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-rw-r--r--doc/classes/@GlobalScope.xml64
-rw-r--r--doc/classes/Animation.xml18
-rw-r--r--doc/classes/AnimationNode.xml8
-rw-r--r--doc/classes/AnimationTree.xml64
-rw-r--r--doc/classes/Array.xml7
-rw-r--r--doc/classes/DirectionalLight2D.xml5
-rw-r--r--doc/classes/EditorInspector.xml2
-rw-r--r--doc/classes/EditorSettings.xml3
-rw-r--r--doc/classes/Light2D.xml13
-rw-r--r--doc/classes/Mesh.xml4
-rw-r--r--doc/classes/Node.xml5
-rw-r--r--doc/classes/OS.xml4
-rw-r--r--doc/classes/Object.xml197
-rw-r--r--doc/classes/PointLight2D.xml3
-rw-r--r--doc/classes/ProjectSettings.xml15
-rw-r--r--doc/classes/RDTextureFormat.xml2
-rw-r--r--doc/classes/RenderingDevice.xml22
-rw-r--r--doc/classes/Signal.xml4
-rw-r--r--doc/classes/Vector2.xml16
-rw-r--r--doc/classes/Vector2i.xml9
-rw-r--r--doc/classes/Vector3.xml12
-rw-r--r--doc/classes/Vector3i.xml9
-rw-r--r--doc/classes/Vector4.xml10
-rw-r--r--doc/classes/Vector4i.xml9
-rw-r--r--doc/classes/Viewport.xml13
25 files changed, 392 insertions, 126 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index a85532dba6..33afe38446 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -16,7 +16,7 @@
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
- Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Variant types [int], [float], [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
+ Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
var a = abs(-1)
# a is 1
@@ -36,6 +36,7 @@
var f = abs(Vector3i(-7, -8, -9))
# f is (7, 8, 9)
[/codeblock]
+ [b]Note:[/b] For better type safety, use [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs].
</description>
</method>
<method name="absf">
@@ -154,7 +155,7 @@
i = ceil(1.001) # i is 2.0
[/codeblock]
See also [method floor], [method round], and [method snapped].
- [b]Note:[/b] For better type safety, see [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil] and [method Vector4.ceil].
+ [b]Note:[/b] For better type safety, use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil].
</description>
</method>
<method name="ceilf">
@@ -179,7 +180,7 @@
<param index="1" name="min" type="Variant" />
<param index="2" name="max" type="Variant" />
<description>
- Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Variant types [int], [float], [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
+ Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
var a = clamp(-10, -1, 5)
# a is -1
@@ -199,6 +200,7 @@
var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6))
# f is (-4, -5, -6)
[/codeblock]
+ [b]Note:[/b] For better type safety, use [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], or [method Vector4i.clamp].
</description>
</method>
<method name="clampf">
@@ -378,7 +380,7 @@
a = floor(-2.99) # a is -3.0
[/codeblock]
See also [method ceil], [method round], and [method snapped].
- [b]Note:[/b] For better type safety, see [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor] and [method Vector4.floor].
+ [b]Note:[/b] For better type safety, use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], or [method Vector4.floor].
</description>
</method>
<method name="floorf">
@@ -794,14 +796,13 @@
</method>
<method name="printraw" qualifiers="vararg">
<description>
- Prints one or more arguments to strings in the best way possible to console. Unlike [method print], no newline is automatically added at the end.
+ Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end.
[codeblock]
printraw("A")
printraw("B")
printraw("C")
- # Prints ABC
+ # Prints ABC to terminal
[/codeblock]
- [b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print].
</description>
</method>
<method name="prints" qualifiers="vararg">
@@ -961,7 +962,7 @@
round(2.6) # Returns 3
[/codeblock]
See also [method floor], [method ceil], and [method snapped].
- [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round] or [method Vector4.round], instead.
+ [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], or [method Vector4.round].
</description>
</method>
<method name="roundf">
@@ -998,21 +999,22 @@
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
- Returns the sign of [param x] as same type of [Variant] as [param x] with each component being -1, 0 and 1 for each negative, zero and positive values respectively. Variant types [int], [float], [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
+ Returns the same type of [Variant] as [param x], with [code]-1[/code] for negative values, [code]1[/code] for positive values, and [code]0[/code] for zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
sign(-6.0) # Returns -1
sign(0.0) # Returns 0
sign(6.0) # Returns 1
- sign(Vector3(-6.0, 0.0, 6.0) # Returns (-1, 0, 1)
+ sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)
[/codeblock]
+ [b]Note:[/b] For better type safety, use [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign].
