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-rw-r--r--doc/classes/@GlobalScope.xml9
-rw-r--r--doc/classes/AnimationLibrary.xml12
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml2
-rw-r--r--doc/classes/Area2D.xml4
-rw-r--r--doc/classes/Area3D.xml2
-rw-r--r--doc/classes/CanvasLayer.xml4
-rw-r--r--doc/classes/CharacterBody2D.xml16
-rw-r--r--doc/classes/CharacterBody3D.xml16
-rw-r--r--doc/classes/CollisionShape2D.xml3
-rw-r--r--doc/classes/CollisionShape3D.xml3
-rw-r--r--doc/classes/ConcavePolygonShape2D.xml1
-rw-r--r--doc/classes/ConcavePolygonShape3D.xml1
-rw-r--r--doc/classes/EditorResourcePicker.xml4
-rw-r--r--doc/classes/EditorSettings.xml6
-rw-r--r--doc/classes/GPUParticlesCollision3D.xml4
-rw-r--r--doc/classes/GPUParticlesCollisionBox3D.xml2
-rw-r--r--doc/classes/GPUParticlesCollisionHeightField3D.xml2
-rw-r--r--doc/classes/GPUParticlesCollisionSDF3D.xml2
-rw-r--r--doc/classes/GPUParticlesCollisionSphere3D.xml2
-rw-r--r--doc/classes/Geometry2D.xml16
-rw-r--r--doc/classes/Geometry3D.xml6
-rw-r--r--doc/classes/GraphEdit.xml2
-rw-r--r--doc/classes/IP.xml6
-rw-r--r--doc/classes/InputMap.xml4
-rw-r--r--doc/classes/Label.xml8
-rw-r--r--doc/classes/Marker2D.xml (renamed from doc/classes/Position2D.xml)2
-rw-r--r--doc/classes/Marker3D.xml (renamed from doc/classes/Position3D.xml)2
-rw-r--r--doc/classes/Mesh.xml4
-rw-r--r--doc/classes/NavigationAgent2D.xml4
-rw-r--r--doc/classes/NavigationAgent3D.xml4
-rw-r--r--doc/classes/NavigationServer2D.xml10
-rw-r--r--doc/classes/NavigationServer3D.xml10
-rw-r--r--doc/classes/Node.xml4
-rw-r--r--doc/classes/Node3D.xml2
-rw-r--r--doc/classes/OS.xml8
-rw-r--r--doc/classes/Object.xml14
-rw-r--r--doc/classes/ParticlesMaterial.xml25
-rw-r--r--doc/classes/PathFollow2D.xml12
-rw-r--r--doc/classes/PathFollow3D.xml12
-rw-r--r--doc/classes/Performance.xml2
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml8
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml8
-rw-r--r--doc/classes/PlaneMesh.xml16
-rw-r--r--doc/classes/Polygon2D.xml6
-rw-r--r--doc/classes/PrimitiveMesh.xml2
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/Projection.xml10
-rw-r--r--doc/classes/QuadMesh.xml21
-rw-r--r--doc/classes/RDUniform.xml2
-rw-r--r--doc/classes/RenderingServer.xml10
-rw-r--r--doc/classes/ResourceFormatSaver.xml4
-rw-r--r--doc/classes/RichTextLabel.xml8
-rw-r--r--doc/classes/RigidDynamicBody2D.xml28
-rw-r--r--doc/classes/RigidDynamicBody3D.xml30
-rw-r--r--doc/classes/SceneTree.xml4
-rw-r--r--doc/classes/Script.xml6
-rw-r--r--doc/classes/ScriptEditor.xml4
-rw-r--r--doc/classes/Shape2D.xml4
-rw-r--r--doc/classes/Skeleton3D.xml26
-rw-r--r--doc/classes/SoftDynamicBody3D.xml2
-rw-r--r--doc/classes/SubViewport.xml2
-rw-r--r--doc/classes/TextServer.xml6
-rw-r--r--doc/classes/TextServerExtension.xml2
-rw-r--r--doc/classes/TextServerManager.xml2
-rw-r--r--doc/classes/TranslationServer.xml2
-rw-r--r--doc/classes/Tree.xml5
-rw-r--r--doc/classes/TreeItem.xml2
-rw-r--r--doc/classes/Variant.xml1
-rw-r--r--doc/classes/VisualShader.xml16
-rw-r--r--doc/classes/XRServer.xml2
70 files changed, 256 insertions, 238 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 722177c9e8..bd500f6b35 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1303,10 +1303,8 @@
<member name="TranslationServer" type="TranslationServer" setter="" getter="">
The [TranslationServer] singleton.
</member>
- <member name="VisualScriptCustomNodes" type="VisualScriptCustomNodes" setter="" getter="">
- The [VisualScriptCustomNodes] singleton.
- </member>
<member name="WorkerThreadPool" type="WorkerThreadPool" setter="" getter="">
+ The [WorkerThreadPool] singleton.
</member>
<member name="XRServer" type="XRServer" setter="" getter="">
The [XRServer] singleton.
@@ -2710,7 +2708,10 @@
</constant>
<constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="45" enum="PropertyHint">
+ Hints that a quaternion property should disable the temporary euler editor.
+ </constant>
+ <constant name="PROPERTY_HINT_MAX" value="46" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
</constant>
diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml
index 015d306b41..fbbf9a3be4 100644
--- a/doc/classes/AnimationLibrary.xml
+++ b/doc/classes/AnimationLibrary.xml
@@ -1,10 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationLibrary" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Container for [Animation] resources.
</brief_description>
<description>
+ An animation library stores a set of animations accessible through [StringName] keys, for use with [AnimationPlayer] nodes.
</description>
<tutorials>
+ <link title="Animation tutorial index">$DOCS_URL/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_animation">
@@ -12,29 +15,34 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="animation" type="Animation" />
<description>
+ Adds the [param animation] to the library, accesible by the key [param name].
</description>
</method>
<method name="get_animation" qualifiers="const">
<return type="Animation" />
<param index="0" name="name" type="StringName" />
<description>
+ Returns the [Animation] with the key [param name], or [code]null[/code] if none is found.
</description>
</method>
<method name="get_animation_list" qualifiers="const">
<return type="StringName[]" />
<description>
+ Returns the keys for the [Animation]s stored in the library.
</description>
</method>
<method name="has_animation" qualifiers="const">
<return type="bool" />
<param index="0" name="name" type="StringName" />
<description>
+ Returns [code]true[/code] if the library stores an [Animation] with [param name] as the key.
</description>
</method>
<method name="remove_animation">
<return type="void" />
<param index="0" name="name" type="StringName" />
<description>
+ Removes the [Animation] with the key [param name].
