diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AStar.xml | 3 | ||||
-rw-r--r-- | doc/classes/AStar2D.xml | 3 | ||||
-rw-r--r-- | doc/classes/AudioEffectRecord.xml | 1 | ||||
-rw-r--r-- | doc/classes/Dictionary.xml | 1 | ||||
-rw-r--r-- | doc/classes/EditorInterface.xml | 12 | ||||
-rw-r--r-- | doc/classes/File.xml | 35 | ||||
-rw-r--r-- | doc/classes/FileDialog.xml | 6 | ||||
-rw-r--r-- | doc/classes/Image.xml | 6 | ||||
-rw-r--r-- | doc/classes/KinematicBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Light3D.xml | 18 | ||||
-rw-r--r-- | doc/classes/OmniLight3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsServer2D.xml | 18 | ||||
-rw-r--r-- | doc/classes/Rect2i.xml | 122 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 7 | ||||
-rw-r--r-- | doc/classes/RigidBody3D.xml | 7 | ||||
-rw-r--r-- | doc/classes/Skeleton3D.xml | 12 | ||||
-rw-r--r-- | doc/classes/SpotLight3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Vector2i.xml | 29 | ||||
-rw-r--r-- | doc/classes/Vector3i.xml | 32 | ||||
-rw-r--r-- | doc/translations/classes.pot | 2 | ||||
-rw-r--r-- | doc/translations/fr.po | 2 |
21 files changed, 276 insertions, 46 deletions
diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml index e930abba87..2695e86f47 100644 --- a/doc/classes/AStar.xml +++ b/doc/classes/AStar.xml @@ -131,7 +131,8 @@ <argument index="1" name="include_disabled" type="bool" default="false"> </argument> <description> - Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool. + Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool. + [b]Note:[/b] If several points are the closest to [code]to_position[/code], the one with the smallest ID will be returned, ensuring a deterministic result. </description> </method> <method name="get_closest_position_in_segment" qualifiers="const"> diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 16fa05041e..622d336ef6 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -114,7 +114,8 @@ <argument index="1" name="include_disabled" type="bool" default="false"> </argument> <description> - Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool. + Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool. + [b]Note:[/b] If several points are the closest to [code]to_position[/code], the one with the smallest ID will be returned, ensuring a deterministic result. </description> </method> <method name="get_closest_position_in_segment" qualifiers="const"> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index 4dac81322f..a217342d98 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -4,6 +4,7 @@ Audio effect used for recording sound from a microphone. </brief_description> <description> + 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> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 385f4b7e59..4538e5ea4e 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -148,6 +148,7 @@ # The line below prints `true`, whereas it would have printed `false` if both variables were compared directly. print(dict1.hash() == dict2.hash()) [/codeblock] + [b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash. </description> </method> <method name="keys"> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 499c3b8271..dbe725f08b 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -182,14 +182,6 @@ Selects the file, with the path provided by [code]file[/code], in the FileSystem dock. </description> </method> - <method name="set_distraction_free_mode"> - <return type="void"> - </return> - <argument index="0" name="enter" type="bool"> - </argument> - <description> - </description> - </method> <method name="set_main_screen_editor"> <return type="void"> </return> @@ -210,6 +202,10 @@ </description> </method> </methods> + <members> + <member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled"> + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 17c65731ff..b90039e496 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -54,28 +54,28 @@ <return type="int"> </return> <description> - Returns the next 16 bits from the file as an integer. + Returns the next 16 bits from the file as an integer. See [method store_16] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_32" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 32 bits from the file as an integer. + Returns the next 32 bits from the file as an integer. See [method store_32] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_64" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 64 bits from the file as an integer. + Returns the next 64 bits from the file as an integer. See [method store_64] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_8" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 8 bits from the file as an integer. + Returns the next 8 bits from the file as an integer. See [method store_8] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_as_text" qualifiers="const"> @@ -297,7 +297,26 @@ </argument> <description> Stores an integer as 16 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64] or store a signed integer from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example: + [codeblock] + const MAX_15B = 1 << 15 + const MAX_16B = 1 << 16 + + func unsigned16_to_signed(unsigned): + return (unsigned + MAX_15B) % MAX_16B - MAX_15B + + func _ready(): + var f = File.new() + f.open("user://file.dat", File.WRITE_READ) + f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42). + f.store_16(121) # In bounds, will store 121. + f.seek(0) # Go back to start to read the stored value. + var read1 = f.get_16() # 65494 + var read2 = f.get_16() # 121 + var converted1 = unsigned16_to_signed(read1) # -42 + var converted2 = unsigned16_to_signed(read2) # 121 + [/codeblock] </description> </method> <method name="store_32"> @@ -307,7 +326,8 @@ </argument> <description> Stores an integer as 32 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example). </description> </method> <method name="store_64"> @@ -327,7 +347,8 @@ </argument> <description> Stores an integer as 8 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example). </description> </method> <method name="store_buffer"> diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index 99563ee367..f4868df6a4 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -132,6 +132,12 @@ </constant> </constants> <theme_items> + <theme_item name="file" type="Texture2D"> + Custom icon for files. + </theme_item> + <theme_item name="file_icon_modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + The color modulation applied to the file icon. + </theme_item> <theme_item name="files_disabled" type="Color" default="Color( 0, 0, 0, 0.7 )"> The color tint for disabled files (when the [FileDialog] is used in open folder mode). </theme_item> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 55d2275194..aa8c8d2443 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -436,6 +436,12 @@ Saves the image as a PNG file to [code]path[/code]. </description> </method> + <method name="save_png_to_buffer" qualifiers="const"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> <method name="set_pixel"> <return type="void"> </return> diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 6b2bbeb895..f0f4d83821 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -9,7 +9,7 @@ [b]Kinematic characters:[/b] KinematicBody2D 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> <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> </tutorials> <methods> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index cb21db2d00..930a68be7f 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -4,7 +4,7 @@ Provides a base class for different kinds of light nodes. </brief_description> <description> - Light3D is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. + 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> @@ -36,19 +36,19 @@ If [code]true[/code], the light only appears in the editor and will not be visible at runtime. </member> <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> - Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code]. + The light's angular size in degrees. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1"> The light's bake mode. See [enum BakeMode]. </member> <member name="light_color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> - The light's color. + The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy]. </member> <member name="light_cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> The light will affect objects in the selected layers. </member> <member name="light_energy" type="float" setter="set_param" getter="get_param" default="1.0"> - The light's strength multiplier. + The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius. </member> <member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0"> Secondary multiplier used with indirect light (light bounces). Used with [GIProbe]. @@ -60,16 +60,16 @@ [Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained glass. </member> <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0"> - The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. + The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent. </member> <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> - The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light. + The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. </member> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.02"> - Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed. + Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. </member> <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0"> - 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. + Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )"> The color of shadows cast by this light. @@ -78,7 +78,7 @@ If [code]true[/code], the light will cast shadows. </member> <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0"> - Offsets the lookup into the shadow map by the objects normal. This can be used 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. + 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> <member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false"> If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED]. diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 0bbc987156..000d67e691 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -16,7 +16,7 @@ The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. </member> <member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0"> - The light's radius. + The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. </member> <member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1"> See [enum ShadowMode]. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 9da739e57a..d7821b1045 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -864,28 +864,28 @@ Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. </description> </method> - <method name="damped_string_joint_get_param" qualifiers="const"> + <method name="damped_spring_joint_get_param" qualifiers="const"> <return type="float"> </return> <argument index="0" name="joint" type="RID"> </argument> - <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam"> + <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam"> </argument> <description> - Returns the value of a damped spring joint parameter. + Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. </description> </method> - <method name="damped_string_joint_set_param"> + <method name="damped_spring_joint_set_param"> <return type="void"> </return> <argument index="0" name="joint" type="RID"> </argument> - <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam"> + <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam"> </argument> <argument index="2" name="value" type="float"> </argument> <description> - Sets a damped spring joint parameter. See [enum DampedStringParam] for a list of available parameters. + Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. </description> </method> <method name="free_rid"> @@ -1247,13 +1247,13 @@ </constant> <constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam"> </constant> - <constant name="DAMPED_STRING_REST_LENGTH" value="0" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam"> Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. </constant> - <constant name="DAMPED_STRING_STIFFNESS" value="1" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_STIFFNESS" value="1" enum="DampedSpringParam"> Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. </constant> - <constant name="DAMPED_STRING_DAMPING" value="2" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_DAMPING" value="2" enum="DampedSpringParam"> Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). </constant> <constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode"> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 2e8be384c1..f3a7ba0476 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -46,7 +46,129 @@ Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will be truncated. </description> </method> + <method name="abs"> + <return type="Rect2i"> + </return> + <description> + Returns a [Rect2i] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive. + </description> + </method> + <method name="clip"> + <return type="Rect2i"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns the intersection of this [Rect2i] and b. + </description> + </method> + <method name="encloses"> + <return type="bool"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns [code]true[/code] if this [Rect2i] completely encloses another one. + </description> + </method> + <method name="expand"> + <return type="Rect2i"> + </return> + <argument index="0" name="to" type="Vector2i"> + </argument> + <description> + Returns this [Rect2i] expanded to include a given point. + </description> + </method> + <method name="get_area"> + <return type="int"> + </return> + <description> + Returns the area of the [Rect2i]. + </description> + </method> + <method name="grow"> + <return type="Rect2i"> + </return> + <argument index="0" name="by" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown a given amount of units towards all the sides. + </description> + </method> + <method name="grow_individual"> + <return type="Rect2i"> + </return> + <argument index="0" name="left" type="int"> + </argument> + <argument index="1" name="top" type="int"> + </argument> + <argument index="2" name="right" type="int"> + </argument> + <argument index="3" name=" bottom" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown a given amount of units towards each direction individually. + </description> + </method> + <method name="grow_margin"> + <return type="Rect2i"> + </return> + <argument index="0" name="margin" type="int"> + </argument> + <argument