</description>
</method>
<method name="signf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
- Returns the sign of [param x] as a [float]: -1.0 or 1.0. Returns 0.0 if [param x] is 0.0.
+ Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if [param x] is positive, and [code]0.0[/code] if if [param x] is zero.
[codeblock]
sign(-6.5) # Returns -1.0
sign(0.0) # Returns 0.0
@@ -1024,7 +1026,7 @@
<return type="int" />
<param index="0" name="x" type="int" />
<description>
- Returns the sign of [param x] as an [int]: -1 or 1. Returns 0 if [param x] is 0.
+ Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] is positive, and [code]0[/code] if if [param x] is zero.
[codeblock]
sign(-6) # Returns -1
sign(0) # Returns 0
@@ -1074,16 +1076,46 @@
</description>
</method>
<method name="snapped">
+ <return type="Variant" />
+ <param index="0" name="x" type="Variant" />
+ <param index="1" name="step" type="Variant" />
+ <description>
+ Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
+ [codeblock]
+ snapped(100, 32) # Returns 96
+ snapped(3.14159, 0.01) # Returns 3.14
+
+ snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)
+ [/codeblock]
+ See also [method ceil], [method floor], and [method round].
+ [b]Note:[/b] For better type safety, use [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or [method Vector4i.snapped].
+ </description>
+ </method>
+ <method name="snappedf">
<return type="float" />
<param index="0" name="x" type="float" />
<param index="1" name="step" type="float" />
<description>
- Snaps the float value [param x] to a given [param step]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ A type-safe version of [method snapped], returning a [float].
[codeblock]
- snapped(100, 32) # Returns 96
- snapped(3.14159, 0.01) # Returns 3.14
+ snapped(32.0, 2.5) # Returns 32.5
+ snapped(3.14159, 0.01) # Returns 3.14
+ [/codeblock]
+ </description>
+ </method>
+ <method name="snappedi">
+ <return type="int" />
+ <param index="0" name="x" type="float" />
+ <param index="1" name="step" type="int" />
+ <description>
+ Returns the multiple of [param step] that is the closest to [param x].
+ A type-safe version of [method snapped], returning an [int].
+ [codeblock]
+ snapped(53, 16) # Returns 48
+ snapped(4096, 100) # Returns 4100
[/codeblock]
- See also [method ceil], [method floor], and [method round].
</description>
</method>
<method name="sqrt">
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index af8d9c416f..80e0c81509 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -251,15 +251,6 @@
Returns the amount of tracks in the animation.
</description>
</method>
- <method name="method_track_get_key_indices" qualifiers="const">
- <return type="PackedInt32Array" />
- <param index="0" name="track_idx" type="int" />
- <param index="1" name="time_sec" type="float" />
- <param index="2" name="delta" type="float" />
- <description>
- Returns all the key indices of a method track, given a position and delta time.
- </description>
- </method>
<method name="method_track_get_name" qualifiers="const">
<return type="StringName" />
<param index="0" name="track_idx" type="int" />
@@ -523,15 +514,6 @@
Swaps the track [param track_idx]'s index position with the track [param with_idx].
</description>
</method>
- <method name="value_track_get_key_indices" qualifiers="const">
- <return type="PackedInt32Array" />
- <param index="0" name="track_idx" type="int" />
- <param index="1" name="time_sec" type="float" />
- <param index="2" name="delta" type="float" />
- <description>
- Returns all the key indices of a value track, given a position and delta time.
- </description>
- </method>
<method name="value_track_get_update_mode" qualifiers="const">
<return type="int" enum="Animation.UpdateMode" />
<param index="0" name="track_idx" type="int" />
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index b856b5f208..915fbf53cd 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -53,7 +53,7 @@
<return type="float" />
<param index="0" name="time" type="float" />
<param index="1" name="seek" type="bool" />
- <param index="2" name="seek_root" type="bool" />
+ <param index="2" name="is_external_seeking" type="bool" />
<description>
When inheriting from [AnimationRootNode], implement this virtual method to run some code when this node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute.
Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
@@ -73,7 +73,7 @@
<param index="1" name="time" type="float" />
<param index="2" name="delta" type="float" />
<param index="3" name="seeked" type="bool" />
- <param index="4" name="seek_root" type="bool" />
+ <param index="4" name="is_external_seeking" type="bool" />
<param index="5" name="blend" type="float" />
<param index="6" name="pingponged" type="int" default="0" />
<description>
@@ -85,7 +85,7 @@
<param index="0" name="input_index" type="int" />
<param index="1" name="time" type="float" />
<param index="2" name="seek" type="bool" />
- <param index="3" name="seek_root" type="bool" />
+ <param index="3" name="is_external_seeking" type="bool" />
<param index="4" name="blend" type="float" />
<param index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
<param index="6" name="sync" type="bool" default="true" />
@@ -99,7 +99,7 @@
<param index="1" name="node" type="AnimationNode" />
<param index="2" name="time" type="float" />
<param index="3" name="seek" type="bool" />
- <param index="4" name="seek_root" type="bool" />
+ <param index="4" name="is_external_seeking" type="bool" />
<param index="5" name="blend" type="float" />
<param index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
<param index="7" name="sync" type="bool" default="true" />
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 27797b00b5..21f4b37741 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -19,10 +19,66 @@
Manually advance the animations by the specified time (in seconds).
</description>
</method>
- <method name="get_root_motion_transform" qualifiers="const">
- <return type="Transform3D" />
+ <method name="get_root_motion_position" qualifiers="const">
+ <return type="Vector3" />
<description>
- Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_SCALE_3D] or [constant Animation.TYPE_ROTATION_3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView].
+ Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
+ If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
+ See also [member root_motion_track] and [RootMotionView].
+ The most basic example is applying position to [CharacterBody3D]:
+ [codeblocks]
+ [gdscript]
+ var current_rotation: Quaternion
+
+ func _process(delta):
+ if Input.is_action_just_pressed("animate"):
+ current_rotation = get_quaternion()
+ state_machine.travel("Animate")
+ var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
+ set_velocity(velocity)
+ move_and_slide()
+ [/gdscript]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="get_root_motion_rotation" qualifiers="const">
+ <return type="Quaternion" />
+ <description>
+ Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
+ If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
+ See also [member root_motion_track] and [RootMotionView].
+ The most basic example is applying rotation to [CharacterBody3D]:
+ [codeblocks]
+ [gdscript]
+ func _process(delta):
+ if Input.is_action_just_pressed("animate"):
+ state_machine.travel("Animate")
+ set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
+ [/gdscript]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="get_root_motion_scale" qualifiers="const">
+ <return type="Vector3" />
+ <description>
+ Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
+ If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
+ See also [member root_motion_track] and [RootMotionView].
+ The most basic example is applying scale to [CharacterBody3D]:
+ [codeblocks]
+ [gdscript]
+ var current_scale: Vector3 = Vector3(1, 1, 1)
+ var scale_accum: Vector3 = Vector3(1, 1, 1)
+
+ func _process(delta):
+ if Input.is_action_just_pressed("animate"):
+ current_scale = get_scale()
+ scale_accum = Vector3(1, 1, 1)
+ state_machine.travel("Animate")
+ scale_accum += animation_tree.get_root_motion_scale()
+ set_scale(current_scale * scale_accum)
+ [/gdscript]
+ [/codeblocks]
</description>
</method>
<method name="rename_parameter">
@@ -48,7 +104,7 @@
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
- If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
+ If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
</member>
<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationNode].
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 2ec37651f7..603974d619 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -300,13 +300,6 @@
Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
</description>
</method>
- <method name="find_last" qualifiers="const">
- <return type="int" />
- <param index="0" name="value" type="Variant" />
- <description>
- Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found.
- </description>
- </method>
<method name="front" qualifiers="const">
<return type="Variant" />
<description>
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index 7a54980c19..f825a9e082 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -1,19 +1,20 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Directional light from a distance.
+ Directional 2D light from a distance.
</brief_description>
<description>
A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
</description>
<tutorials>
+ <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="0.0">
The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0">
- Maximum distance this light covers. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (due to more objects being included in shadow rendering).
+ The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). [member Camera2D.zoom] is not taken into account by [member max_distance], which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point.
</member>
</members>
</class>
diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml
index 0cda49f1bf..ab35a62794 100644
--- a/doc/classes/EditorInspector.xml
+++ b/doc/classes/EditorInspector.xml
@@ -7,7 +7,7 @@
This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector].
[EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list].
If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
- If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section.