</description>
</method>
<method name="rename_animation">
@@ -42,6 +50,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="newname" type="StringName" />
<description>
+ Changes the key of the [Animation] associated with the key [param name] to [param newname].
</description>
</method>
</methods>
@@ -53,17 +62,20 @@
<signal name="animation_added">
<param index="0" name="name" type="StringName" />
<description>
+ Emitted when an [Animation] is added, under the key [param name].
</description>
</signal>
<signal name="animation_removed">
<param index="0" name="name" type="StringName" />
<description>
+ Emitted when an [Animation] stored with the key [param name] is removed.
</description>
</signal>
<signal name="animation_renamed">
<param index="0" name="name" type="StringName" />
<param index="1" name="to_name" type="StringName" />
<description>
+ Emitted when the key for an [Animation] is changed, from [param name] to [param to_name].
</description>
</signal>
</signals>
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index beb259b12b..1b5a795b3c 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -9,7 +9,7 @@
</tutorials>
<members>
<member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&amp;&quot;&quot;">
- Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
+ Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
[codeblocks]
[gdscript]
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index c61705505e..f1e40d4979 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -4,7 +4,9 @@
2D area for detection and physics and audio influence.
</brief_description>
<description>
- 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
+ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses.
+ To give the area its shape, add a [CollisionShape2D] or a [CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area.
+ [b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly unexpected behavior when using that shape for an area.
</description>
<tutorials>
<link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link>
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 3c50a1ac05..14081918cf 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -5,6 +5,8 @@
</brief_description>
<description>
3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses.
+ To give the area its shape, add a [CollisionShape3D] or a [CollisionPolygon3D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area.
+ [b]Warning:[/b] See [ConcavePolygonShape3D] (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area.
</description>
<tutorials>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index ff2c3a8855..555137ac45 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -35,11 +35,11 @@
<member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport">
The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/code], uses the default viewport instead.
</member>
- <member name="follow_viewport_enable" type="bool" setter="set_follow_viewport" getter="is_following_viewport" default="false">
+ <member name="follow_viewport_enabled" type="bool" setter="set_follow_viewport" getter="is_following_viewport" default="false">
Sets the layer to follow the viewport in order to simulate a pseudo 3D effect.
</member>
<member name="follow_viewport_scale" type="float" setter="set_follow_viewport_scale" getter="get_follow_viewport_scale" default="1.0">
- Scales the layer when using [member follow_viewport_enable]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
+ Scales the layer when using [member follow_viewport_enabled]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
</member>
<member name="layer" type="int" setter="set_layer" getter="get_layer" default="1">
Layer index for draw order. Lower values are drawn first.
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index b0594b6409..2d169904f7 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -164,13 +164,13 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
- Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
- </member>
- <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
+ <member name="platform_floor_layers" type="int" setter="set_platform_floor_layers" getter="get_platform_floor_layers" default="4294967295">
Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
</member>
- <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
+ <member name="platform_on_leave" type="int" setter="set_platform_on_leave" getter="get_platform_on_leave" enum="CharacterBody2D.PlatformOnLeave" default="0">
+ Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior.
+ </member>
+ <member name="platform_wall_layers" type="int" setter="set_platform_wall_layers" getter="get_platform_wall_layers" default="0">
Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
</member>
<member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
@@ -199,13 +199,13 @@
<constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode">
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_ADD_VELOCITY" value="0" enum="PlatformOnLeave">
Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY" value="1" enum="PlatformOnLeave">
Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_DO_NOTHING" value="2" enum="PlatformOnLeave">
Do nothing when leaving a platform.
</constant>
</constants>
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 7efdeb19b1..cbcd6b3af7 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -149,13 +149,13 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
- Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
- </member>
- <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
+ <member name="platform_floor_layers" type="int" setter="set_platform_floor_layers" getter="get_platform_floor_layers" default="4294967295">
Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity.
</member>
- <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
+ <member name="platform_on_leave" type="int" setter="set_platform_on_leave" getter="get_platform_on_leave" enum="CharacterBody3D.PlatformOnLeave" default="0">
+ Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior.
+ </member>
+ <member name="platform_wall_layers" type="int" setter="set_platform_wall_layers" getter="get_platform_wall_layers" default="0">
Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored.
</member>
<member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
@@ -184,13 +184,13 @@
<constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode">
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_ADD_VELOCITY" value="0" enum="PlatformOnLeave">
Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY" value="1" enum="PlatformOnLeave">
Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_DO_NOTHING" value="2" enum="PlatformOnLeave">
Do nothing when leaving a platform.
</constant>
</constants>
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index 246e0e8663..fa8fbd0d3e 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -4,7 +4,8 @@
Node that represents collision shape data in 2D space.
</brief_description>
<description>
- Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
+ Editor facility for creating and editing collision shapes in 2D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
+ You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object.
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml
index c8423dac9e..304b46ba27 100644
--- a/doc/classes/CollisionShape3D.xml
+++ b/doc/classes/CollisionShape3D.xml
@@ -4,7 +4,8 @@
Node that represents collision shape data in 3D space.
</brief_description>
<description>
- Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
+ Editor facility for creating and editing collision shapes in 3D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
+ You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object.
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml
index f3c245c229..902993e439 100644
--- a/doc/classes/ConcavePolygonShape2D.xml
+++ b/doc/classes/ConcavePolygonShape2D.xml
@@ -7,6 +7,7 @@
2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection.
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first.
+ [b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] node) may give unexpected results: the area will only detect collisions with the segments in the [ConcavePolygonShape2D] (and not with any "inside" of the shape, for example).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml
index 6a54b4bda7..d22793e52c 100644
--- a/doc/classes/ConcavePolygonShape3D.xml
+++ b/doc/classes/ConcavePolygonShape3D.xml
@@ -7,6 +7,7 @@
3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively.
[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static.
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first.
+ [b]Warning:[/b] Using this shape for an [Area3D] (via a [CollisionShape3D] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results: the area will only detect collisions with the triangle faces in the [ConcavePolygonShape3D] (and not with any "inside" of the shape, for example); moreover it will only detect all such collisions if [member backface_collision] is [code]true[/code].
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
diff --git a/doc/classes/EditorResourcePicker.xml b/doc/classes/EditorResourcePicker.xml
index c88a7b75b0..4182ab3c16 100644
--- a/doc/classes/EditorResourcePicker.xml
+++ b/doc/classes/EditorResourcePicker.xml
@@ -62,9 +62,9 @@
</signal>
<signal name="resource_selected">
<param index="0" name="resource" type="Resource" />
- <param index="1" name="edit" type="bool" />
+ <param index="1" name="inspect" type="bool" />
<description>
- Emitted when the resource value was set and user clicked to edit it. When [param edit] is [code]true[/code], the signal was caused by the context menu "Edit" option.
