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-rw-r--r--doc/classes/@GlobalScope.xml62
-rw-r--r--doc/classes/BaseMaterial3D.xml15
-rw-r--r--doc/classes/Camera2D.xml2
-rw-r--r--doc/classes/CanvasItem.xml24
-rw-r--r--doc/classes/CodeEdit.xml6
-rw-r--r--doc/classes/CodeHighlighter.xml6
-rw-r--r--doc/classes/Color.xml8
-rw-r--r--doc/classes/ColorPicker.xml2
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/ConvexPolygonShape2D.xml2
-rw-r--r--doc/classes/CryptoKey.xml2
-rw-r--r--doc/classes/DisplayServer.xml4
-rw-r--r--doc/classes/EditorImportPlugin.xml2
-rw-r--r--doc/classes/Environment.xml17
-rw-r--r--doc/classes/Font.xml6
-rw-r--r--doc/classes/FontData.xml8
-rw-r--r--doc/classes/GeometryInstance3D.xml8
-rw-r--r--doc/classes/Input.xml6
-rw-r--r--doc/classes/InputEvent.xml2
-rw-r--r--doc/classes/InputEventMIDI.xml69
-rw-r--r--doc/classes/InputEventMouse.xml4
-rw-r--r--doc/classes/ItemList.xml4
-rw-r--r--doc/classes/MultiplayerReplicator.xml4
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/Object.xml1
-rw-r--r--doc/classes/ParticlesMaterial.xml6
-rw-r--r--doc/classes/PhysicsTestMotionResult2D.xml20
-rw-r--r--doc/classes/PhysicsTestMotionResult3D.xml20
-rw-r--r--doc/classes/PrimitiveMesh.xml2
-rw-r--r--doc/classes/ProjectSettings.xml26
-rw-r--r--doc/classes/ReflectionProbe.xml8
-rw-r--r--doc/classes/RenderingDevice.xml21
-rw-r--r--doc/classes/RenderingServer.xml42
-rw-r--r--doc/classes/RichTextLabel.xml2
-rw-r--r--doc/classes/SceneState.xml7
-rw-r--r--doc/classes/ScrollContainer.xml4
-rw-r--r--doc/classes/Skeleton3D.xml4
-rw-r--r--doc/classes/SkeletonModification3D.xml2
-rw-r--r--doc/classes/SkeletonModification3DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification3DFABRIK.xml4
-rw-r--r--doc/classes/SkeletonModification3DJiggle.xml4
-rw-r--r--doc/classes/SkeletonModification3DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModificationStack3D.xml2
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--doc/classes/TextParagraph.xml2
-rw-r--r--doc/classes/TextServer.xml14
-rw-r--r--doc/classes/TextServerExtension.xml6
-rw-r--r--doc/classes/TileMap.xml10
-rw-r--r--doc/classes/TileSet.xml4
-rw-r--r--doc/classes/TileSetScenesCollectionSource.xml6
-rw-r--r--doc/classes/UndoRedo.xml2
-rw-r--r--doc/classes/Vector2.xml2
-rw-r--r--doc/classes/Viewport.xml31
-rw-r--r--doc/classes/VoxelGIData.xml2
-rw-r--r--doc/translations/ar.po4
-rw-r--r--doc/translations/ca.po4
-rw-r--r--doc/translations/classes.pot18
-rw-r--r--doc/translations/cs.po4
-rw-r--r--doc/translations/de.po4
-rw-r--r--doc/translations/el.po4
-rw-r--r--doc/translations/es.po4
-rw-r--r--doc/translations/extract.py4
-rw-r--r--doc/translations/fa.po4
-rw-r--r--doc/translations/fi.po4
-rw-r--r--doc/translations/fil.po4
-rw-r--r--doc/translations/fr.po4
-rw-r--r--doc/translations/gl.po4
-rw-r--r--doc/translations/hi.po4
-rw-r--r--doc/translations/hu.po4
-rw-r--r--doc/translations/id.po4
-rw-r--r--doc/translations/is.po4
-rw-r--r--doc/translations/it.po4
-rw-r--r--doc/translations/ja.po4
-rw-r--r--doc/translations/ko.po4
-rw-r--r--doc/translations/lv.po4
-rw-r--r--doc/translations/mr.po4
-rw-r--r--doc/translations/nb.po4
-rw-r--r--doc/translations/nl.po4
-rw-r--r--doc/translations/pl.po4
-rw-r--r--doc/translations/pt.po4
-rw-r--r--doc/translations/pt_BR.po4
-rw-r--r--doc/translations/ro.po4
-rw-r--r--doc/translations/ru.po4
-rw-r--r--doc/translations/sk.po4
-rw-r--r--doc/translations/sr_Cyrl.po4
-rw-r--r--doc/translations/sv.po4
-rw-r--r--doc/translations/th.po4
-rw-r--r--doc/translations/tl.po4
-rw-r--r--doc/translations/tr.po4
-rw-r--r--doc/translations/uk.po4
-rw-r--r--doc/translations/vi.po4
-rw-r--r--doc/translations/zh_CN.po4
-rw-r--r--doc/translations/zh_TW.po4
94 files changed, 444 insertions, 255 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 161e6278a2..7f794fef6e 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -358,14 +358,16 @@
<argument index="1" name="to" type="float" />
<argument index="2" name="weight" type="float" />
<description>
- Returns a normalized value considering the given range. This is the opposite of [method lerp].
+ Returns an interpolation or extrapolation factor considering the range specified in [code]from[/code] and [code]to[/code], and the interpolated value specified in [code]weight[/code]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between [code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]).
[codeblock]
+ # The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
# `middle` is now 27.5.
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
# `ratio` is now 0.75.
[/codeblock]
+ See also [method lerp] which performs the reverse of this operation.
</description>
</method>
<method name="is_equal_approx">
@@ -420,10 +422,11 @@
<argument index="1" name="to" type="float" />
<argument index="2" name="weight" type="float" />
<description>
- Linearly interpolates between two values by a normalized value. This is the opposite of [method inverse_lerp].
+ Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i].
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
+ See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
</description>
</method>
<method name="lerp_angle">
@@ -433,7 +436,7 @@
<argument index="2" name="weight" type="float" />
<description>
Linearly interpolates between two angles (in radians) by a normalized value.
- Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU].
+ Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep].
[codeblock]
extends Sprite
var elapsed = 0.0
@@ -1256,13 +1259,13 @@
Aligns inline object (e.g. image, table) to the bottom of the text.
</constant>
<constant name="INLINE_ALIGNMENT_TOP" value="0" enum="InlineAlignment">
- Aligns top of the inline object (e.g. image, table) to the top of the text. Equvalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
+ Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
</constant>
<constant name="INLINE_ALIGNMENT_CENTER" value="5" enum="InlineAlignment">
- Aligns center of the inline object (e.g. image, table) to the center of the text. Equvalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
+ Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
</constant>
<constant name="INLINE_ALIGNMENT_BOTTOM" value="14" enum="InlineAlignment">
- Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equvalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
+ Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
</constant>
<constant name="KEY_SPECIAL" value="16777216" enum="Key">
Keycodes with this bit applied are non-printable.
@@ -2162,25 +2165,58 @@
The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
</constant>
<constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MIDIMessage">
- MIDI note OFF message.
+ MIDI note OFF message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
</constant>
<constant name="MIDI_MESSAGE_NOTE_ON" value="9" enum="MIDIMessage">
- MIDI note ON message.
+ MIDI note ON message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
</constant>
<constant name="MIDI_MESSAGE_AFTERTOUCH" value="10" enum="MIDIMessage">
- MIDI aftertouch message.
+ MIDI aftertouch message. This message is most often sent by pressing down on the key after it "bottoms out".
</constant>
<constant name="MIDI_MESSAGE_CONTROL_CHANGE" value="11" enum="MIDIMessage">
- MIDI control change message.
+ MIDI control change message. This message is sent when a controller value changes. Controllers include devices such as pedals and levers.
</constant>
<constant name="MIDI_MESSAGE_PROGRAM_CHANGE" value="12" enum="MIDIMessage">
- MIDI program change message.