+ If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like [code]font[/code], [code]font_color[/code] and [code]font_size[/code] (using the hint string [code]font_[/code]).
If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
[b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
</description>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 07457387a0..865faa13ae 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -592,6 +592,9 @@
<member name="interface/theme/custom_theme" type="String" setter="" getter="">
The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format.
</member>
+ <member name="interface/theme/draw_extra_borders" type="bool" setter="" getter="">
+ If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background.
+ </member>
<member name="interface/theme/icon_and_font_color" type="int" setter="" getter="">
The icon and font color scheme to use in the editor.
- [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color].
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 00815758a1..062d532464 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -4,8 +4,7 @@
Casts light in a 2D environment.
</brief_description>
<description>
- Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
- [b]Note:[/b] Light2D can also be used as a mask.
+ Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
</description>
<tutorials>
<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
@@ -14,12 +13,14 @@
<method name="get_height" qualifiers="const">
<return type="float" />
<description>
+ Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
</description>
</method>
<method name="set_height">
<return type="void" />
<param index="0" name="height" type="float" />
<description>
+ Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
</description>
</method>
</methods>
@@ -64,7 +65,7 @@
Shadow filter type. See [enum ShadowFilter] for possible values.
</member>
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
- Smoothing value for shadows.
+ Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
@@ -72,13 +73,13 @@
</members>
<constants>
<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
- No filter applies to the shadow map. See [member shadow_filter].
+ No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
- Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
+ Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
- Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
+ Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtereing mode, and should be used sparingly. See [member shadow_filter].
</constant>
<constant name="BLEND_MODE_ADD" value="0" enum="BlendMode">
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 640fa9efec..4d3fb7ed5c 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -97,7 +97,7 @@
</description>
</method>
<method name="create_convex_shape" qualifiers="const">
- <return type="Shape3D" />
+ <return type="ConvexPolygonShape3D" />
<param index="0" name="clean" type="bool" default="true" />
<param index="1" name="simplify" type="bool" default="false" />
<description>
@@ -115,7 +115,7 @@
</description>
</method>
<method name="create_trimesh_shape" qualifiers="const">
- <return type="Shape3D" />
+ <return type="ConcavePolygonShape3D" />
<description>
Calculate a [ConcavePolygonShape3D] from the mesh.
</description>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 21fb9d139c..24df5977f9 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -384,8 +384,11 @@
<method name="get_path_to" qualifiers="const">
<return type="NodePath" />
<param index="0" name="node" type="Node" />
+ <param index="1" name="use_unique_path" type="bool" default="false" />
<description>
Returns the relative [NodePath] from this node to the specified [param node]. Both nodes must be in the same scene or the function will fail.
+ If [param use_unique_path] is [code]true[/code], returns the shortest path considering unique node.
+ [b]Note:[/b] If you get a relative path which starts from a unique node, the path may be longer than a normal relative path due to the addition of the unique node's name.
</description>
</method>
<method name="get_physics_process_delta_time" qualifiers="const">
@@ -535,7 +538,7 @@
[b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]).
</description>
</method>
- <method name="print_orphan_nodes">
+ <method name="print_orphan_nodes" qualifiers="static">
<return type="void" />
<description>
Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index ea9b83d2aa..610f77e3d8 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -182,10 +182,12 @@
<method name="get_cmdline_user_args">
<return type="PackedStringArray" />
<description>
- Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user.
+ Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] or double plus [code]++[/code] argument). These are left untouched by Godot for the user. [code]++[/code] can be used in situations where [code]--[/code] is intercepted by another program (such as [code]startx[/code]).
For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]:
[codeblock]
godot --fullscreen -- --level 1
+ # Or:
+ godot --fullscreen ++ --level 1
[/codeblock]
</description>
</method>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 8ae82e4c48..bf15f96291 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -34,7 +34,8 @@
<description>
Override this method to customize the behavior of [method get]. Should return the given [param property]'s value, or [code]null[/code] if the [param property] should be handled normally.
Combined with [method _set] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in [method get_property_list], otherwise this method will not be called.
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _get(property):
if (property == "fake_property"):
print("Getting my property!")
@@ -44,7 +45,31 @@
return [
{ "name": "fake_property", "type": TYPE_INT }
]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override Variant _Get(StringName property)
+ {
+ if (property == "FakeProperty")
+ {
+ GD.Print("Getting my property!");
+ return 4;
+ }
+ return default;
+ }
+
+ public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
+ {
+ return new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "FakeProperty" },
+ { "type", (int)Variant.Type.Int }
+ }
+ };
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="_get_property_list" qualifiers="virtual">
@@ -53,7 +78,8 @@
Override this method to customize how script properties should be handled by the engine.
Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries.
The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
@tool
extends Node2D
@@ -80,7 +106,51 @@
})
return properties
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ [Tool]
+ public class MyNode2D : Node2D
+ {
+ private bool _holdingHammer;
+
+ [Export]
+ public bool HoldingHammer
+ {
+ get =&gt; _holdingHammer;
+ set
+ {
+ _holdingHammer = value;
+ NotifyPropertyListChanged();
+ }
+ }
+
+ public int HammerType { get; set; }
+
+ public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
+ {
+ // By default, `HammerType` is not visible in the editor.
+ var propertyUsage = PropertyUsageFlags.NoEditor;
+
+ if (HoldingHammer)
+ {
+ propertyUsage = PropertyUsageFlags.Default;
+ }
+
+ var properties = new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;();
+ properties.Add(new Godot.Collections.Dictionary()
+ {
+ { "name", "HammerType" },
+ { "type", (int)Variant.Type.Int },
+ { "usage", (int)propertyUsage }, // See above assignment.
+ { "hint", (int)PropertyHint.Enum },
+ { "hint_string", "Wooden,Iron,Golden,Enchanted" }
+ });
+
+ return properties;
+ }
+ }
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc.
[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor.
</description>
@@ -97,11 +167,22 @@
<param index="0" name="what" type="int" />
<description>
Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification].
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _notification(what):
if what == NOTIFICATION_PREDELETE:
print("Goodbye!")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Notification(long what)
+ {
+ if (what == NotificationPredelete)
+ {
+ GD.Print("Goodbye!");
+ }
+ }
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method.
</description>
</method>
@@ -128,7 +209,8 @@
<description>
Override this method to customize the behavior of [method set]. Should set the [param property] to [param value] and return [code]true[/code], or [code]false[/code] if the [param property] should be handled normally. The [i]exact[/i] way to set the [param property] is up to this method's implementation.
Combined with [method _get] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property [i]must[/i] be present in [method get_property_list], otherwise this method will not be called.
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _set(property, value):
if (property == "fake_property"):
print("Setting my property to ", value)
@@ -137,7 +219,32 @@
return [
{ "name": "fake_property", "type": TYPE_INT }
]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Set(StringName property, Variant value)
+ {
+ if (property == "FakeProperty")
+ {
+ GD.Print($"Setting my property to {value}");
+ return true;
+ }
+
+ return false;
+ }
+
+ public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
+ {
+ return new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "FakeProperty" },
+ { "type", (int)Variant.Type.Int }
+ }
+ };
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="_to_string" qualifiers="virtual">
@@ -160,12 +267,29 @@
<param index="1" name="arguments" type="Array" default="[]" />
<description>
Adds a user-defined [param signal]. Optional arguments for the signal can be added as an [Array] of dictionaries, each defining a [code]name[/code] [String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also [method has_user_signal].
- [codeblock]
+ [codeblocks]
+ [gdscript]
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ AddUserSignal("Hurt", new Godot.Collections.Array()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "damage" },
+ { "type", (int)Variant.Type.Int }
+ },
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "source" },
+ { "type", (int)Variant.Type.Object }
+ }
+ });
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="call" qualifiers="vararg">
@@ -183,7 +307,7 @@
node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="call_deferred" qualifiers="vararg">
@@ -201,7 +325,7 @@
node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="callv">
@@ -220,7 +344,7 @@
node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call
</description>
</method>
<method name="can_translate_messages" qualifiers="const">
@@ -387,10 +511,11 @@
emit_signal("game_over")
[/gdscript]
[csharp]
- EmitSignal("hit", "sword", 100);
- EmitSignal("game_over");
+ EmitSignal("Hit", "sword", 100);
+ EmitSignal("GameOver");
[/csharp]
[/codeblocks]
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="free">
@@ -416,7 +541,7 @@
var a = node.Get("rotation"); // a is 1.5
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="get_class" qualifiers="const">
@@ -451,8 +576,8 @@
[csharp]
var node = new Node2D();
node.Position = new Vector2(5, -10);
- var a = node.GetIndexed("position"); # a is Vector2(5, -10)
- var b = node.GetIndexed("position:y"); # b is -10
+ var a = node.GetIndexed("position"); // a is Vector2(5, -10)
+ var b = node.GetIndexed("position:y"); // b is -10
[/csharp]
[/codeblocks]
[b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties.
