diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimatedSprite2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/RigidBody3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/SpriteFrames.xml | 1 | ||||
-rw-r--r-- | doc/classes/TextEdit.xml | 4 |
6 files changed, 8 insertions, 3 deletions
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index 7a992d0c03..e23a4fe9f8 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -5,6 +5,7 @@ </brief_description> <description> Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index f1feade59d..8614042646 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -205,7 +205,8 @@ Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon]. </member> <member name="application/config/name" type="String" setter="" getter="" default=""""> - The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. + The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. </member> <member name="application/config/project_settings_override" type="String" setter="" getter="" default=""""> Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 1fbcccdbb5..f3d43b193e 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -129,6 +129,7 @@ </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. + [b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 1f6f3ad371..e9ebf33aa7 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -156,6 +156,7 @@ </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. + [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 6e1e1688f4..516ae25e92 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,6 +5,7 @@ </brief_description> <description> Sprite frame library for [AnimatedSprite2D]. Contains frames and animation data for playback. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index d4abac15c0..ccc99dc8e3 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -404,10 +404,10 @@ If [code]true[/code], read-only mode is enabled. Existing text cannot be modified and new text cannot be added. </member> <member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0"> - The current horizontal scroll value. + If there is a horizontal scrollbar this determines the current horizontal scroll value in pixels. </member> <member name="scroll_vertical" type="float" setter="set_v_scroll" getter="get_v_scroll" default="0.0"> - The current vertical scroll value. + If there is a vertical scrollbar this determines the current vertical scroll value in line numbers, starting at 0 for the top line. </member> <member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true"> If [code]true[/code], text can be selected. |