+ MIDI program change message. This message sent when the program patch number changes.
</constant>
<constant name="MIDI_MESSAGE_CHANNEL_PRESSURE" value="13" enum="MIDIMessage">
- MIDI channel pressure message.
+ MIDI channel pressure message. This message is most often sent by pressing down on the key after it "bottoms out". This message is different from polyphonic after-touch as it indicates the highest pressure across all keys.
</constant>
<constant name="MIDI_MESSAGE_PITCH_BEND" value="14" enum="MIDIMessage">
- MIDI pitch bend message.
+ MIDI pitch bend message. This message is sent to indicate a change in the pitch bender (wheel or lever, typically).
+ </constant>
+ <constant name="MIDI_MESSAGE_SYSTEM_EXCLUSIVE" value="240" enum="MIDIMessage">
+ MIDI system exclusive message. This has behavior exclusive to the device you're receiving input from. Getting this data is not implemented in Godot.
+ </constant>
+ <constant name="MIDI_MESSAGE_QUARTER_FRAME" value="241" enum="MIDIMessage">
+ MIDI quarter frame message. Contains timing information that is used to synchronize MIDI devices. Getting this data is not implemented in Godot.
+ </constant>
+ <constant name="MIDI_MESSAGE_SONG_POSITION_POINTER" value="242" enum="MIDIMessage">
+ MIDI song position pointer message. Gives the number of 16th notes since the start of the song. Getting this data is not implemented in Godot.
+ </constant>
+ <constant name="MIDI_MESSAGE_SONG_SELECT" value="243" enum="MIDIMessage">
+ MIDI song select message. Specifies which sequence or song is to be played. Getting this data is not implemented in Godot.
+ </constant>
+ <constant name="MIDI_MESSAGE_TUNE_REQUEST" value="246" enum="MIDIMessage">
+ MIDI tune request message. Upon receiving a tune request, all analog synthesizers should tune their oscillators.
+ </constant>
+ <constant name="MIDI_MESSAGE_TIMING_CLOCK" value="248" enum="MIDIMessage">
+ MIDI timing clock message. Sent 24 times per quarter note when synchronization is required.
+ </constant>
+ <constant name="MIDI_MESSAGE_START" value="250" enum="MIDIMessage">
+ MIDI start message. Start the current sequence playing. This message will be followed with Timing Clocks.
+ </constant>
+ <constant name="MIDI_MESSAGE_CONTINUE" value="251" enum="MIDIMessage">
+ MIDI continue message. Continue at the point the sequence was stopped.
+ </constant>
+ <constant name="MIDI_MESSAGE_STOP" value="252" enum="MIDIMessage">
+ MIDI stop message. Stop the current sequence.
+ </constant>
+ <constant name="MIDI_MESSAGE_ACTIVE_SENSING" value="254" enum="MIDIMessage">
+ MIDI active sensing message. This message is intended to be sent repeatedly to tell the receiver that a connection is alive.
+ </constant>
+ <constant name="MIDI_MESSAGE_SYSTEM_RESET" value="255" enum="MIDIMessage">
+ MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself.
</constant>
<constant name="OK" value="0" enum="Error">
Methods that return [enum Error] return [constant OK] when no error occurred. Note that many functions don't return an error code but will print error messages to standard output.
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index aa2ffae48c..768006ebe4 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -80,13 +80,16 @@
Threshold at which the alpha scissor will discard values.
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0">
- The strength of the anisotropy effect.
+ The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel.
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken.
+ If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.
+ [b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.
+ [b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting [member texture_filter] to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC].
</member>
<member name="anisotropy_flowmap" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that offsets the tangent map for anisotropy calculations.
+ Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion.
+ If present, the texture's alpha channel will be used to multiply the strength of the [member anisotropy] effect. Fully opaque pixels will keep the anisotropy effect's original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture's blue channel is ignored.
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
@@ -137,7 +140,7 @@
Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
</member>
<member name="cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="BaseMaterial3D.CullMode" default="0">
- Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
+ Determines which side of the triangle to cull depending on whether the triangle faces towards or away from the camera. See [enum CullMode].
</member>
<member name="depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="BaseMaterial3D.DepthDrawMode" default="0">
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency].
@@ -579,10 +582,10 @@
No depth draw.
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
- Default cull mode. The back of the object is culled when not visible.
+ Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
- The front of the object is culled when not visible.
+ Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes this means that the interior of the mesh will be drawn instead of the exterior.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
No culling is performed.
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index 1bcc9689aa..90663bfaa5 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -142,7 +142,7 @@
Top scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
- The camera's relative offset. Useful for looking around or camera shake animations. The offseted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
+ The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
</member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
The camera's process callback. See [enum Camera2DProcessCallback].
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index cf6a8bad5e..a7b2434def 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -44,7 +44,7 @@
<argument index="6" name="width" type="float" default="1.0" />
<argument index="7" name="antialiased" type="bool" default="false" />
<description>
- Draws an arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve.
+ Draws a unfilled arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve. See also [method draw_circle].
</description>
</method>
<method name="draw_char" qualifiers="const">
@@ -67,7 +67,7 @@
<argument index="1" name="radius" type="float" />
<argument index="2" name="color" type="Color" />
<description>
- Draws a colored circle.
+ Draws a colored, unfilled circle. See also [method draw_arc], [method draw_polyline] and [method draw_polygon].
</description>
</method>
<method name="draw_colored_polygon">
@@ -77,7 +77,7 @@
<argument index="2" name="uvs" type="PackedVector2Array" default="PackedVector2Array()" />
<argument index="3" name="texture" type="Texture2D" default="null" />
<description>
- Draws a colored polygon of any amount of points, convex or concave.
+ Draws a colored polygon of any amount of points, convex or concave. Unlike [method draw_polygon], a single color must be specified for the whole polygon.
</description>
</method>
<method name="draw_end_animation">
@@ -93,7 +93,7 @@
<argument index="2" name="color" type="Color" />
<argument index="3" name="width" type="float" default="1.0" />
<description>
- Draws a line from a 2D point to another, with a given color and width.
+ Draws a line from a 2D point to another, with a given color and width. See also [method draw_multiline] and [method draw_polyline].
</description>
</method>
<method name="draw_mesh">
@@ -126,7 +126,7 @@
<argument index="1" name="color" type="Color" />
<argument index="2" name="width" type="float" default="1.0" />
<description>
- Draws multiple, parallel lines with a uniform [code]color[/code].
+ Draws multiple disconnected lines with a uniform [code]color[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline] instead.
</description>
</method>
<method name="draw_multiline_colors">
@@ -135,7 +135,7 @@
<argument index="1" name="colors" type="PackedColorArray" />
<argument index="2" name="width" type="float" default="1.0" />
<description>
- Draws multiple, parallel lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
+ Draws multiple disconnected lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline_colors] instead.
</description>
</method>
<method name="draw_multiline_string" qualifiers="const">
@@ -170,7 +170,7 @@
<argument index="2" name="uvs" type="PackedVector2Array" default="PackedVector2Array()" />
<argument index="3" name="texture" type="Texture2D" default="null" />
<description>
- Draws a polygon of any amount of points, convex or concave.
+ Draws a solid polygon of any amount of points, convex or concave. Unlike [method draw_colored_polygon], each point's color can be changed individually. See also [method draw_polyline] and [method draw_polyline_colors].
</description>
</method>
<method name="draw_polyline">
@@ -180,7 +180,7 @@
<argument index="2" name="width" type="float" default="1.0" />
<argument index="3" name="antialiased" type="bool" default="false" />
<description>
- Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code].
+ Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon].
</description>
</method>
<method name="draw_polyline_colors">
@@ -190,7 +190,7 @@
<argument index="2" name="width" type="float" default="1.0" />
<argument index="3" name="antialiased" type="bool" default="false" />
<description>
- Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
+ Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon].
</description>
</method>
<method name="draw_primitive">
@@ -201,7 +201,7 @@
<argument index="3" name="texture" type="Texture2D" default="null" />
<argument index="4" name="width" type="float" default="1.0" />
<description>
- Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad.
+ Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also [method draw_line], [method draw_polyline], [method draw_polygon], and [method draw_rect].
</description>
</method>
<method name="draw_rect">
@@ -382,7 +382,7 @@
<method name="hide">
<return type="void" />
<description>
- Hide the [CanvasItem] if it's currently visible.
+ Hide the [CanvasItem] if it's currently visible. This is equivalent to setting [member visible] to [code]false[/code].
</description>
</method>
<method name="is_local_transform_notification_enabled" qualifiers="const">
@@ -434,7 +434,7 @@
<method name="show">
<return type="void" />
<description>
- Show the [CanvasItem] if it's currently hidden. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
+ Show the [CanvasItem] if it's currently hidden. This is equivalent to setting [member visible] to [code]true[/code]. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
</description>
</method>
<method name="update">
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 59da64314b..697b0443f1 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -234,7 +234,7 @@
<method name="get_folded_lines" qualifiers="const">
<return type="int[]" />
<description>
- Return all lines that are current folded.
+ Returns all lines that are current folded.
</description>
</method>
<method name="get_text_for_code_completion" qualifiers="const">
@@ -288,7 +288,7 @@
<argument index="0" name="line" type="int" />
<argument index="1" name="column" type="int" default="-1" />
<description>
- Return delimiter index if [code]line[/code] [code]column[/code] is in a comment. If [code]column[/code] is not provided, will return delimiter index if the entire [code]line[/code] is a comment. Otherwise [code]-1[/code].
+ Returns delimiter index if [code]line[/code] [code]column[/code] is in a comment. If [code]column[/code] is not provided, will return delimiter index if the entire [code]line[/code] is a comment. Otherwise [code]-1[/code].
</description>
</method>
<method name="is_in_string" qualifiers="const">
@@ -296,7 +296,7 @@
<argument index="0" name="line" type="int" />
<argument index="1" name="column" type="int" default="-1" />
<description>
- Return the delimiter index if [code]line[/code] [code]column[/code] is in a string. If [code]column[/code] is not provided, will return the delimiter index if the entire [code]line[/code] is a string. Otherwise [code]-1[/code].
+ Returns the delimiter index if [code]line[/code] [code]column[/code] is in a string. If [code]column[/code] is not provided, will return the delimiter index if the entire [code]line[/code] is a string. Otherwise [code]-1[/code].
</description>
</method>
<method name="is_line_bookmarked" qualifiers="const">
diff --git a/doc/classes/CodeHighlighter.xml b/doc/classes/CodeHighlighter.xml
index 064be0c29d..efd8f618e7 100644
--- a/doc/classes/CodeHighlighter.xml
+++ b/doc/classes/CodeHighlighter.xml
@@ -76,21 +76,21 @@
<return type="bool" />
<argument index="0" name="start_key" type="String" />
<description>
- Return [code]true[/code] if the start key exists, else [code]false[/code].
+ Returns [code]true[/code] if the start key exists, else [code]false[/code].
</description>
</method>
<method name="has_keyword_color" qualifiers="const">
<return type="bool" />
<argument index="0" name="keyword" type="String" />
<description>
- Return [code]true[/code] if the keyword exists, else [code]false[/code].
+ Returns [code]true[/code] if the keyword exists, else [code]false[/code].
</description>
</method>
<method name="has_member_keyword_color" qualifiers="const">
<return type="bool" />
<argument index="0" name="member_keyword" type="String" />
<description>
- Return [code]true[/code] if the member keyword exists, else [code]false[/code].
+ Returns [code]true[/code] if the member keyword exists, else [code]false[/code].
</description>
</method>
<method name="remove_color_region">
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 21d17969e2..f3fcd90f51 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -4,7 +4,7 @@
Color in RGBA format using floats on the range of 0 to 1.
</brief_description>
<description>
- A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
+ A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for opacity. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
You can also create a color from standardized color names by using the string constructor or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
@@ -30,10 +30,10 @@
Constructs a [Color] from an existing color, but with a custom alpha value.
[codeblocks]
[gdscript]
- var red = Color(Color.red, 0.5) # 50% transparent red.
+ var red = Color(Color.red, 0.2) # 20% opaque red.
[/gdscript]
[csharp]
- var red = new Color(Colors.Red, 0.5f); // 50% transparent red.
+ var red = new Color(Colors.Red, 0.2f); // 20% opaque red.
[/csharp]
[/codeblocks]
</description>
@@ -405,7 +405,7 @@
</methods>
<members>
<member name="a" type="float" setter="" getter="" default="1.0">
- The color's alpha (transparency) component, typically on the range of 0 to 1.
+ The color's alpha component, typically on the range of 0 to 1. A value of 0 means that the color is fully transparent. A value of 1 means that the color is fully opaque.
</member>
<member name="a8" type="int" setter="" getter="" default="255">
Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1.
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index 22439f6ca5..cb543afaba 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -41,7 +41,7 @@
If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).
</member>
<member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true">
- If [code]true[/code], shows an alpha channel slider (transparency).
+ If [code]true[/code], shows an alpha channel slider (opacity).
</member>
<member name="hsv_mode" type="bool" setter="set_hsv_mode" getter="is_hsv_mode" default="false">
If [code]true[/code], allows editing the color with Hue/Saturation/Value sliders.
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 39f8980b2c..3d8199831d 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -201,7 +201,7 @@
<argument index="1" name="text" type="String" />
<description>
User defined BiDi algorithm override function.
- Return [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [code]text[/code] without overlaps. BiDi algorithm will be used on each range separately.
+ Returns [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [code]text[/code] without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
<method name="accept_event">
diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml
index ec7583e68b..62f8f00a82 100644
--- a/doc/classes/ConvexPolygonShape2D.xml
+++ b/doc/classes/ConvexPolygonShape2D.xml
@@ -20,7 +20,7 @@
</methods>
<members>
<member name="points" type="PackedVector2Array" setter="set_points" getter="get_points" default="PackedVector2Array()">
- The polygon's list of vertices. Can be in either clockwise or counterclockwise order.
+ The polygon's list of vertices. Can be in either clockwise or counterclockwise order. Only set this property with convex hull points, use [method set_point_cloud] to generate a convex hull shape from concave shape points.
</member>
</members>
</class>
diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml
index 111da858ea..9e56a41fee 100644
--- a/doc/classes/CryptoKey.xml
+++ b/doc/classes/CryptoKey.xml
@@ -14,7 +14,7 @@
<method name="is_public_only" qualifiers="const">
<return type="bool" />
<description>
- Return [code]true[/code] if this CryptoKey only has the public part, and not the private one.
+ Returns [code]true[/code] if this CryptoKey only has the public part, and not the private one.
</description>
</method>
<method name="load">
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 1ca69057b4..a41875385c 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -392,7 +392,7 @@
<method name="screen_get_max_scale" qualifiers="const">
<return type="float" />
<description>
- Return the greatest scale factor of all screens.
+ Returns the greatest scale factor of all screens.
[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other cases.
[b]Note:[/b] This method is implemented on macOS.
</description>
@@ -413,7 +413,7 @@
<return type="float" />
<argument index="0" name="screen" type="int" default="-1" />
<description>
- Return the scale factor of the specified screen by index.
+ Returns the scale factor of the specified screen by index.
[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) screen, and [code]1.0[/code] for all other cases.
[b]Note:[/b] This method is implemented on macOS.
</description>
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 1f98781bbd..50c227dc0a 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -163,7 +163,7 @@
}
[/csharp]
[/codeblocks]
- Return [code]true[/code] to make all options always visible.
+ Returns [code]true[/code] to make all options always visible.
</description>
</method>
<method name="_get_preset_count" qualifiers="virtual const">
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index c3d1dc4ab6..2090672acc 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -238,7 +238,22 @@
The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality.
</member>
<member name="ssao_sharpness" type="float" setter="set_ssao_sharpness" getter="get_ssao_sharpness" default="0.98">
- Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
+ The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
+ </member>
+ <member name="ssil_enabled" type="bool" setter="set_ssil_enabled" getter="is_ssil_enabled" default="false">
+ If [code]true[/code], the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy].