@@ -541,6 +666,7 @@
<param index="0" name="method" type="StringName" />
<description>
Returns [code]true[/code] if the the given [param method] name exists in the object.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="has_signal" qualifiers="const">
@@ -548,6 +674,7 @@
<param index="0" name="signal" type="StringName" />
<description>
Returns [code]true[/code] if the given [param signal] name exists in the object.
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="has_user_signal" qualifiers="const">
@@ -577,9 +704,9 @@
[/gdscript]
[csharp]
var sprite2d = new Sprite2D();
- sprite2d.IsClass("Sprite2D") // Returns true
- sprite2d.IsClass("Node") // Returns true
- sprite2d.IsClass("Node3D") // Returns false
+ sprite2d.IsClass("Sprite2D"); // Returns true
+ sprite2d.IsClass("Node"); // Returns true
+ sprite2d.IsClass("Node3D"); // Returns false
[/csharp]
[/codeblocks]
[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script.
@@ -591,6 +718,7 @@
<param index="1" name="callable" type="Callable" />
<description>
Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="is_queued_for_deletion" qualifiers="const">
@@ -606,7 +734,8 @@
<description>
Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script.
If [param reversed] is [code]true[/code], the call order is reversed.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var player = Node2D.new()
player.set_script(load("res://player.gd"))
@@ -615,7 +744,18 @@
player.notification(NOTIFICATION_ENTER_TREE, true)
# The call order is player.gd -&gt; Node2D -&gt; Node -&gt; Object.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var player = new Node2D();
+ player.SetScript(GD.Load("res://player.gd"));
+
+ player.Notification(NotificationEnterTree);
+ // The call order is Object -&gt; Node -&gt; Node2D -&gt; player.gd.
+
+ player.notification(NotificationEnterTree, true);
+ // The call order is player.gd -&gt; Node2D -&gt; Node -&gt; Object.
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="notify_property_list_changed">
@@ -647,10 +787,10 @@
[csharp]
var node = new Node2D();
node.Set("global_scale", new Vector2(8, 2.5));
- GD.Print(node.GlobalScale); # Prints Vector2(8, 2.5)
+ GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="set_block_signals">
@@ -682,10 +822,13 @@
var node = new Node2D();
node.Rotation = 45f;
node.SetDeferred("rotation", 90f);
- GD.Print(node.Rotation); # Prints 45f;
+ GD.Print(node.Rotation); // Prints 45.0
+
+ await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
+ GD.Print(node.Rotation); // Prints 90.0
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="set_indexed">
diff --git a/doc/classes/PointLight2D.xml b/doc/classes/PointLight2D.xml
index 89cabbd428..0c51a78e49 100644
--- a/doc/classes/PointLight2D.xml
+++ b/doc/classes/PointLight2D.xml
@@ -1,10 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PointLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Positional 2D light source.
</brief_description>
<description>
+ Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture
</description>
<tutorials>
+ <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="0.0">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b6f92c2c40..1f0a8d91fa 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2266,7 +2266,20 @@
Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
</member>
<member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
- If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
+ If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image.