+ Emitted when the resource value was set and user clicked to edit it. When [param inspect] is [code]true[/code], the signal was caused by the context menu "Edit" or "Inspect" option.
</description>
</signal>
</signals>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index c7ff0a2d59..7fc9c81985 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -465,15 +465,15 @@
</member>
<member name="interface/editor/code_font_contextual_ligatures" type="int" setter="" getter="">
The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures.
- [b]Note:[/b] The default editor code font (Hack) does not have contextual ligatures in its font file.
+ [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has contextual ligatures in its font file.
</member>
<member name="interface/editor/code_font_custom_opentype_features" type="String" setter="" getter="">
List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification.
- [b]Note:[/b] The default editor code font (Hack) does not have custom OpenType features in its font file.
+ [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, but there is no documented list yet.
</member>
<member name="interface/editor/code_font_custom_variations" type="String" setter="" getter="">
List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification.
- [b]Note:[/b] The default editor code font (Hack) does not have alternate characters in its font file.
+ [b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/mono/]JetBrains Mono[/url]) has alternate characters in its font file, but there is no documented list yet.
</member>
<member name="interface/editor/code_font_size" type="int" setter="" getter="">
The size of the font in the script editor. This setting does not impact the font size of the Output panel (see [member run/output/font_size]).
diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml
index 435f9781f0..27e3590e75 100644
--- a/doc/classes/GPUParticlesCollision3D.xml
+++ b/doc/classes/GPUParticlesCollision3D.xml
@@ -7,7 +7,7 @@
Particle collision shapes can be used to make particles stop or bounce against them.
Particle collision shapes in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported.
Particle collision shapes can be temporarily disabled by hiding them.
- [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
[b]Note:[/b] Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate.
</description>
@@ -15,7 +15,7 @@
</tutorials>
<members>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295">
- The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_enabled] set to [code]true[/code] will be affected by a collision shape.
+ The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_mode] set to [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.
After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node.
</member>
diff --git a/doc/classes/GPUParticlesCollisionBox3D.xml b/doc/classes/GPUParticlesCollisionBox3D.xml
index 60d66ca682..65b69c0098 100644
--- a/doc/classes/GPUParticlesCollisionBox3D.xml
+++ b/doc/classes/GPUParticlesCollisionBox3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
- [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml
index 3fcad43efb..72d273112e 100644
--- a/doc/classes/GPUParticlesCollisionHeightField3D.xml
+++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml
@@ -7,7 +7,7 @@
Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step.
[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision.
- [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml
index 29adf4fbc1..0e7640ba89 100644
--- a/doc/classes/GPUParticlesCollisionSDF3D.xml
+++ b/doc/classes/GPUParticlesCollisionSDF3D.xml
@@ -8,7 +8,7 @@
Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step.
[b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s touching the [member extents] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode].
[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project.
- [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
diff --git a/doc/classes/GPUParticlesCollisionSphere3D.xml b/doc/classes/GPUParticlesCollisionSphere3D.xml
index 6651a732da..bfebe05005 100644
--- a/doc/classes/GPUParticlesCollisionSphere3D.xml
+++ b/doc/classes/GPUParticlesCollisionSphere3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
- [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml
index 80d19e22c5..392ca2cabb 100644
--- a/doc/classes/Geometry2D.xml
+++ b/doc/classes/Geometry2D.xml
@@ -10,7 +10,7 @@
</tutorials>
<methods>
<method name="clip_polygons">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polygon_a" type="PackedVector2Array" />
<param index="1" name="polygon_b" type="PackedVector2Array" />
<description>
@@ -19,7 +19,7 @@
</description>
</method>
<method name="clip_polyline_with_polygon">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polyline" type="PackedVector2Array" />
<param index="1" name="polygon" type="PackedVector2Array" />
<description>
@@ -34,7 +34,7 @@
</description>
</method>
<method name="exclude_polygons">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polygon_a" type="PackedVector2Array" />
<param index="1" name="polygon_b" type="PackedVector2Array" />
<description>
@@ -71,7 +71,7 @@
</description>
</method>
<method name="intersect_polygons">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polygon_a" type="PackedVector2Array" />
<param index="1" name="polygon_b" type="PackedVector2Array" />
<description>
@@ -80,7 +80,7 @@
</description>
</method>
<method name="intersect_polyline_with_polygon">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polyline" type="PackedVector2Array" />
<param index="1" name="polygon" type="PackedVector2Array" />
<description>
@@ -130,7 +130,7 @@
</description>
</method>
<method name="merge_polygons">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polygon_a" type="PackedVector2Array" />
<param index="1" name="polygon_b" type="PackedVector2Array" />
<description>
@@ -139,7 +139,7 @@
</description>
</method>
<method name="offset_polygon">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polygon" type="PackedVector2Array" />
<param index="1" name="delta" type="float" />
<param index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0" />
@@ -166,7 +166,7 @@
</description>
</method>
<method name="offset_polyline">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="polyline" type="PackedVector2Array" />
<param index="1" name="delta" type="float" />
<param index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0" />
diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml
index c841842d14..d37b0b7b81 100644
--- a/doc/classes/Geometry3D.xml
+++ b/doc/classes/Geometry3D.xml
@@ -10,14 +10,14 @@
</tutorials>
<methods>
<method name="build_box_planes">
- <return type="Array" />
+ <return type="Plane[]" />
<param index="0" name="extents" type="Vector3" />
<description>
Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [param extents], which represents one (positive) corner of the box (i.e. half its actual size).
</description>
</method>
<method name="build_capsule_planes">
- <return type="Array" />
+ <return type="Plane[]" />
<param index="0" name="radius" type="float" />
<param index="1" name="height" type="float" />
<param index="2" name="sides" type="int" />
@@ -28,7 +28,7 @@
</description>
</method>
<method name="build_cylinder_planes">
- <return type="Array" />
+ <return type="Plane[]" />
<param index="0" name="radius" type="float" />
<param index="1" name="height" type="float" />
<param index="2" name="sides" type="int" />
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 9f9d1a7ed6..e5aa78971e 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -149,7 +149,7 @@
</description>
</method>
<method name="get_connection_list" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns an Array containing the list of connections. A connection consists in a structure of the form [code]{ from_port: 0, from: "GraphNode name 0", to_port: 1, to: "GraphNode name 1" }[/code].
</description>
diff --git a/doc/classes/IP.xml b/doc/classes/IP.xml
index e476a86a49..1e5e6da513 100644
--- a/doc/classes/IP.xml
+++ b/doc/classes/IP.xml
@@ -24,13 +24,13 @@
</description>
</method>
<method name="get_local_addresses" qualifiers="const">
- <return type="Array" />
+ <return type="PackedStringArray" />
<description>
Returns all the user's current IPv4 and IPv6 addresses as an array.
</description>
</method>
<method name="get_local_interfaces" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns all network adapters as an array.