+ </member>
+ <member name="ssil_intensity" type="float" setter="set_ssil_intensity" getter="get_ssil_intensity" default="1.0">
+ The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light.
+ </member>
+ <member name="ssil_normal_rejection" type="float" setter="set_ssil_normal_rejection" getter="get_ssil_normal_rejection" default="1.0">
+ Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera.
+ </member>
+ <member name="ssil_radius" type="float" setter="set_ssil_radius" getter="get_ssil_radius" default="5.0">
+ The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources.
+ </member>
+ <member name="ssil_sharpness" type="float" setter="set_ssil_sharpness" getter="get_ssil_sharpness" default="0.98">
+ The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index 275d6b6577..3537fc0b66 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -222,7 +222,7 @@
<return type="float" />
<argument index="0" name="size" type="int" default="16" />
<description>
- Return average pixel offset of the underline below the baseline.
+ Returns average pixel offset of the underline below the baseline.
[b]Note:[/b] Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
</description>
</method>
@@ -230,7 +230,7 @@
<return type="float" />
<argument index="0" name="size" type="int" default="16" />
<description>
- Return average thickness of the underline.
+ Returns average thickness of the underline.
[b]Note:[/b] Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
</description>
</method>
@@ -238,7 +238,7 @@
<return type="bool" />
<argument index="0" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
<method name="remove_data">
diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml
index c403d238c5..0c8386784e 100644
--- a/doc/classes/FontData.xml
+++ b/doc/classes/FontData.xml
@@ -259,7 +259,7 @@
<return type="Array" />
<argument index="0" name="cache_index" type="int" />
<description>
- Return list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
+ Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
<method name="get_spacing" qualifiers="const">
@@ -343,7 +343,7 @@
<return type="bool" />
<argument index="0" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
<method name="is_antialiased" qualifiers="const">
@@ -355,7 +355,7 @@
<method name="is_force_autohinter" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
<method name="is_language_supported" qualifiers="const">
@@ -519,7 +519,7 @@
<return type="void" />
<argument index="0" name="force_autohinter" type="bool" />
<description>
- If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
+ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
<method name="set_glyph_advance">
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index b8514c67b8..0d230288a8 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -59,12 +59,14 @@
</member>
<member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0">
Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount.
+ If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
<member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0">
Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
<member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0">
Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount.
+ If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
<member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0">
Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values.
@@ -111,13 +113,13 @@
Represents the size of the [enum LightmapScale] enum.
</constant>
<constant name="VISIBILITY_RANGE_FADE_DISABLED" value="0" enum="VisibilityRangeFadeMode">
- Will not fade itself nor its visibility dependencies, hysteresis will be used instead. See [member visibility_range_begin] and [member Node3D.visibility_parent] for more information.
+ Will not fade itself nor its visibility dependencies, hysteresis will be used instead. This is the fastest approach to manual LOD, but it can result in noticeable LOD transitions depending on how the LOD meshes are authored. See [member visibility_range_begin] and [member Node3D.visibility_parent] for more information.
</constant>
<constant name="VISIBILITY_RANGE_FADE_SELF" value="1" enum="VisibilityRangeFadeMode">
- Will fade-out itself when reaching the limits of its own visibility range. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].
+ Will fade-out itself when reaching the limits of its own visibility range. This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can provide smoother transitions. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].
</constant>
<constant name="VISIBILITY_RANGE_FADE_DEPENDENCIES" value="2" enum="VisibilityRangeFadeMode">
- Will fade-in its visibility dependencies (see [member Node3D.visibility_parent]) when reaching the limits of its own visibility range. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].
+ Will fade-in its visibility dependencies (see [member Node3D.visibility_parent]) when reaching the limits of its own visibility range. This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can provide smoother transitions. The fading range is determined by [member visibility_range_begin_margin] and [member visibility_range_end_margin].
</constant>
</constants>
</class>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 068106f2c7..4939e48e97 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -187,6 +187,7 @@
Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ [b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="is_action_just_released" qualifiers="const">
@@ -205,6 +206,7 @@
<description>
Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="is_joy_button_pressed" qualifiers="const">
@@ -227,6 +229,8 @@
<argument index="0" name="keycode" type="int" enum="Key" />
<description>
Returns [code]true[/code] if you are pressing the key in the current keyboard layout. You can pass a [enum Key] constant.
+ [method is_key_pressed] is only recommended over [method is_physical_key_pressed] in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use [method is_physical_key_pressed].
+ [b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="is_mouse_button_pressed" qualifiers="const">
@@ -241,6 +245,8 @@
<argument index="0" name="keycode" type="int" enum="Key" />
<description>
Returns [code]true[/code] if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [enum Key] constant.
+ [method is_physical_key_pressed] is recommended over [method is_key_pressed] for in-game actions, as it will make [kbd]W[/kbd]/[kbd]A[/kbd]/[kbd]S[/kbd]/[kbd]D[/kbd] layouts work regardless of the user's keyboard layout. [method is_physical_key_pressed] will also ensure that the top row number keys work on any keyboard layout. If in doubt, use [method is_physical_key_pressed].
+ [b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="parse_input_event">
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 09fbe776bf..6b7c43c373 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -53,6 +53,7 @@
<description>
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="is_action_released" qualifiers="const">
@@ -89,6 +90,7 @@
<return type="bool" />
<description>
Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
+ [b]Note:[/b] Due to keyboard ghosting, [method is_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="xformed_by" qualifiers="const">
diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml
index 040eee7b98..1e41d09ac0 100644
--- a/doc/classes/InputEventMIDI.xml
+++ b/doc/classes/InputEventMIDI.xml
@@ -1,27 +1,96 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventMIDI" inherits="InputEvent" version="4.0">
<brief_description>
+ Input event for MIDI inputs.
</brief_description>
<description>
+ InputEventMIDI allows receiving input events from MIDI devices such as a piano. MIDI stands for Musical Instrument Digital Interface.
+ MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your device supports both be sure to check the settings in the device to see which output it's using.
+ To receive input events from MIDI devices, you need to call [method OS.open_midi_inputs]. You can check which devices are detected using [method OS.get_connected_midi_inputs].
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ OS.open_midi_inputs()
+ print(OS.get_connected_midi_inputs())
+
+ func _input(input_event):
+ if input_event is InputEventMIDI:
+ _print_midi_info(input_event)
+
+ func _print_midi_info(midi_event: InputEventMIDI):
+ print(midi_event)
+ print("Channel " + str(midi_event.channel))
+ print("Message " + str(midi_event.message))
+ print("Pitch " + str(midi_event.pitch))
+ print("Velocity " + str(midi_event.velocity))
+ print("Instrument " + str(midi_event.instrument))
+ print("Pressure " + str(midi_event.pressure))
+ print("Controller number: " + str(midi_event.controller_number))
+ print("Controller value: " + str(midi_event.controller_value))
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ OS.OpenMidiInputs();
+ GD.Print(OS.GetConnectedMidiInputs());
+ }
+
+ public override void _Input(InputEvent inputEvent)
+ {
+ if (inputEvent is InputEventMIDI midiEvent)
+ {
+ PrintMIDIInfo(midiEvent);
+ }
+ }
+
+ private void PrintMIDIInfo(InputEventMIDI midiEvent)
+ {
+ GD.Print(midiEvent);
+ GD.Print("Channel " + midiEvent.Channel);
+ GD.Print("Message " + midiEvent.Message);
+ GD.Print("Pitch " + midiEvent.Pitch);
+ GD.Print("Velocity " + midiEvent.Velocity);
+ GD.Print("Instrument " + midiEvent.Instrument);
+ GD.Print("Pressure " + midiEvent.Pressure);
+ GD.Print("Controller number: " + midiEvent.ControllerNumber);
+ GD.Print("Controller value: " + midiEvent.ControllerValue);
+ }
+ [/csharp]
+ [/codeblocks]
+ Note that Godot does not currently support MIDI output, so there is no way to emit MIDI signals from Godot. Only MIDI input works.