+ The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
+ [codeblock]
+ - 1x1 = rgb(0, 0, 0) - #000000
+ - 1x2 = rgb(0, 85, 0) - #005500
+ - 2x1 = rgb(85, 0, 0) - #550000
+ - 2x2 = rgb(85, 85, 0) - #555500
+ - 2x4 = rgb(85, 170, 0) - #55aa00
+ - 4x2 = rgb(170, 85, 0) - #aa5500
+ - 4x4 = rgb(170, 170, 0) - #aaaa00
+ - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
+ - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
+ - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
+ [/codeblock]
</member>
<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
</member>
diff --git a/doc/classes/RDTextureFormat.xml b/doc/classes/RDTextureFormat.xml
index 1b70303d2d..3bfcd610a4 100644
--- a/doc/classes/RDTextureFormat.xml
+++ b/doc/classes/RDTextureFormat.xml
@@ -35,7 +35,7 @@
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="RenderingDevice.TextureType" default="1">
</member>
- <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" default="0">
+ <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" enum="RenderingDevice.TextureUsageBits" default="0">
</member>
<member name="width" type="int" setter="set_width" getter="get_width" default="1">
</member>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 580ce6f382..8afe6eb935 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -589,7 +589,7 @@
<method name="texture_is_format_supported_for_usage" qualifiers="const">
<return type="bool" />
<param index="0" name="format" type="int" enum="RenderingDevice.DataFormat" />
- <param index="1" name="usage_flags" type="int" />
+ <param index="1" name="usage_flags" type="int" enum="RenderingDevice.TextureUsageBits" />
<description>
</description>
</method>
@@ -1193,25 +1193,25 @@
</constant>
<constant name="TEXTURE_SAMPLES_MAX" value="7" enum="TextureSamples">
</constant>
- <constant name="TEXTURE_USAGE_SAMPLING_BIT" value="1" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_SAMPLING_BIT" value="1" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_COLOR_ATTACHMENT_BIT" value="2" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_COLOR_ATTACHMENT_BIT" value="2" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT" value="4" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT" value="4" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_STORAGE_BIT" value="8" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_STORAGE_BIT" value="8" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_STORAGE_ATOMIC_BIT" value="16" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_STORAGE_ATOMIC_BIT" value="16" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CPU_READ_BIT" value="32" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CPU_READ_BIT" value="32" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CAN_UPDATE_BIT" value="64" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CAN_UPDATE_BIT" value="64" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CAN_COPY_FROM_BIT" value="128" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CAN_COPY_FROM_BIT" value="128" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CAN_COPY_TO_BIT" value="256" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CAN_COPY_TO_BIT" value="256" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_INPUT_ATTACHMENT_BIT" value="512" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_INPUT_ATTACHMENT_BIT" value="512" enum="TextureUsageBits" is_bitfield="true">
</constant>
<constant name="TEXTURE_SWIZZLE_IDENTITY" value="0" enum="TextureSwizzle">
</constant>
diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml
index ce2d443ba7..3412cd2140 100644
--- a/doc/classes/Signal.xml
+++ b/doc/classes/Signal.xml
@@ -6,7 +6,7 @@
<description>
[Signal] is a built-in [Variant] type that represents a signal of an [Object] instance. Like all [Variant] types, it can be stored in variables and passed to functions. Signals allow all connected [Callable]s (and by extension their respective objects) to listen and react to events, without directly referencing one another. This keeps the code flexible and easier to manage.
In GDScript, signals can be declared with the [code]signal[/code] keyword. In C#, you may use the [code][Signal][/code] attribute on a delegate.
- [codeblock]
+ [codeblocks]
[gdscript]
signal attacked
@@ -23,7 +23,7 @@
[Signal]
delegate void ItemDropped(itemName: string, amount: int);
[/csharp]
- [/codeblock]
+ [/codeblocks]
</description>
<tutorials>
<link title="Using Signals">$DOCS_URL/getting_started/step_by_step/signals.html</link>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index fac672c764..4156030d77 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -110,7 +110,7 @@
<return type="Vector2" />
<param index="0" name="n" type="Vector2" />
<description>
- Returns the vector "bounced off" from a plane defined by the given normal.
+ Returns a new vector "bounced off" from a plane defined by the given normal.
</description>
</method>
<method name="ceil" qualifiers="const">
@@ -287,7 +287,7 @@
<method name="normalized" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
+ Returns a new vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
</description>
</method>
<method name="orthogonal" qualifiers="const">
@@ -314,21 +314,21 @@
<return type="Vector2" />
<param index="0" name="b" type="Vector2" />
<description>
- Returns this vector projected onto the vector [code]b[/code].
+ Returns the result of projecting the vector onto the given vector [param b].
</description>
</method>
<method name="reflect" qualifiers="const">
<return type="Vector2" />
<param index="0" name="n" type="Vector2" />
<description>
- Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [param n].
+ Returns the result of reflecting the vector from a line defined by the given direction vector [param n].
</description>
</method>
<method name="rotated" qualifiers="const">
<return type="Vector2" />
<param index="0" name="angle" type="float" />
<description>
- Returns the vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad].
+ Returns the result of rotating this vector by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad].
</description>
</method>
<method name="round" qualifiers="const">
@@ -340,7 +340,7 @@
<method name="sign" qualifiers="const">
<return type="Vector2" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp" qualifiers="const">
@@ -356,14 +356,14 @@
<return type="Vector2" />
<param index="0" name="n" type="Vector2" />
<description>
- Returns this vector slid along a plane defined by the given normal.