Each adapter is a dictionary of the form:
@@ -74,7 +74,7 @@
</description>
</method>
<method name="resolve_hostname_addresses">
- <return type="Array" />
+ <return type="PackedStringArray" />
<param index="0" name="host" type="String" />
<param index="1" name="ip_type" type="int" enum="IP.Type" default="3" />
<description>
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index d60abd7975..1d7d54f681 100644
--- a/doc/classes/InputMap.xml
+++ b/doc/classes/InputMap.xml
@@ -41,7 +41,7 @@
</description>
</method>
<method name="action_get_events">
- <return type="Array" />
+ <return type="InputEvent[]" />
<param index="0" name="action" type="StringName" />
<description>
Returns an array of [InputEvent]s associated with a given action.
@@ -91,7 +91,7 @@
</description>
</method>
<method name="get_actions">
- <return type="Array" />
+ <return type="StringName[]" />
<description>
Returns an array of all actions in the [InputMap].
</description>
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 239eea099b..52b2e9a729 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -62,8 +62,8 @@
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="2" />
<member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0">
- Limits the number of visible characters. If you set [code]percent_visible[/code] to 0.5, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box.
- [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count].
+ The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" />
<member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
@@ -88,8 +88,8 @@
Controls the text's vertical alignment. Supports top, center, bottom, and fill. Set it to one of the [enum VerticalAlignment] constants.
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
- Restricts the number of characters to display. Set to -1 to disable.
- [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
+ The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member percent_visible] accordingly.
</member>
<member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
diff --git a/doc/classes/Position2D.xml b/doc/classes/Marker2D.xml
index 754fd1fdf1..bf90438bf0 100644
--- a/doc/classes/Position2D.xml
+++ b/doc/classes/Marker2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Position2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="Marker2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Generic 2D position hint for editing.
</brief_description>
diff --git a/doc/classes/Position3D.xml b/doc/classes/Marker3D.xml
index d91e0fbfdf..5ad1cdf513 100644
--- a/doc/classes/Position3D.xml
+++ b/doc/classes/Marker3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Position3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="Marker3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Generic 3D position hint for editing.
</brief_description>
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 8e98efa6fc..d3d5a7bfaa 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -60,7 +60,7 @@
</description>
</method>
<method name="_surface_get_blend_shape_arrays" qualifiers="virtual const">
- <return type="Array" />
+ <return type="Array[]" />
<param index="0" name="index" type="int" />
<description>
</description>
@@ -153,7 +153,7 @@
</description>
</method>
<method name="surface_get_blend_shape_arrays" qualifiers="const">
- <return type="Array" />
+ <return type="Array[]" />
<param index="0" name="surf_idx" type="int" />
<description>
Returns the blend shape arrays for the requested surface.
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 30ad13ec93..bf3aff2c58 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -126,7 +126,7 @@
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
</member>
- <member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
+ <member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="500.0">
The distance to search for other agents.
</member>
<member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
@@ -136,7 +136,7 @@
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
- The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 22c468cb6b..7c48f0b52b 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -132,7 +132,7 @@
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining what navigation layers of navigation regions this NavigationAgent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
</member>
- <member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
+ <member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="50.0">
The distance to search for other agents.
</member>
<member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
@@ -142,7 +142,7 @@
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
- The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index e4e9a7fea9..b85c1c6649 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -72,10 +72,10 @@
Sets the maximum speed of the agent. Must be positive.
</description>
</method>
- <method name="agent_set_neighbor_dist" qualifiers="const">
+ <method name="agent_set_neighbor_distance" qualifiers="const">
<return type="void" />
<param index="0" name="agent" type="RID" />
- <param index="1" name="dist" type="float" />
+ <param index="1" name="distance" type="float" />
<description>
Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.
</description>
@@ -128,7 +128,7 @@
</description>
</method>
<method name="get_maps" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<description>
Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
</description>
@@ -150,7 +150,7 @@
</description>
</method>
<method name="map_get_agents" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<param index="0" name="map" type="RID" />
<description>
Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map].
@@ -198,7 +198,7 @@
</description>
</method>
<method name="map_get_regions" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<param index="0" name="map" type="RID" />
<description>
Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map].
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 7c6b828aa9..5b2a8fc08b 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -72,10 +72,10 @@
Sets the maximum speed of the agent. Must be positive.
</description>
</method>
- <method name="agent_set_neighbor_dist" qualifiers="const">
+ <method name="agent_set_neighbor_distance" qualifiers="const">
<return type="void" />
<param index="0" name="agent" type="RID" />
- <param index="1" name="dist" type="float" />
+ <param index="1" name="distance" type="float" />
<description>
Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.
</description>
@@ -128,7 +128,7 @@
</description>
</method>
<method name="get_maps" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<description>
Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
</description>
@@ -150,7 +150,7 @@
</description>
</method>
<method name="map_get_agents" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<param index="0" name="map" type="RID" />
<description>
Returns all navigation agents [RID]s that are currently assigned to the requested navigation [param map].
@@ -216,7 +216,7 @@
</description>
</method>
<method name="map_get_regions" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<param index="0" name="map" type="RID" />
<description>
Returns all navigation regions [RID]s that are currently assigned to the requested navigation [param map].
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index d38a724d39..b882425960 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -241,7 +241,7 @@
<description>
Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node.
Negative indices access the children from the last one.
- If [param include_internal] is [code]true[/code], internal children are skipped (see [code]internal[/code] parameter in [method add_child]).
+ If [param include_internal] is [code]false[/code], internal children are skipped (see [code]internal[/code] parameter in [method add_child]).
To access a child node via its name, use [method get_node].
</description>
</method>
@@ -262,7 +262,7 @@
</description>
</method>
<method name="get_groups" qualifiers="const">
- <return type="Array" />
+ <return type="StringName[]" />
<description>
Returns an array listing the groups that the node is a member of.
[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index e9f1f995a5..53b93beb40 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -39,7 +39,7 @@
</description>
</method>
<method name="get_gizmos" qualifiers="const">
- <return type="Array" />
+ <return type="Node3DGizmo[]" />
<description>
Returns all the gizmos attached to this [code]Node3D[/code].
</description>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index e4b5404c2c..e180c73733 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -88,14 +88,6 @@
[b]Note:[/b] When [method delay_usec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_usec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
</description>
</method>
- <method name="dump_memory_to_file">
- <return type="void" />
- <param index="0" name="file" type="String" />
- <description>
- Dumps the memory allocation ringlist to a file (only works in debug).
- Entry format per line: "Address - Size - Description".
- </description>
- </method>
<method name="dump_resources_to_file">
<return type="void" />
<param index="0" name="file" type="String" />
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 2e03ac5291..3c71a02a21 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Every class which is not a built-in type inherits from this class.
