,7 +9,7 @@
Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
+ <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
</tutorials>
<methods>
<method name="Quat">
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index 6a11630c0e..db4b9a0383 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -11,7 +11,7 @@
RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">
@@ -133,7 +133,7 @@
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index e7ee1d284f..1e61664a7d 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -11,7 +11,7 @@
RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">
@@ -136,7 +136,7 @@
If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 8599aad95e..fe05f14fa1 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -8,7 +8,7 @@
It uses floating point coordinates.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Rect2">
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index 7362580c02..2fdfe7c24b 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -8,7 +8,7 @@
It uses integer coordinates.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Rect2i">
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index 07d7b646a1..5458b496da 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -8,7 +8,7 @@
The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
+ <link title="Reflection probes">https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 85eaac454f..9c8c964967 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -15,7 +15,7 @@
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
+ <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
</tutorials>
<methods>
<method name="black_bars_set_images">
@@ -690,52 +690,19 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
- <argument index="2" name="color" type="Color">
- </argument>
- <argument index="3" name="sun_color" type="Color">
- </argument>
- <argument index="4" name="sun_amount" type="float">
- </argument>
- <description>
- Sets the variables to be used with the scene fog. See [Environment] for more details.
- </description>
- </method>
- <method name="environment_set_fog_depth">
- <return type="void">
- </return>
- <argument index="0" name="env" type="RID">
- </argument>
- <argument index="1" name="enable" type="bool">
+ <argument index="2" name="light_color" type="Color">
</argument>
- <argument index="2" name="depth_begin" type="float">
+ <argument index="3" name="light_energy" type="float">
</argument>
- <argument index="3" name="depth_end" type="float">
- </argument>
- <argument index="4" name="depth_curve" type="float">
- </argument>
- <argument index="5" name="transmit" type="bool">
- </argument>
- <argument index="6" name="transmit_curve" type="float">
- </argument>
- <description>
- Sets the variables to be used with the fog depth effect. See [Environment] for more details.
- </description>
- </method>
- <method name="environment_set_fog_height">
- <return type="void">
- </return>
- <argument index="0" name="env" type="RID">
- </argument>
- <argument index="1" name="enable" type="bool">
+ <argument index="4" name="sun_scatter" type="float">
</argument>
- <argument index="2" name="min_height" type="float">
+ <argument index="5" name="density" type="float">
</argument>
- <argument index="3" name="max_height" type="float">
+ <argument index="6" name="height" type="float">
</argument>
- <argument index="4" name="height_curve" type="float">
+ <argument index="7" name="height_density" type="float">
</argument>
<description>
- Sets the variables to be used with the fog height effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_glow">
@@ -3252,9 +3219,9 @@
<constant name="LIGHT_PARAM_SHADOW_BLUR" value="16" enum="LightParam">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</constant>
- <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="17" enum="LightParam">
+ <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="18" enum="LightParam">
</constant>
- <constant name="LIGHT_PARAM_MAX" value="18" enum="LightParam">
+ <constant name="LIGHT_PARAM_MAX" value="19" enum="LightParam">
Represents the size of the [enum LightParam] enum.
</constant>
<constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode">
diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml
index 34431c5153..726b26fbc7 100644
--- a/doc/classes/RichTextEffect.xml
+++ b/doc/classes/RichTextEffect.xml
@@ -13,8 +13,8 @@
[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
- <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
+ <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
+ <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
<method name="_process_custom_fx" qualifiers="virtual">
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index a1c4fcc53c..dc3c7c7dc0 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
+ <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
</tutorials>
<methods>
<method name="add_image">
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 1fbcccdbb5..f3d43b193e 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -129,6 +129,7 @@
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
+ [b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index d53d6b001c..e9ebf33aa7 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -11,7 +11,7 @@
With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="_integrate_forces" qualifiers="virtual">
@@ -156,6 +156,7 @@
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
+ [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported].