</description>
<tutorials>
+ <link title="MIDI Message Status Byte List">https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes</link>
+ <link title="Wikipedia General MIDI Instrument List">https://en.wikipedia.org/wiki/General_MIDI#Program_change_events</link>
+ <link title="Wikipedia Piano Key Frequencies List">https://en.wikipedia.org/wiki/Piano_key_frequencies#List</link>
</tutorials>
<members>
<member name="channel" type="int" setter="set_channel" getter="get_channel" default="0">
+ The MIDI channel of this input event. There are 16 channels, so this value ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion instruments, the rest of the channels are for non-percussion instruments.
</member>
<member name="controller_number" type="int" setter="set_controller_number" getter="get_controller_number" default="0">
+ If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers.
</member>
<member name="controller_value" type="int" setter="set_controller_value" getter="get_controller_value" default="0">
+ If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers.
</member>
<member name="instrument" type="int" setter="set_instrument" getter="get_instrument" default="0">
+ The instrument of this input event. This value ranges from 0 to 127. Refer to the instrument list on the General MIDI wikipedia article to see a list of instruments, except that this value is 0-index, so subtract one from every number on that chart. A standard piano will have an instrument number of 0.
</member>
<member name="message" type="int" setter="set_message" getter="get_message" enum="MIDIMessage" default="0">
+ Returns a value indicating the type of message for this MIDI signal. This is a member of the MIDIMessage enum.
+ For MIDI messages between 0x80 and 0xEF, only the left half of the bits are returned as this value, as the other part is the channel (ex: 0x94 becomes 0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.
+ Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, therefore your code should treat the input as stopped if some period of time has passed.
+ For more information, see the MIDI message status byte list chart linked above.
</member>
<member name="pitch" type="int" setter="set_pitch" getter="get_pitch" default="0">
+ The pitch index number of this MIDI signal. This value ranges from 0 to 127. On a piano, middle C is 60, and A440 is 69, see the "MIDI note" column of the piano key frequency chart on Wikipedia for more information.
</member>
<member name="pressure" type="int" setter="set_pressure" getter="get_pressure" default="0">
+ The pressure of the MIDI signal. This value ranges from 0 to 127. For many devices, this value is always zero.
</member>
<member name="velocity" type="int" setter="set_velocity" getter="get_velocity" default="0">
+ The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice.
</member>
</members>
</class>
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index 4878090996..5215c29b4a 100644
--- a/doc/classes/InputEventMouse.xml
+++ b/doc/classes/InputEventMouse.xml
@@ -14,10 +14,10 @@
The mouse button mask identifier, one of or a bitwise combination of the [enum MouseButton] button masks.
</member>
<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position" default="Vector2(0, 0)">
- The global mouse position relative to the current [Viewport] when used in [method Control._gui_input], otherwise is at 0,0.
+ The global mouse position relative to the current [Viewport]. If used in [method Control._gui_input] and if the current [Control] is not under the mouse, moving it will not update this value.
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
- The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse.
+ The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse. If the current [Control] is not under the mouse, moving it will not update this value.
</member>
</members>
</class>
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 7263687ea8..593d0c9523 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -155,10 +155,10 @@
Returns an array with the indexes of the selected items.
</description>
</method>
- <method name="get_v_scroll">
+ <method name="get_v_scroll_bar">
<return type="VScrollBar" />
<description>
- Returns the [Object] ID associated with the list.
+ Returns the vertical scrollbar.
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property.
</description>
</method>
diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml
index 0f97cc1d0a..7bf40f860b 100644
--- a/doc/classes/MultiplayerReplicator.xml
+++ b/doc/classes/MultiplayerReplicator.xml
@@ -106,8 +106,8 @@
<argument index="3" name="custom_send" type="Callable" />
<argument index="4" name="custom_receive" type="Callable" />
<description>
- Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the syncronization proecess.
- Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is higly recommended when dealing with many instances).
+ Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the synchronization proecess.
+ Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is highly recommended when dealing with many instances).
</description>
</method>
<method name="track">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index ffc02f09a9..1ed4b335ad 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -348,7 +348,7 @@
<method name="get_static_memory_usage" qualifiers="const">
<return type="int" />
<description>
- Returns the amount of static memory being used by the program in bytes.
+ Returns the amount of static memory being used by the program in bytes (only works in debug).
</description>
</method>
<method name="get_system_dir" qualifiers="const">
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 860e252805..e796cb2298 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -30,6 +30,7 @@
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
+ <link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
</tutorials>
<methods>
<method name="_get" qualifiers="virtual">
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index d2261ed4cc..6cf0ea2a93 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -15,14 +15,14 @@
<return type="float" />
<argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" />
<description>
- Return the maximum value range for the given prameter.
+ Returns the maximum value range for the given parameter.
</description>
</method>
<method name="get_param_min" qualifiers="const">
<return type="float" />
<argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter" />
<description>
- Return the minimum value range for the given parameter.
+ Returns the minimum value range for the given parameter.
</description>
</method>
<method name="get_param_texture" qualifiers="const">
@@ -199,7 +199,7 @@
Minimum initial velocity.
</member>
<member name="lifetime_randomness" type="float" setter="set_lifetime_randomness" getter="get_lifetime_randomness" default="0.0">
- Particle lifetime randomness ratio. The lifetime will be multipled by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
+ Particle lifetime randomness ratio. The lifetime will be multiplied by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
</member>
<member name="linear_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's linear acceleration will vary along this [CurveTexture].
diff --git a/doc/classes/PhysicsTestMotionResult2D.xml b/doc/classes/PhysicsTestMotionResult2D.xml
index 355365cf25..060641caff 100644
--- a/doc/classes/PhysicsTestMotionResult2D.xml
+++ b/doc/classes/PhysicsTestMotionResult2D.xml
@@ -12,55 +12,55 @@
<method name="get_collider" qualifiers="const">
<return type="Object" />
<description>
- Returns the colliding body's attached [Object], if a collision occured.
+ Returns the colliding body's attached [Object], if a collision occurred.
</description>
</method>
<method name="get_collider_id" qualifiers="const">
<return type="int" />
<description>
- Returns the unique instance ID of the colliding body's attached [Object], if a collision occured. See [method Object.get_instance_id].
+ Returns the unique instance ID of the colliding body's attached [Object], if a collision occurred. See [method Object.get_instance_id].
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
<return type="RID" />
<description>
- Returns the colliding body's [RID] used by the [PhysicsServer2D], if a collision occured.
+ Returns the colliding body's [RID] used by the [PhysicsServer2D], if a collision occurred.
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<description>
- Returns the colliding body's shape index, if a collision occured. See [CollisionObject2D].
+ Returns the colliding body's shape index, if a collision occurred. See [CollisionObject2D].
</description>
</method>
<method name="get_collider_velocity" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the colliding body's velocity, if a collision occured.
+ Returns the colliding body's velocity, if a collision occurred.
</description>
</method>
<method name="get_collision_depth" qualifiers="const">
<return type="float" />
<description>
- Returns the length of overlap along the collision normal, if a collision occured.
+ Returns the length of overlap along the collision normal, if a collision occurred.
</description>
</method>
<method name="get_collision_local_shape" qualifiers="const">
<return type="int" />
<description>
- Returns the moving object's colliding shape, if a collision occured.
+ Returns the moving object's colliding shape, if a collision occurred.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the colliding body's shape's normal at the point of collision, if a collision occured.
+ Returns the colliding body's shape's normal at the point of collision, if a collision occurred.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the point of collision in global coordinates, if a collision occured.
+ Returns the point of collision in global coordinates, if a collision occurred.
</description>
</method>
<method name="get_collision_safe_fraction" qualifiers="const">
@@ -72,7 +72,7 @@
<method name="get_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
- Returns the minimum fraction of the motion needed to collide, if a collision occured, between [code]0[/code] and [code]1[/code].
+ Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
</description>
</method>
<method name="get_remainder" qualifiers="const">
diff --git a/doc/classes/PhysicsTestMotionResult3D.xml b/doc/classes/PhysicsTestMotionResult3D.xml
index 282c140568..96029937da 100644
--- a/doc/classes/PhysicsTestMotionResult3D.xml
+++ b/doc/classes/PhysicsTestMotionResult3D.xml
@@ -13,35 +13,35 @@
<return type="Object" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collider_id" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occured. See [method Object.get_instance_id].
+ Returns the unique instance ID of the colliding body's attached [Object] given a collision index (the deepest collision by default), if a collision occurred. See [method Object.get_instance_id].
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
<return type="RID" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's [RID] used by the [PhysicsServer3D] given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occured. See [CollisionObject3D].
+ Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See [CollisionObject3D].
</description>
</method>
<method name="get_collider_velocity" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_count" qualifiers="const">
@@ -54,28 +54,28 @@
<return type="float" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occured.
+ Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_local_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occured.
+ Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occured.
+ Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="collision_index" type="int" default="0" />
<description>
- Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occured.
+ Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.
</description>
</method>
<method name="get_collision_safe_fraction" qualifiers="const">
@@ -87,7 +87,7 @@
<method name="get_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
- Returns the minimum fraction of the motion needed to collide, if a collision occured, between [code]0[/code] and [code]1[/code].
+ Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
</description>
</method>
<method name="get_remainder" qualifiers="const">
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 6d63f56f1c..e9b3b887ae 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -34,7 +34,7 @@
</member>
<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
- This gives the same result as using [constant BaseMaterial3D.CULL_BACK] in [member BaseMaterial3D.cull_mode].
+ This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode].
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 26d519506b..2065c59d18 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1597,11 +1597,9 @@
<member name="rendering/camera/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
</member>
- <member name="rendering/driver/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
- Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
- </member>
<member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true">
- If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
+ If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
+ [b]Note:[/b] Only supported when using the Vulkan Clustered backend (not Vulkan Mobile or OpenGL). When using Vulkan Mobile or OpenGL, there is no depth prepass performed.
</member>
<member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;vulkan&quot;">
The video driver to use.
@@ -1652,6 +1650,24 @@
<member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
</member>
+ <member name="rendering/environment/ssil/adaptive_target" type="float" setter="" getter="" default="0.5">
+ Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
+ </member>
+ <member name="rendering/environment/ssil/blur_passes" type="int" setter="" getter="" default="4">
+ Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
+ </member>
+ <member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0">
+ Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
+ </member>
+ <member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0">
+ Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
+ </member>
+ <member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
+ </member>
+ <member name="rendering/environment/ssil/quality" type="int" setter="" getter="" default="2">
+ Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting.
+ </member>
<member name="rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>
@@ -1723,7 +1739,7 @@
<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
- [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.lod_threshold] on the root [Viewport].
+ [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.mesh_lod_threshold] on the root [Viewport].
</member>
<member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2">
</member>
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index ae0eae6454..5d207c0db7 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -41,13 +41,13 @@
<member name="interior" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false">
If [code]true[/code], reflections will ignore sky contribution.
</member>
- <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0">
- The automatic LOD bias to use for meshes rendered within the [ReflectionProbe] (this is analog to [member Viewport.lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member lod_threshold] to improve performance at the cost of geometry detail, especially when using the [constant UPDATE_ALWAYS] [member update_mode].
- [b]Note:[/b] [member lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
- </member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
The maximum distance away from the [ReflectionProbe] an object can be before it is culled. Decrease this to improve performance, especially when using the [constant UPDATE_ALWAYS] [member update_mode].
</member>
+ <member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0">
+ The automatic LOD bias to use for meshes rendered within the [ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail, especially when using the [constant UPDATE_ALWAYS] [member update_mode].
+ [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
+ </member>
<member name="origin_offset" type="Vector3" setter="set_origin_offset" getter="get_origin_offset" default="Vector3(0, 0, 0)">
Sets the origin offset to be used when this [ReflectionProbe] is in [member box_projection] mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the amount of objects that "get in the way" of the reflection.
</member>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 442dcc7d18..31c372ec80 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -560,7 +560,8 @@
<argument index="1" name="with_texture" type="RID" />
<argument index="2" name="layer" type="int" />
<argument index="3" name="mipmap" type="int" />
- <argument index="4" name="slice_type" type="int" enum="RenderingDevice.TextureSliceType" default="0" />
+ <argument index="4" name="mipmaps" type="int" default="1" />
+ <argument index="5" name="slice_type" type="int" enum="RenderingDevice.TextureSliceType" default="0" />
<description>
</description>
</method>
@@ -654,6 +655,24 @@
</constant>
<constant name="BARRIER_MASK_NO_BARRIER" value="8">
</constant>
+ <constant name="DEVICE_TYPE_OTHER" value="0" enum="DeviceType">
+ Rendering device type does not match any of the other enum values or is unknown.
+ </constant>
+ <constant name="DEVICE_TYPE_INTEGRATED_GPU" value="1" enum="DeviceType">
+ Rendering device is an integrated GPU, which is typically [i](but not always)[/i] slower than dedicated GPUs ([constant DEVICE_TYPE_DISCRETE_GPU]). On Android and iOS, the rendering device type is always considered to be [constant DEVICE_TYPE_INTEGRATED_GPU].
+ </constant>
+ <constant name="DEVICE_TYPE_DISCRETE_GPU" value="2" enum="DeviceType">
+ Rendering device is a dedicated GPU, which is typically [i](but not always)[/i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU]).
+ </constant>
+ <constant name="DEVICE_TYPE_VIRTUAL_GPU" value="3" enum="DeviceType">
+ Rendering device is an emulated GPU in a virtual environment. This is typically much slower than the host GPU, which means the expected performance level on a dedicated GPU will be roughly equivalent to [constant DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. Instead, the host GPU's device type will be reported as if the GPU was not emulated.
+ </constant>
+ <constant name="DEVICE_TYPE_CPU" value="4" enum="DeviceType">
+ Rendering device is provided by software emulation (such as Lavapipe or [url=https://github.com/google/swiftshader]SwiftShader[/url]). This is the slowest kind of rendering device available; it's typically much slower than [constant DEVICE_TYPE_INTEGRATED_GPU].
+ </constant>
+ <constant name="DEVICE_TYPE_MAX" value="5" enum="DeviceType">
+ Represents the size of the [enum DeviceType] enum.
+ </constant>
<constant name="DRIVER_RESOURCE_VULKAN_DEVICE" value="0" enum="DriverResource">
</constant>
<constant name="DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE" value="1" enum="DriverResource">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 0700650a91..5d82126839 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1232,6 +1232,13 @@
[b]Note:[/b] When running a headless or server binary, this function returns an empty string.
</description>
</method>
+ <method name="get_video_adapter_type" qualifiers="const">
+ <return type="int" enum="RenderingDevice.DeviceType" />
+ <description>
+ Returns the type of the video adapter. Since dedicated graphics cards from a given generation will [i]usually[/i] be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings.
+ [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER].
+ </description>
+ </method>
<method name="get_video_adapter_vendor" qualifiers="const">
<return type="String" />
<description>
@@ -2535,19 +2542,19 @@
Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity].
</description>
</method>
- <method name="reflection_probe_set_lod_threshold">
+ <method name="reflection_probe_set_max_distance">
<return type="void" />
<argument index="0" name="probe" type="RID" />
- <argument index="1" name="pixels" type="float" />
+ <argument index="1" name="distance" type="float" />
<description>
+ Sets the max distance away from the probe an object can be before it is culled. Equivalent to [member ReflectionProbe.max_distance].
</description>
</method>
- <method name="reflection_probe_set_max_distance">
+ <method name="reflection_probe_set_mesh_lod_threshold">
<return type="void" />
<argument index="0" name="probe" type="RID" />
- <argument index="1" name="distance" type="float" />
+ <argument index="1" name="pixels" type="float" />
<description>
- Sets the max distance away from the probe an object can be before it is culled. Equivalent to [member ReflectionProbe.max_distance].