- You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript.
+ You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#.
Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
Some classes that extend Object add memory management. This is the case of [RefCounted], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
@@ -43,7 +43,7 @@
</description>
</method>
<method name="_get_property_list" qualifiers="virtual">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Virtual method which can be overridden to customize the return value of [method get_property_list].
Returns the object's property list as an [Array] of dictionaries.
@@ -353,7 +353,7 @@
</description>
</method>
<method name="get_incoming_connections" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns an [Array] of dictionaries with information about signals that are connected to the object.
Each [Dictionary] contains three String entries:
@@ -394,13 +394,13 @@
</description>
</method>
<method name="get_method_list" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns the object's methods and their signatures as an [Array].
</description>
</method>
<method name="get_property_list" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns the object's property list as an [Array] of dictionaries.
Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
@@ -413,14 +413,14 @@
</description>
</method>
<method name="get_signal_connection_list" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="signal" type="StringName" />
<description>
Returns an [Array] of connections for the given [param signal].
</description>
</method>
<method name="get_signal_list" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns the list of signals as an [Array] of dictionaries.
</description>
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index fe4caaa10c..55f4c4dcdd 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -115,14 +115,15 @@
<member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true">
True if the interaction with particle attractors is enabled.
</member>
- <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0">
- Collision bounciness.
+ <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce">
+ The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
</member>
- <member name="collision_enabled" type="bool" setter="set_collision_enabled" getter="is_collision_enabled" default="false">
- True if collisions are enabled for this particle system.
+ <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction">
+ The particles' friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
</member>
- <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="0.0">
- Collision friction.
+ <member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticlesMaterial.CollisionMode" default="0">
+ The particles' collision mode.
+ [b]Note:[/b] Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes.
</member>
<member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false">
Should collision take scale into account.
@@ -404,5 +405,17 @@
<constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode">
Represents the size of the [enum SubEmitterMode] enum.
</constant>
+ <constant name="COLLISION_DISABLED" value="0" enum="CollisionMode">
+ No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes.
+ </constant>
+ <constant name="COLLISION_RIGID" value="1" enum="CollisionMode">
+ [RigidDynamicBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
+ </constant>
+ <constant name="COLLISION_HIDE_ON_CONTACT" value="2" enum="CollisionMode">
+ Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact.
+ </constant>
+ <constant name="COLLISION_MAX" value="3" enum="CollisionMode">
+ Represents the size of the [enum CollisionMode] enum.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/PathFollow2D.xml b/doc/classes/PathFollow2D.xml
index ae4a4b2886..09d6872e10 100644
--- a/doc/classes/PathFollow2D.xml
+++ b/doc/classes/PathFollow2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
This node takes its parent [Path2D], and returns the coordinates of a point within it, given a distance from the first vertex.
- It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node.
+ It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the [member progress] in this node.
</description>
<tutorials>
</tutorials>
@@ -24,15 +24,15 @@
<member name="loop" type="bool" setter="set_loop" getter="has_loop" default="true">
If [code]true[/code], any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.
</member>
- <member name="offset" type="float" setter="set_offset" getter="get_offset" default="0.0">
- The distance along the path in pixels.
+ <member name="progress" type="float" setter="set_progress" getter="get_progress" default="0.0">
+ The distance along the path, in pixels. Changing this value sets this node's position to a point within the path.
+ </member>
+ <member name="progress_ratio" type="float" setter="set_progress_ratio" getter="get_progress_ratio" default="0.0">
+ The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the progress within the path, as the offset supplied is multiplied internally by the path's length.
</member>
<member name="rotates" type="bool" setter="set_rotates" getter="is_rotating" default="true">
If [code]true[/code], this node rotates to follow the path, with the +X direction facing forward on the path.
</member>
- <member name="unit_offset" type="float" setter="set_unit_offset" getter="get_unit_offset" default="0.0">
- The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length.
- </member>
<member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0">
The node's offset perpendicular to the curve.
</member>
diff --git a/doc/classes/PathFollow3D.xml b/doc/classes/PathFollow3D.xml
index f9fab07be5..ba7207be8f 100644
--- a/doc/classes/PathFollow3D.xml
+++ b/doc/classes/PathFollow3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
This node takes its parent [Path3D], and returns the coordinates of a point within it, given a distance from the first vertex.
- It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node.
+ It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the [member progress] in this node.
</description>
<tutorials>
</tutorials>
@@ -21,15 +21,15 @@
<member name="loop" type="bool" setter="set_loop" getter="has_loop" default="true">
If [code]true[/code], any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.
</member>
- <member name="offset" type="float" setter="set_offset" getter="get_offset" default="0.0">
- The distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path.
+ <member name="progress" type="float" setter="set_progress" getter="get_progress" default="0.0">
+ The distance from the first vertex, measured in 3D units along the path. Changing this value sets this node's position to a point within the path.
+ </member>
+ <member name="progress_ratio" type="float" setter="set_progress_ratio" getter="get_progress_ratio" default="0.0">
+ The distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the progress within the path, as the progress supplied is multiplied internally by the path's length.
</member>
<member name="rotation_mode" type="int" setter="set_rotation_mode" getter="get_rotation_mode" enum="PathFollow3D.RotationMode" default="3">
Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used.
</member>
- <member name="unit_offset" type="float" setter="set_unit_offset" getter="get_unit_offset" default="0.0">
- The distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length.
- </member>
<member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0">
The node's offset perpendicular to the curve.
</member>
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index ddb290f007..92fa1040af 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -79,7 +79,7 @@
</description>
</method>
<method name="get_custom_monitor_names">
- <return type="Array" />
+ <return type="StringName[]" />
<description>
Returns the names of active custom monitors in an [Array].
</description>
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index 6290ea315f..d4cb073d15 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -12,7 +12,7 @@
</tutorials>
<methods>
<method name="cast_motion">
- <return type="Array" />
+ <return type="PackedFloat32Array" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<description>
Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object.
@@ -21,7 +21,7 @@
</description>
</method>
<method name="collide_shape">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<param index="1" name="max_results" type="int" default="32" />
<description>
@@ -44,7 +44,7 @@
</description>
</method>
<method name="intersect_point">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="parameters" type="PhysicsPointQueryParameters2D" />
<param index="1" name="max_results" type="int" default="32" />
<description>
@@ -72,7 +72,7 @@
</description>
</method>
<method name="intersect_shape">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<param index="1" name="max_results" type="int" default="32" />
<description>
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 619891df90..cc1cf8a323 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -12,7 +12,7 @@
</tutorials>
<methods>
<method name="cast_motion">
- <return type="Array" />
+ <return type="PackedFloat32Array" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<description>
Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
@@ -21,7 +21,7 @@
</description>
</method>
<method name="collide_shape">
- <return type="Array" />
+ <return type="PackedVector2Array[]" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<param index="1" name="max_results" type="int" default="32" />
<description>
@@ -46,7 +46,7 @@
</description>
</method>
<method name="intersect_point">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="parameters" type="PhysicsPointQueryParameters3D" />
<param index="1" name="max_results" type="int" default="32" />
<description>
@@ -73,7 +73,7 @@
</description>
</method>
<method name="intersect_shape">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<param index="1" name="max_results" type="int" default="32" />
<description>
diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml
index 6b3a7ed548..564b6fe743 100644
--- a/doc/classes/PlaneMesh.xml
+++ b/doc/classes/PlaneMesh.xml
@@ -4,7 +4,7 @@
Class representing a planar [PrimitiveMesh].