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 00ca5c6e9f..4ea457047f 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -9,8 +9,8 @@
[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
+ <link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
+ <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 0d94453e52..56272760bd 100644
--- a/doc/classes/Script.xml
+++ b/doc/classes/Script.xml
@@ -8,7 +8,7 @@
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
+ <link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
</tutorials>
<methods>
<method name="can_instance" qualifiers="const">
diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml
index c9745acfcd..f311e1c72f 100644
--- a/doc/classes/Semaphore.xml
+++ b/doc/classes/Semaphore.xml
@@ -7,7 +7,7 @@
A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
+ <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="post">
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 109c500a63..a717eba438 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -7,8 +7,8 @@
This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link>
+ <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
+ <link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 7e0e1ce831..b1748703ff 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -7,7 +7,7 @@
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
+ <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
</tutorials>
<methods>
<method name="get_shader_param" qualifiers="const">
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 5f41d05816..65a37314f6 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -7,7 +7,7 @@
Base class for all 2D shapes. All 2D shape types inherit from this.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="collide">
diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml
index 1af6550dc5..2d8bb5d051 100644
--- a/doc/classes/Shape3D.xml
+++ b/doc/classes/Shape3D.xml
@@ -7,7 +7,7 @@
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index e1b7d60763..0ddbac9ba4 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -7,7 +7,7 @@
Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
+ <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials>
<methods>
<method name="get_bone">
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 24d6609900..d3ab955570 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -7,7 +7,7 @@
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link>
+ <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">
@@ -82,10 +82,10 @@
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this SoftBody3D is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this SoftBody3D scans for collisions.
+ The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
</member>
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index 423633e583..fc849baa8d 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -7,7 +7,7 @@
A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
+ <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml
index 15caff9eeb..3ffdbebae8 100644
--- a/doc/classes/SpringArm3D.xml
+++ b/doc/classes/SpringArm3D.xml
@@ -47,7 +47,7 @@
</methods>
<members>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The layers against which the collision check shall be done.
+ The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01">
When the collision check is made, a candidate length for the SpringArm3D is given.
diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml
index 92f561d7b5..f218631038 100644
--- a/doc/classes/Sprite2D.xml
+++ b/doc/classes/Sprite2D.xml
@@ -44,10 +44,10 @@
If [code]true[/code], texture is flipped vertically.
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
- Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.
+ Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1.
</member>
<member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )">
- Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1.
+ Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1.
</member>
<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
The number of columns in the sprite sheet.
diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml
index f59d5130c9..934471c445 100644
--- a/doc/classes/Sprite3D.xml
+++ b/doc/classes/Sprite3D.xml
@@ -13,10 +13,10 @@
</methods>
<members>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
- Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.
+ Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1.
</member>
<member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )">
- Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1.
+ Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1.
</member>
<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
The number of columns in the sprite sheet.
diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml
index 6e1e1688f4..516ae25e92 100644
--- a/doc/classes/SpriteFrames.xml
+++ b/doc/classes/SpriteFrames.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Sprite frame library for [AnimatedSprite2D]. 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>
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 69e8f67a5e..6a06c0b3f4 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -7,7 +7,7 @@
SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
+ <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="accept_stream">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index ded64761d0..e134ae03e0 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -7,7 +7,7 @@
This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link>
+ <link title="GDScript format strings">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link>
</tutorials>
<methods>
<method name="String">
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index d4abac15c0..ccc99dc8e3 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -404,10 +404,10 @@
If [code]true[/code], read-only mode is enabled. Existing text cannot be modified and new text cannot be added.
</member>
<member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0">
- The current horizontal scroll value.
+ If there is a horizontal scrollbar this determines the current horizontal scroll value in pixels.
</member>
<member name="scroll_vertical" type="float" setter="set_v_scroll" getter="get_v_scroll" default="0.0">
- The current vertical scroll value.
+ If there is a vertical scrollbar this determines the current vertical scroll value in line numbers, starting at 0 for the top line.
</member>
<member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true">
If [code]true[/code], text can be selected.
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index ffe806cef7..f283efdc3d 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -96,7 +96,7 @@
<return type="Image">
</return>
<description>
- Returns an [Image] with the data from this [Texture2D]. [Image]s can be accessed and manipulated directly.
+ Returns an [Image] that is a copy of data from this [Texture2D]. [Image]s can be accessed and manipulated directly.
</description>
</method>
<method name="get_height" qualifiers="const">
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index 70a4eda867..2824159f0e 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -8,7 +8,7 @@
Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link>
+ <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link>
</tutorials>
<methods>
<method name="clear">
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index e0a58d5736..46377ecf20 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects.
+ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.
</description>
<tutorials>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 9df2b656f4..2780545f55 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -7,7 +7,7 @@
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
+ <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
</tutorials>
<methods>
<method name="clear">
@@ -166,7 +166,7 @@
If you need these to be immediately updated, you can call [method update_dirty_quadrants].