index="1" name="by" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown a given amount of units towards the [enum Margin] direction. + </description> + </method> + <method name="has_no_area"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the [Rect2i] is flat or empty. + </description> + </method> + <method name="has_point"> + <return type="bool"> + </return> + <argument index="0" name="point" type="Vector2i"> + </argument> + <description> + Returns [code]true[/code] if the [Rect2i] contains a point. + </description> + </method> + <method name="intersects"> + <return type="bool"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i.e. they have at least one point in common). + If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection. + </description> + </method> + <method name="merge"> + <return type="Rect2i"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]. + </description> + </method> </methods> + <members> + <member name="end" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Ending corner. + </member> + <member name="position" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Position (starting corner). + </member> + <member name="size" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Size from position to end. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 8379fc5b58..a3fd2e81fd 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -127,7 +127,7 @@ The body's total applied torque. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> - If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. + If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. </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]. @@ -165,7 +165,7 @@ If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> - If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force]. + If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b]. @@ -214,7 +214,8 @@ </signal> <signal name="sleeping_state_changed"> <description> - Emitted when [member sleeping] changes. + Emitted when the physics engine changes the body's sleeping state. + [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used. </description> </signal> </signals> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 1db818d6af..063cc3ca59 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -147,7 +147,7 @@ Lock the body's movement in the Z axis. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> - If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awaken by an external force. + If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. </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. @@ -182,7 +182,7 @@ If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> - If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. + If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project > Project Settings > Physics > 3d[/b]. @@ -233,7 +233,8 @@ </signal> <signal name="sleeping_state_changed"> <description> - Emitted when the body changes its sleeping state. Either by sleeping or waking up. + Emitted when the physics engine changes the body's sleeping state. + [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used. </description> </signal> </signals> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 4460b519fc..640cbe84f5 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -106,6 +106,12 @@ Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. </description> </method> + <method name="get_bone_process_orders"> + <return type="PackedInt32Array"> + </return> + <description> + </description> + </method> <method name="get_bone_rest" qualifiers="const"> <return type="Transform"> </return> @@ -268,6 +274,12 @@ <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> </member> </members> + <signals> + <signal name="pose_updated"> + <description> + </description> + </signal> + </signals> <constants> <constant name="NOTIFICATION_UPDATE_SKELETON" value="50"> </constant> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index f094818c21..d8d82a6852 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -22,7 +22,7 @@ The spotlight's light energy attenuation curve. </member> <member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0"> - The maximal range that can be reached by the spotlight. + The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. </member> </members> <constants> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index a516eb01dd..71c7aaa4e5 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -31,7 +31,36 @@ Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated. </description> </method> + <method name="abs"> + <return type="Vector2i"> + </return> + <description> + Returns a new vector with all components in absolute values (i.e. positive). + </description> + </method> + <method name="aspect"> + <return type="float"> + </return> + <description> + Returns the ratio of [member x] to [member y]. + </description> + </method> + <method name="sign"> + <return type="Vector2i"> + </return> + <description> + Returns the vector with each component set to one or negative one, depending on the signs of the components. + </description> + </method> </methods> + <members> + <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. + </member> + <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. + </member> + </members> <constants> <constant name="AXIS_X" value="0"> Enumerated value for the X axis. diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 4f5a658b89..c5aa3d0347 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -33,7 +33,39 @@ Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated. </description> </method> + <method name="max_axis"> + <return type="int"> + </return> + <description> + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. + </description> + </method> + <method name="min_axis"> + <return type="int"> + </return> + <description> + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. + </description> + </method> + <method name="sign"> + <return type="Vector3i"> + </return> + <description> + Returns the vector with each component set to one or negative one, depending on the signs of the components. + </description> + </method> </methods> + <members> + <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. + </member> + <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. + </member> + <member name="z" type="int" setter="" getter="" default="0"> + The vector's Z component. Also accessible by using the index position [code][2][/code]. + </member> + </members> <constants> <constant name="AXIS_X" value="0"> Enumerated value for the X axis. diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 28db7e4e04..c18fecc6f8 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -35842,7 +35842,7 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml:888 msgid "" -"Sets a damped spring joint parameter. See [enum DampedStringParam] for a " +"Sets a damped spring joint parameter. See [enum DampedSpringParam] for a " "list of available parameters." msgstr "" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 57466d0b04..8010437cf7 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -35852,7 +35852,7 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml:888 msgid "" -"Sets a damped spring joint parameter. See [enum DampedStringParam] for a " +"Sets a damped spring joint parameter. See [enum DampedSpringParam] for a " "list of available parameters." msgstr "" |