</brief_description>
<description>
- Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use [QuadMesh] instead.
+ Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, change [member orientation] to [constant FACE_Z].
[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
@@ -13,6 +13,9 @@
<member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)">
Offset of the generated plane. Useful for particles.
</member>
+ <member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="PlaneMesh.Orientation" default="1">
+ Direction that the [PlaneMesh] is facing. See [enum Orientation] for options.
+ </member>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(2, 2)">
Size of the generated plane.
</member>
@@ -23,4 +26,15 @@
Number of subdivision along the X axis.
</member>
</members>
+ <constants>
+ <constant name="FACE_X" value="0" enum="Orientation">
+ [PlaneMesh] will face the positive X-axis.
+ </constant>
+ <constant name="FACE_Y" value="1" enum="Orientation">
+ [PlaneMesh] will face the positive Y-axis. This matches the behaviour of the [PlaneMesh] in Godot 3.x.
+ </constant>
+ <constant name="FACE_Z" value="2" enum="Orientation">
+ [PlaneMesh] will face the positive Z-axis. This matches the behvaiour of the QuadMesh in Godot 3.x.
+ </constant>
+ </constants>
</class>
diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml
index 5d5c69aadd..12f8055180 100644
--- a/doc/classes/Polygon2D.xml
+++ b/doc/classes/Polygon2D.xml
@@ -79,10 +79,10 @@
<member name="internal_vertex_count" type="int" setter="set_internal_vertex_count" getter="get_internal_vertex_count" default="0">
</member>
<member name="invert_border" type="float" setter="set_invert_border" getter="get_invert_border" default="100.0">
- Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error.
+ Added padding applied to the bounding box when [member invert_enabled] is set to [code]true[/code]. Setting this value too small may result in a "Bad Polygon" error.
</member>
- <member name="invert_enable" type="bool" setter="set_invert" getter="get_invert" default="false">
- If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
+ <member name="invert_enabled" type="bool" setter="set_invert_enabled" getter="get_invert_enabled" default="false">
+ If [code]true[/code], the polygon will be inverted, containing the area outside the defined points and extending to the [member invert_border].
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The offset applied to each vertex.
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 7046a21f68..1b9ecdbfa0 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -4,7 +4,7 @@
Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
</brief_description>
<description>
- Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
+ Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], and [SphereMesh].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0cee71b613..a2e202b218 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -464,9 +464,6 @@
<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false">
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] command line argument, even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose].
</member>
- <member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024">
- Maximum call stack in visual scripting, to avoid infinite recursion.
- </member>
<member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.1, 0.8)">
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml
index b8f6e54d87..5690ea5e95 100644
--- a/doc/classes/Projection.xml
+++ b/doc/classes/Projection.xml
@@ -24,6 +24,16 @@
<description>
</description>
</constructor>
+ <constructor name="Projection">
+ <return type="Projection" />
+ <param index="0" name="x_axis" type="Vector4" />
+ <param index="1" name="y_axis" type="Vector4" />
+ <param index="2" name="z_axis" type="Vector4" />
+ <param index="3" name="w_axis" type="Vector4" />
+ <description>
+ Constructs a Projection from four [Vector4] values (matrix columns).
+ </description>
+ </constructor>
</constructors>
<methods>
<method name="create_depth_correction" qualifiers="static">
diff --git a/doc/classes/QuadMesh.xml b/doc/classes/QuadMesh.xml
deleted file mode 100644
index d641ebaa1f..0000000000
--- a/doc/classes/QuadMesh.xml
+++ /dev/null
@@ -1,21 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="QuadMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- Class representing a square mesh.
- </brief_description>
- <description>
- Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this default rotation is more suited for use with billboarded materials. Unlike [PlaneMesh], this mesh doesn't provide subdivision options.
- </description>
- <tutorials>
- <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
- <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>
- </tutorials>
- <members>
- <member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)">
- Offset of the generated Quad. Useful for particles.
- </member>
- <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
- Size on the X and Y axes.
- </member>
- </members>
-</class>
diff --git a/doc/classes/RDUniform.xml b/doc/classes/RDUniform.xml
index d144024000..e4b7883f02 100644
--- a/doc/classes/RDUniform.xml
+++ b/doc/classes/RDUniform.xml
@@ -19,7 +19,7 @@
</description>
</method>
<method name="get_ids" qualifiers="const">
- <return type="Array" />
+ <return type="RID[]" />
<description>
</description>
</method>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 62351ea9ec..a12bd71454 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1406,7 +1406,7 @@
</description>
</method>
<method name="instance_geometry_get_shader_uniform_list" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="instance" type="RID" />
<description>
</description>
@@ -1581,7 +1581,7 @@
</description>
</method>
<method name="instances_cull_aabb" qualifiers="const">
- <return type="Array" />
+ <return type="PackedInt64Array" />
<param index="0" name="aabb" type="AABB" />
<param index="1" name="scenario" type="RID" />
<description>
@@ -1590,7 +1590,7 @@
</description>
</method>
<method name="instances_cull_convex" qualifiers="const">
- <return type="Array" />
+ <return type="PackedInt64Array" />
<param index="0" name="convex" type="Array" />
<param index="1" name="scenario" type="RID" />
<description>
@@ -1599,7 +1599,7 @@
</description>
</method>
<method name="instances_cull_ray" qualifiers="const">
- <return type="Array" />
+ <return type="PackedInt64Array" />
<param index="0" name="from" type="Vector3" />
<param index="1" name="to" type="Vector3" />
<param index="2" name="scenario" type="RID" />
@@ -1959,7 +1959,7 @@
</description>
</method>
<method name="mesh_surface_get_blend_shape_arrays" qualifiers="const">
- <return type="Array" />
+ <return type="Array[]" />
<param index="0" name="mesh" type="RID" />
<param index="1" name="surface" type="int" />
<description>
diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml
index a84c2165f5..05bfcf3446 100644
--- a/doc/classes/ResourceFormatSaver.xml
+++ b/doc/classes/ResourceFormatSaver.xml
@@ -26,8 +26,8 @@
</method>
<method name="_save" qualifiers="virtual">
<return type="int" />
- <param index="0" name="path" type="Resource" />
- <param index="1" name="resource" type="String" />
+ <param index="0" name="resource" type="Resource" />
+ <param index="1" name="path" type="String" />
<param index="2" name="flags" type="int" />
<description>
Saves the given resource object to a file at the target [param path]. [param flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 1d4304bd99..f96e136a57 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -481,8 +481,8 @@
If [code]true[/code], the label uses the custom font color.