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
[codeblock]
- func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
+ func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2())
# Write your custom logic here.
# To call the default method:
.set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
@@ -287,10 +287,10 @@
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The collision layer(s) for all colliders in the TileMap.
+ The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The collision mask(s) for all colliders in the TileMap.
+ The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml
index 26c190bfa9..09dfe56f8f 100644
--- a/doc/classes/Transform.xml
+++ b/doc/classes/Transform.xml
@@ -8,9 +8,9 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
+ <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
</tutorials>
<methods>
<method name="Transform">
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index f630df7afe..5da88892fe 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -8,7 +8,7 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
+ <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
</tutorials>
<methods>
<method name="Transform2D">
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index 1989a63362..d286c6cf0c 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -7,8 +7,8 @@
Translations are resources that can be loaded and unloaded on demand. They map a string to another string.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link>
+ <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link>
+ <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link>
</tutorials>
<methods>
<method name="add_message">
diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml
index 3369663af6..664cb3e2e3 100644
--- a/doc/classes/TranslationServer.xml
+++ b/doc/classes/TranslationServer.xml
@@ -7,8 +7,8 @@
Server that manages all translations. Translations can be set to it and removed from it.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link>
+ <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link>
+ <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link>
</tutorials>
<methods>
<method name="add_translation">
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 042c8d8e67..cd76689ffe 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -50,7 +50,7 @@
Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link>
+ <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 11716f511b..52d719b6f7 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Vector2">
diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml
index d03db712fc..3ad926210b 100644
--- a/doc/classes/Vector2i.xml
+++ b/doc/classes/Vector2i.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Vector2i">
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 776dfd929e..608b976f6f 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Vector3">
diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml
index 94551e1c2f..bd7c354241 100644
--- a/doc/classes/Vector3i.xml
+++ b/doc/classes/Vector3i.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Vector3i">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 3294ab4cc7..e42c4021ab 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -12,8 +12,8 @@
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
- <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
+ <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
+ <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
</tutorials>
<methods>
<method name="find_world_2d" qualifiers="const">
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index 28d13a7d32..6327ab534f 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -6,7 +6,7 @@
<description>
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link>
+ <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_input_values" qualifiers="const">
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 5bd8ec38ed..3be9b803e9 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -13,7 +13,7 @@
[/codeblock]
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
+ <link title="Visual Shader plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
</tutorials>
<methods>
<method name="_get_category" qualifiers="virtual">
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
index 9261d0088d..8e819b011c 100644
--- a/doc/classes/VisualShaderNodeInput.xml
+++ b/doc/classes/VisualShaderNodeInput.xml
@@ -7,7 +7,7 @@
Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link>
+ <link title="Shading reference index">https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link>
</tutorials>
<methods>
<method name="get_input_real_name" qualifiers="const">
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index e66f21a0e7..b0bfd7f418 100644
--- a/doc/classes/World2D.xml
+++ b/doc/classes/World2D.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml
index 6d3b94794e..d804485d4e 100644
--- a/doc/classes/World3D.xml
+++ b/doc/classes/World3D.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 92b75621c2..f9f0241365 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -9,7 +9,7 @@
The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
+ <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml
index 4d86e24daa..b2682f7a90 100644
--- a/doc/classes/XRCamera3D.xml
+++ b/doc/classes/XRCamera3D.xml
@@ -8,7 +8,7 @@
The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index 8e80eb9a32..c0f64d9e27 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -9,7 +9,7 @@
The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_controller_name" qualifiers="const">
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 1985010223..034cb51be3 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -8,7 +8,7 @@
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">
diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml
index 57cf673d30..3e075e99b9 100644
--- a/doc/classes/XROrigin3D.xml
+++ b/doc/classes/XROrigin3D.xml
@@ -10,7 +10,7 @@
For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml
index 2f7cc21703..0b57c9478f 100644
--- a/doc/classes/XRPositionalTracker.xml
+++ b/doc/classes/XRPositionalTracker.xml
@@ -9,7 +9,7 @@
The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_hand" qualifiers="const">
diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml
index 5e6002aee3..75a05bef17 100644
--- a/doc/classes/XRServer.xml
+++ b/doc/classes/XRServer.xml
@@ -7,7 +7,7 @@
The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
+ <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="center_on_hmd">