+ Returns the result of sliding the vector along a plane defined by the given normal.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector2" />
<param index="0" name="step" type="Vector2" />
<description>
- Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
+ Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
</description>
</method>
</methods>
diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml
index fd02e3c530..db6bc8f237 100644
--- a/doc/classes/Vector2i.xml
+++ b/doc/classes/Vector2i.xml
@@ -92,7 +92,14 @@
<method name="sign" qualifiers="const">
<return type="Vector2i" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector2i" />
+ <param index="0" name="step" type="Vector2i" />
+ <description>
+ Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index f075915a9c..2896408505 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -298,14 +298,14 @@
<return type="Vector3" />
<param index="0" name="b" type="Vector3" />
<description>
- Returns this vector projected onto the vector [param b].
+ Returns the result of projecting the vector onto the given vector [param b].
</description>
</method>
<method name="reflect" qualifiers="const">
<return type="Vector3" />
<param index="0" name="n" type="Vector3" />
<description>
- Returns this vector reflected from a plane defined by the given normal.
+ Returns the result of reflecting the vector from a plane defined by the given normal [param n].
</description>
</method>
<method name="rotated" qualifiers="const">
@@ -313,7 +313,7 @@
<param index="0" name="axis" type="Vector3" />
<param index="1" name="angle" type="float" />
<description>
- Rotates this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector.
+ Returns the result of rotating this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. See also [method @GlobalScope.deg_to_rad].
</description>
</method>
<method name="round" qualifiers="const">
@@ -325,7 +325,7 @@
<method name="sign" qualifiers="const">
<return type="Vector3" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="signed_angle_to" qualifiers="const">
@@ -349,14 +349,14 @@
<return type="Vector3" />
<param index="0" name="n" type="Vector3" />
<description>
- Returns this vector slid along a plane defined by the given normal.
+ Returns a new vector slid along a plane defined by the given normal.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector3" />
<param index="0" name="step" type="Vector3" />
<description>
- Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
+ Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
</description>
</method>
</methods>
diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml
index eb64e098ce..5c6dc3c1c5 100644
--- a/doc/classes/Vector3i.xml
+++ b/doc/classes/Vector3i.xml
@@ -87,7 +87,14 @@
<method name="sign" qualifiers="const">
<return type="Vector3i" />
<description>
- Returns the vector with each component set to one or negative one, depending on the signs of the components.
+ Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector3i" />
+ <param index="0" name="step" type="Vector3i" />
+ <description>
+ Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
index a2759937c1..d15ae35b59 100644
--- a/doc/classes/Vector4.xml
+++ b/doc/classes/Vector4.xml
@@ -190,21 +190,21 @@
<method name="normalized" qualifiers="const">
<return type="Vector4" />
<description>
- Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
+ Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code].
</description>
</method>
<method name="posmod" qualifiers="const">
<return type="Vector4" />
<param index="0" name="mod" type="float" />
<description>
- Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
+ Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
</description>
</method>
<method name="posmodv" qualifiers="const">
<return type="Vector4" />
<param index="0" name="modv" type="Vector4" />
<description>
- Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
+ Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
</description>
</method>
<method name="round" qualifiers="const">
@@ -216,14 +216,14 @@
<method name="sign" qualifiers="const">
<return type="Vector4" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector4" />
<param index="0" name="step" type="Vector4" />
<description>
- Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
+ Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
</description>
</method>
</methods>
diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml
index 2dc10234ee..95797df90a 100644
--- a/doc/classes/Vector4i.xml
+++ b/doc/classes/Vector4i.xml
@@ -83,7 +83,14 @@
<method name="sign" qualifiers="const">
<return type="Vector4i" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector4i" />
+ <param index="0" name="step" type="Vector4i" />
+ <description>
+ Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 78013a8f4b..236d34383f 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -343,6 +343,19 @@
</member>
<member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture">
Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
+ The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
+ [codeblock]
+ - 1x1 = rgb(0, 0, 0) - #000000
+ - 1x2 = rgb(0, 85, 0) - #005500
+ - 2x1 = rgb(85, 0, 0) - #550000
+ - 2x2 = rgb(85, 85, 0) - #555500
+ - 2x4 = rgb(85, 170, 0) - #55aa00
+ - 4x2 = rgb(170, 85, 0) - #aa5500
+ - 4x4 = rgb(170, 170, 0) - #aaaa00
+ - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
+ - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
+ - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
+ [/codeblock]
</member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.