</member>
<member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0">
- The range of characters to display, as a [float] between 0.0 and 1.0.
- [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count].
+ The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
</member>
<member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000">
The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely.
@@ -520,8 +520,8 @@
If [code]true[/code], text processing is done in a background thread.
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
- The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed.
- [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
+ The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member percent_visible] accordingly.
</member>
<member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index 445e6d94ea..1434affee1 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -100,10 +100,17 @@
<method name="get_colliding_bodies" qualifiers="const">
<return type="Node2D[]" />
<description>
- Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
+ <method name="get_contact_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see [member contact_monitor]).
+ [b]Note:[/b] To retrieve the colliding bodies, use [method get_colliding_bodies].
+ </description>
+ </method>
<method name="set_axis_velocity">
<return type="void" />
<param index="0" name="axis_velocity" type="Vector2" />
@@ -142,11 +149,8 @@
See [method add_constant_torque].
</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 RigidDynamicBody2D. See also [member contacts_reported].
- </member>
- <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0">
- The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code].
- [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end).
+ If [code]true[/code], the RigidDynamicBody2D will emit signals when it collides with another RigidDynamicBody2D.
+ [b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
</member>
<member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidDynamicBody2D.CCDMode" default="0">
Continuous collision detection mode.
@@ -187,6 +191,10 @@
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
+ <member name="max_contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0">
+ The maximum number of contacts that will be recorded. Requires a value greater than 0 and [member contact_monitor] to be set to [code]true[/code] to start to register contacts. Use [method get_contact_count] to retrieve the count or [method get_colliding_bodies] to retrieve bodies that have been collided with.
+ [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
+ </member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
@@ -199,14 +207,14 @@
<signal name="body_entered">
<param index="0" name="body" type="Node" />
<description>
- Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
</description>
</signal>
<signal name="body_exited">
<param index="0" name="body" type="Node" />
<description>
- Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
</description>
</signal>
@@ -216,7 +224,7 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
[param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
@@ -229,7 +237,7 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
[param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml
index 83f24be418..fb747177ae 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidDynamicBody3D.xml
@@ -98,12 +98,19 @@
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
- <return type="Array" />
+ <return type="Node3D[]" />
<description>
- Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
+ <method name="get_contact_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see [member contact_monitor]).
+ [b]Note:[/b] To retrieve the colliding bodies, use [method get_colliding_bodies].
+ </description>
+ </method>
<method name="get_inverse_inertia_tensor" qualifiers="const">
<return type="Basis" />
<description>
@@ -148,11 +155,8 @@
See [method add_constant_torque].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
- If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D. See also [member contacts_reported].
- </member>
- <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0">
- The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code].
- [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
+ If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D.
+ [b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
</member>
<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false">
If [code]true[/code], continuous collision detection is used.
@@ -193,6 +197,10 @@
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
+ <member name="max_contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0">
+ The maximum number of contacts that will be recorded. Requires a value greater than 0 and [member contact_monitor] to be set to [code]true[/code] to start to register contacts. Use [method get_contact_count] to retrieve the count or [method get_colliding_bodies] to retrieve bodies that have been collided with.
+ [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
+ </member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
@@ -205,14 +213,14 @@
<signal name="body_entered">
<param index="0" name="body" type="Node" />
<description>
- Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
</description>
</signal>
<signal name="body_exited">
<param index="0" name="body" type="Node" />
<description>
- Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
</description>
</signal>
@@ -222,7 +230,7 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
[param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
@@ -235,7 +243,7 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
[param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 0b358bd06f..417703ff01 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -113,14 +113,14 @@
</description>
</method>
<method name="get_nodes_in_group">
- <return type="Array" />
+ <return type="Node[]" />
<param index="0" name="group" type="StringName" />
<description>
Returns a list of all nodes assigned to the given group.
</description>
</method>
<method name="get_processed_tweens">
- <return type="Array" />
+ <return type="Tween[]" />
<description>
Returns an array of currently existing [Tween]s in the [SceneTree] (both running and paused).
</description>
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 8202f9f536..40ec8ed429 100644
--- a/doc/classes/Script.xml
+++ b/doc/classes/Script.xml
@@ -44,19 +44,19 @@
</description>
</method>
<method name="get_script_method_list">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns the list of methods in this [Script].
</description>
</method>
<method name="get_script_property_list">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns the list of properties in this [Script].
</description>
</method>
<method name="get_script_signal_list">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns the list of user signals defined in this [Script].
</description>
diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml
index 9118f38a3e..becaff975e 100644
--- a/doc/classes/ScriptEditor.xml
+++ b/doc/classes/ScriptEditor.xml
@@ -22,13 +22,13 @@
</description>
</method>
<method name="get_open_script_editors" qualifiers="const">
- <return type="Array" />
+ <return type="ScriptEditorBase[]" />
<description>
Returns an array with all [ScriptEditorBase] objects which are currently open in editor.
</description>
</method>
<method name="get_open_scripts" qualifiers="const">
- <return type="Array" />
+ <return type="Script[]" />
<description>
Returns an array with all [Script] objects which are currently open in editor.
</description>
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 4d7031ab86..34ca228795 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -21,7 +21,7 @@
</description>
</method>
<method name="collide_and_get_contacts">
- <return type="Array" />
+ <return type="PackedVector2Array" />
<param index="0" name="local_xform" type="Transform2D" />
<param index="1" name="with_shape" type="Shape2D" />
<param index="2" name="shape_xform" type="Transform2D" />
@@ -45,7 +45,7 @@
</description>
</method>
<method name="collide_with_motion_and_get_contacts">
- <return type="Array" />
+ <return type="PackedVector2Array" />
<param index="0" name="local_xform" type="Transform2D" />
<param index="1" name="local_motion" type="Vector2" />
<param index="2" name="with_shape" type="Shape2D" />
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 69b9988641..75f7a37752 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -20,15 +20,6 @@
Adds a bone, with name [param name]. [method get_bone_count] will become the bone index.
</description>
</method>
- <method name="add_bone_child">
- <return type="void" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="child_bone_idx" type="int" />
- <description>
- Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node.
- This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes.
- </description>
- </method>
<method name="clear_bones">
<return type="void" />
<description>
@@ -272,15 +263,6 @@
Binds the given Skin to the Skeleton.
</description>
</method>
- <method name="remove_bone_child">
- <return type="void" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="child_bone_idx" type="int" />
- <description>
- Removes the passed in child bone index, [param child_bone_idx], from the passed-in bone, [param bone_idx], if it exists.
- [b]Note:[/b] This does not remove the child bone, but instead it removes the connection it has to the parent bone.
- </description>
- </method>
<method name="reset_bone_pose">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
@@ -294,14 +276,6 @@
Sets all bone poses to rests.
</description>
</method>
- <method name="set_bone_children">
- <return type="void" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="bone_children" type="PackedInt32Array" />
- <description>
- Sets the children for the passed in bone, [param bone_idx], to the passed-in array of bone indexes, [param bone_children].
- </description>
- </method>
<method name="set_bone_enabled">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftDynamicBody3D.xml
index 87492704d7..7f0a1d94d0 100644
--- a/doc/classes/SoftDynamicBody3D.xml
+++ b/doc/classes/SoftDynamicBody3D.xml
@@ -19,7 +19,7 @@
</description>
</method>
<method name="get_collision_exceptions">
- <return type="Array" />
+ <return type="PhysicsBody3D[]" />
<description>
Returns an array of nodes that were added as collision exceptions for this body.
</description>
diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml
index b62c294f2c..7020cae1de 100644
--- a/doc/classes/SubViewport.xml
+++ b/doc/classes/SubViewport.xml
@@ -25,7 +25,7 @@
The update mode when the sub-viewport is used as a render target.
</member>
<member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(512, 512)">
- The width and height of the sub-viewport.
+ The width and height of the sub-viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.
</member>
<member name="size_2d_override" type="Vector2i" setter="set_size_2d_override" getter="get_size_2d_override" default="Vector2i(0, 0)">
The 2D size override of the sub-viewport. If either the width or height is [code]0[/code], the override is disabled.
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 7b0fd4b17b..9c4f7857c7 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1162,7 +1162,7 @@
</description>
</method>
<method name="shaped_text_get_ellipsis_glyphs" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="shaped" type="RID" />
<description>
Returns array of the glyphs in the ellipsis.
@@ -1183,7 +1183,7 @@
</description>
</method>
<method name="shaped_text_get_glyphs" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="shaped" type="RID" />
<description>
Returns an array of glyphs in the visual order.
@@ -1463,7 +1463,7 @@
</description>
</method>
<method name="shaped_text_sort_logical">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="shaped" type="RID" />
<description>
Returns text glyphs in the logical order.
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index 17df7e841c..9eb7188846 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -979,7 +979,7 @@
</description>
</method>
<method name="parse_structured_text" qualifiers="virtual const">
- <return type="Array" />
+ <return type="Vector2i[]" />
<param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" />
<param index="1" name="args" type="Array" />
<param index="2" name="text" type="String" />
diff --git a/doc/classes/TextServerManager.xml b/doc/classes/TextServerManager.xml
index 19b0e9e6f2..9477e5ec54 100644
--- a/doc/classes/TextServerManager.xml
+++ b/doc/classes/TextServerManager.xml
@@ -38,7 +38,7 @@
</description>
</method>
<method name="get_interfaces" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns a list of available interfaces the index and name of each interface.
</description>
diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml
index 3da9096555..7b18d8ddb6 100644
--- a/doc/classes/TranslationServer.xml
+++ b/doc/classes/TranslationServer.xml
@@ -65,7 +65,7 @@
</description>
</method>
<method name="get_loaded_locales" qualifiers="const">
- <return type="Array" />
+ <return type="PackedStringArray" />
<description>
Returns an array of all loaded locales of the project.
</description>
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index efa0e4e393..bf66d9f12a 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -351,10 +351,11 @@
Emitted when [method TreeItem.propagate_check] is called. Connect to this signal to process the items that are affected when [method TreeItem.propagate_check] is invoked. The order that the items affected will be processed is as follows: the item that invoked the method, children of that item, and finally parents of that item.
</description>
</signal>
- <signal name="column_title_pressed">
+ <signal name="column_title_clicked">
<param index="0" name="column" type="int" />
+ <param index="1" name="mouse_button_index" type="int" />
<description>
- Emitted when a column's title is pressed.
+ Emitted when a column's title is clicked with either [constant MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT].
</description>
</signal>
<signal name="custom_item_clicked">
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index 6207477441..6d4408cf61 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -126,7 +126,7 @@
</description>
</method>
<method name="get_children">
- <return type="Array" />
+ <return type="TreeItem[]" />
<description>
Returns an array of references to the item's children.
</description>
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 0d6fcd0ef5..6b384d6a77 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -23,7 +23,6 @@
[/codeblocks]
Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API.
- GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
- - VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblocks]
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
index 558b1086b7..a2089ae2b8 100644
--- a/doc/classes/VisualShader.xml
+++ b/doc/classes/VisualShader.xml
@@ -81,7 +81,7 @@
</description>
</method>
<method name="get_node_connections" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
Returns the list of connected nodes with the specified type.
@@ -206,17 +206,19 @@
</constant>
<constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType">
</constant>
- <constant name="VARYING_TYPE_VECTOR_2D" value="1" enum="VaryingType">
+ <constant name="VARYING_TYPE_INT" value="1" enum="VaryingType">
</constant>
- <constant name="VARYING_TYPE_VECTOR_3D" value="2" enum="VaryingType">
+ <constant name="VARYING_TYPE_VECTOR_2D" value="2" enum="VaryingType">
</constant>
- <constant name="VARYING_TYPE_VECTOR_4D" value="3" enum="VaryingType">
+ <constant name="VARYING_TYPE_VECTOR_3D" value="3" enum="VaryingType">
</constant>
- <constant name="VARYING_TYPE_COLOR" value="4" enum="VaryingType">
+ <constant name="VARYING_TYPE_VECTOR_4D" value="4" enum="VaryingType">
</constant>
- <constant name="VARYING_TYPE_TRANSFORM" value="5" enum="VaryingType">
+ <constant name="VARYING_TYPE_BOOLEAN" value="5" enum="VaryingType">
</constant>
- <constant name="VARYING_TYPE_MAX" value="6" enum="VaryingType">
+ <constant name="VARYING_TYPE_TRANSFORM" value="6" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_MAX" value="7" enum="VaryingType">
</constant>
<constant name="NODE_ID_INVALID" value="-1">
</constant>
diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml
index 7e96b33edd..48b00323d3 100644
--- a/doc/classes/XRServer.xml
+++ b/doc/classes/XRServer.xml
@@ -64,7 +64,7 @@
</description>
</method>
<method name="get_interfaces" qualifiers="const">
- <return type="Array" />
+ <return type="Dictionary[]" />
<description>
Returns a list of available interfaces the ID and name of each interface.
</description>