</description>
</method>
<method name="reflection_probe_set_origin_offset">
@@ -4001,28 +4008,31 @@
<constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw">
Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="13" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_SSIL" value="13" enum="ViewportDebugDraw">
+ Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
+ </constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="14" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="15" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="16" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="16" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="17" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="18" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_DISABLE_LOD" value="18" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_DISABLE_LOD" value="19" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="19" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="20" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS" value="21" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="22" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="ViewportDebugDraw">
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="23" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
</constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 132ede7a0a..c8ed373271 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -97,7 +97,7 @@
Returns the total number of characters from text tags. Does not include BBCodes.
</description>
</method>
- <method name="get_v_scroll">
+ <method name="get_v_scroll_bar">
<return type="VScrollBar" />
<description>
Returns the vertical scrollbar.
diff --git a/doc/classes/SceneState.xml b/doc/classes/SceneState.xml
index 9a22b24825..c3d726f705 100644
--- a/doc/classes/SceneState.xml
+++ b/doc/classes/SceneState.xml
@@ -59,6 +59,13 @@
Returns the path to the node that owns the method connected to the signal at [code]idx[/code], relative to the root node.
</description>
</method>
+ <method name="get_connection_unbinds" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="idx" type="int" />
+ <description>
+ Returns the number of unbound parameters for the signal at [code]idx[/code].
+ </description>
+ </method>
<method name="get_node_count" qualifiers="const">
<return type="int" />
<description>
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 676c62c93c..948c052a20 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -24,14 +24,14 @@
[/codeblock]
</description>
</method>
- <method name="get_h_scrollbar">
+ <method name="get_h_scroll_bar">
<return type="HScrollBar" />
<description>
Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to disable or hide a scrollbar, you can use [member horizontal_scroll_mode].
</description>
</method>
- <method name="get_v_scrollbar">
+ <method name="get_v_scroll_bar">
<return type="VScrollBar" />
<description>
Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index e804e7bf24..aa56f852a7 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -297,7 +297,7 @@
<argument index="3" name="persistent" type="bool" default="false" />
<description>
Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
- [code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
+ [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a global pose! Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to a global pose.
</description>
</method>
@@ -309,7 +309,7 @@
<argument index="3" name="persistent" type="bool" default="false" />
<description>
Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
- [code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
+ [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose.
</description>
</method>
diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml
index c544473163..90ccd8f42e 100644
--- a/doc/classes/SkeletonModification3D.xml
+++ b/doc/classes/SkeletonModification3D.xml
@@ -60,7 +60,7 @@
When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D].
</member>
<member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
- The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only availible in certain execution modes.
+ The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
</member>
</members>
</class>
diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml
index 55777ab0f4..606dce4961 100644
--- a/doc/classes/SkeletonModification3DCCDIK.xml
+++ b/doc/classes/SkeletonModification3DCCDIK.xml
@@ -4,7 +4,7 @@
A modification that uses CCDIK to manipulate a series of bones to reach a target.
</brief_description>
<description>
- This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target.
+ This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a Skeleton so it reaches a defined target.
CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.
diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml
index 1c69ad7b3f..7c1a021c44 100644
--- a/doc/classes/SkeletonModification3DFABRIK.xml
+++ b/doc/classes/SkeletonModification3DFABRIK.xml
@@ -24,7 +24,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean that indiciates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [code]joint_idx[/code].
+ Returns a boolean that indicates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [code]joint_idx[/code].
</description>
</method>
<method name="get_fabrik_joint_bone_index" qualifiers="const">
@@ -66,7 +66,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean indiciating whether the FABRIK joint uses the target's [Basis] for its rotation.
+ Returns a boolean indicating whether the FABRIK joint uses the target's [Basis] for its rotation.
[b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
</description>
</method>
diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml
index 3c724229bd..605b28363b 100644
--- a/doc/classes/SkeletonModification3DJiggle.xml
+++ b/doc/classes/SkeletonModification3DJiggle.xml
@@ -56,7 +56,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean that indiciates whether the joint at [code]joint_idx[/code] is overriding the default jiggle joint data defined in the modification.
+ Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is overriding the default jiggle joint data defined in the modification.
</description>
</method>
<method name="get_jiggle_joint_roll" qualifiers="const">
@@ -77,7 +77,7 @@
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
- Returns a boolean that indiciates whether the joint at [code]joint_idx[/code] is using gravity or not.
+ Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is using gravity or not.
</description>
</method>
<method name="get_use_colliders" qualifiers="const">
diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml
index 0e83cd0b28..2edcda6bfd 100644
--- a/doc/classes/SkeletonModification3DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml
@@ -4,7 +4,7 @@
A modification that moves two bones to reach the target.
</brief_description>
<description>
- This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones.
+ This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones.
TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results.
A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach.
</description>
diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml
index 4035e39410..032fe6e032 100644
--- a/doc/classes/SkeletonModificationStack3D.xml
+++ b/doc/classes/SkeletonModificationStack3D.xml
@@ -43,7 +43,7 @@
<method name="get_is_setup" qualifiers="const">
<return type="bool" />
<description>
- Returns a boolean that indiciates whether the modification stack is setup and can execute.
+ Returns a boolean that indicates whether the modification stack is setup and can execute.
</description>
</method>
<method name="get_modification" qualifiers="const">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index cd6fc10931..d86c577e5e 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -340,7 +340,7 @@
<return type="String" />
<argument index="0" name="parts" type="PackedStringArray" />
<description>
- Return a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method.
+ Returns a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method.
Example:
[codeblocks]
[gdscript]
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index d6738bfb89..26ad20e85b 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -201,7 +201,7 @@
<method name="get_last_full_visible_line" qualifiers="const">
<return type="int" />
<description>
- Return the last visible line. Use [method get_last_full_visible_line_wrap_index] for the wrap index.
+ Returns the last visible line. Use [method get_last_full_visible_line_wrap_index] for the wrap index.
</description>
</method>
<method name="get_last_full_visible_line_wrap_index" qualifiers="const">
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index 6a510e4a74..ff193a0e4b 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -113,7 +113,7 @@
<method name="get_dropcap_rid" qualifiers="const">
<return type="RID" />
<description>
- Return drop cap text buffer RID.
+ Returns drop cap text buffer RID.
</description>
</method>
<method name="get_dropcap_size" qualifiers="const">
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 6da45fdd4a..443716435a 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -244,7 +244,7 @@
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Return the width of the range around the shape between the minimum and maximum representable signed distance.
+ Returns the width of the range around the shape between the minimum and maximum representable signed distance.
</description>
</method>
<method name="font_get_msdf_size" qualifiers="const">
@@ -295,7 +295,7 @@
<return type="Array" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Return list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
+ Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
<method name="font_get_spacing" qualifiers="const">
@@ -382,7 +382,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
<method name="font_is_antialiased" qualifiers="const">
@@ -396,7 +396,7 @@
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
<method name="font_is_language_supported" qualifiers="const">
@@ -541,7 +541,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="force_autohinter" type="bool" />
<description>
- If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
+ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
<method name="font_set_global_oversampling">
@@ -549,7 +549,7 @@
<argument index="0" name="oversampling" type="float" />
<description>
Sets oversampling factor, shared by all font in the TextServer.
- [b]Note:[/b] This value can be automaticaly changed by display server.
+ [b]Note:[/b] This value can be automatically changed by display server.
</description>
</method>
<method name="font_set_glyph_advance">
@@ -1384,7 +1384,7 @@
<constant name="OVERRUN_JUSTIFICATION_AWARE" value="16" enum="TextOverrunFlag">
</constant>
<constant name="GRAPHEME_IS_VALID" value="1" enum="GraphemeFlag">
- Grapheme is supprted by the font, and can be drawn.
+ Grapheme is supported by the font, and can be drawn.
</constant>
<constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag">
Grapheme is part of right-to-left or bottom-to-top run.
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index af558150e2..fb4ac630ba 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -396,7 +396,7 @@
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preffered over font built-in hinting. Used by dynamic fonts only.
+ Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
<method name="_font_is_language_supported" qualifiers="virtual const">
@@ -542,7 +542,7 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="fixed_size" type="int" />
<description>
- If set to [code]true[/code] auto-hinting is preffered over font built-in hinting.
+ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
<method name="_font_set_force_autohinter" qualifiers="virtual">
@@ -557,7 +557,7 @@
<argument index="0" name="oversampling" type="float" />
<description>
Sets oversampling factor, shared by all font in the TextServer.
- [b]Note:[/b] This value can be automaticaly changed by display server.
+ [b]Note:[/b] This value can be automatically changed by display server.
</description>
</method>
<method name="_font_set_glyph_advance" qualifiers="virtual">
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 6e552e3649..e37031f3fd 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -69,7 +69,7 @@
<description>
Triggers an update of the TileMap. If [code]layer[/code] is provided, only updates the given layer.
[b]Note:[/b] The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in [method _tile_data_runtime_update]) need to be applied.
- [b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example).
+ [b]Warning:[/b] Updating the TileMap is a performance demanding task. Limit occurrences of those updates to the minimum and limit the amount tiles they impact (by segregating tiles updated often to a dedicated layer for example).
</description>
</method>
<method name="get_cell_alternative_tile" qualifiers="const">
@@ -103,7 +103,7 @@
<return type="Vector2i" />
<argument index="0" name="body" type="RID" />
<description>
- Returns the coodinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
+ Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
</description>
</method>
<method name="get_layer_modulate" qualifiers="const">
@@ -144,7 +144,7 @@
<argument index="0" name="coords" type="Vector2i" />
<argument index="1" name="neighbor" type="int" enum="TileSet.CellNeighbor" />
<description>
- Returns the neighboring cell to the one at coordinates [code]coords[/code], indentified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take.
+ Returns the neighboring cell to the one at coordinates [code]coords[/code], identified by the [code]neighbor[/code] direction. This method takes into account the different layouts a TileMap can take.
</description>
</method>
<method name="get_pattern">
@@ -195,7 +195,7 @@
<argument index="1" name="coords_in_pattern" type="Vector2i" />
<argument index="2" name="pattern" type="TileMapPattern" />
<description>
- Returns for the given coodinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
+ Returns for the given coordinate [code]coords_in_pattern[/code] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [code]position_in_tilemap[/code] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
</description>
</method>
<method name="map_to_world" qualifiers="const">
@@ -229,7 +229,7 @@
<argument index="4" name="alternative_tile" type="int" default="-1" />
<description>
Sets the tile indentifiers for the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. Each tile of the [TileSet] is identified using three parts:
- - The source indentifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
+ - The source identifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
- The atlas coordinates identifier [code]atlas_coords[/code] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0),
- The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
</description>
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 5d9065f823..6fc92f6a31 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -51,7 +51,7 @@
<argument index="0" name="pattern" type="TileMapPattern" />
<argument index="1" name="index" type="int" default="-1" />
<description>
- Adds a [TileMapPattern] to be stored in the TileSet resouce. If provided, insert it at the given [code]index[/code].
+ Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, insert it at the given [code]index[/code].
</description>
</method>
<method name="add_physics_layer">
@@ -582,7 +582,7 @@
Diamond tile shape (for isometric look).
</constant>
<constant name="TILE_SHAPE_HALF_OFFSET_SQUARE" value="2" enum="TileShape">
- Rectangular tile shape with one row/colum out of two offset by half a tile.
+ Rectangular tile shape with one row/column out of two offset by half a tile.
</constant>
<constant name="TILE_SHAPE_HEXAGON" value="3" enum="TileShape">
Hexagonal tile shape.
diff --git a/doc/classes/TileSetScenesCollectionSource.xml b/doc/classes/TileSetScenesCollectionSource.xml
index 3451519ff6..f62ba7a337 100644
--- a/doc/classes/TileSetScenesCollectionSource.xml
+++ b/doc/classes/TileSetScenesCollectionSource.xml
@@ -4,8 +4,8 @@
Exposes a set of scenes as tiles for a [TileSet] resource.
</brief_description>
<description>
- When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instanciate an assiciated scene at the cell's position in the TileMap.
- Scenes are instanciated as children of the [TileMap] when it enters the tree. If you add/remove a scene tile in the [TileMap] that is already inside the tree, the [TileMap] will automatically instanciate/free the scene accordingly.
+ When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMap.
+ Scenes are instantiated as children of the [TileMap] when it enters the tree. If you add/remove a scene tile in the [TileMap] that is already inside the tree, the [TileMap] will automatically instantiate/free the scene accordingly.
</description>
<tutorials>
</tutorials>
@@ -87,7 +87,7 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="packed_scene" type="PackedScene" />
<description>
- Assigns a [PackedScene] resource to the scene tile with id [code]id[/code]. This will fail if the scene does not extend CanvasItem, as positionning properties are needed to place the scene on the TileMap.
+ Assigns a [PackedScene] resource to the scene tile with id [code]id[/code]. This will fail if the scene does not extend CanvasItem, as positioning properties are needed to place the scene on the TileMap.
</description>
</method>
</methods>
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index 044460f569..0bb64fb845 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -162,7 +162,7 @@
<method name="get_history_count">
<return type="int" />
<description>
- Return how many elements are in the history.
+ Returns how many elements are in the history.
</description>
</method>
<method name="get_version" qualifiers="const">
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index f3c2d743b6..7e773a0249 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -271,7 +271,7 @@
<return type="Vector2" />
<argument index="0" name="n" type="Vector2" />
<description>
- Returns the vector reflected from a plane defined by the given normal.
+ Returns the vector reflected (ie mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code].
</description>
</method>
<method name="rotated" qualifiers="const">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 4708654f9f..4a11fbb489 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -215,10 +215,10 @@
</member>
<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
</member>
- <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0">
- The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member lod_threshold] to improve performance at the cost of geometry detail.
+ <member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0">
+ The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail.
To control this property on the root viewport, set the [member ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project setting.
- [b]Note:[/b] [member lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
+ [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
</member>
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive.
@@ -409,29 +409,32 @@
<constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw">
Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
- <constant name="DEBUG_DRAW_PSSM_SPLITS" value="13" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_SSIL" value="13" enum="DebugDraw">
+ Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
+ </constant>
+ <constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.
</constant>
- <constant name="DEBUG_DRAW_DECAL_ATLAS" value="14" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw">
Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
</constant>
- <constant name="DEBUG_DRAW_SDFGI" value="15" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_SDFGI" value="16" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_SDFGI_PROBES" value="16" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_GI_BUFFER" value="18" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_DISABLE_LOD" value="18" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_DISABLE_LOD" value="19" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="19" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="20" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_CLUSTER_DECALS" value="21" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="22" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="DebugDraw">
</constant>
- <constant name="DEBUG_DRAW_OCCLUDERS" value="23" enum="DebugDraw">
+ <constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index 36907c88ba..f9688c0bc3 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -60,7 +60,7 @@
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
</member>
- <member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="4.0">
+ <member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="2.0">
The dynamic range to use ([code]1.0[/code] represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 61e2ab8de7..014ff6b6c5 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -1,6 +1,6 @@
# Arabic translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Airbus5717 <Abdussamadf350@gmail.com>, 2020.
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index b55099a376..2cc4c503f5 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -1,6 +1,6 @@
# Catalan translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# roger <616steam@gmail.com>, 2020.
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 2dd90f52af..cb715c2b92 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@@ -10279,7 +10279,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"Determines the amount of samples per texel used in indrect light baking. The "
+"Determines the amount of samples per texel used in indirect light baking. The "
"amount of samples for each quality level can be configured in the project "
"settings."
msgstr ""
@@ -22770,7 +22770,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an aproximation "
+"Academy Color Encoding System tonemapper operator. Performs an approximation "
"of the ACES tonemapping curve."
msgstr ""
@@ -42154,14 +42154,14 @@ msgid ""
"This method is potentially slower than [code]decompress[/code], as it may "
"have to re-allocate it's output buffer multiple times while decompressing, "
"where as [code]decompress[/code] knows it's output buffer size from the "
-"begining.\n"
+"beginning.\n"
"\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
"will allow for unbounded output. If any positive value is passed, and the "
-"decompression exceeds that ammount in bytes, then an error will be returned."
+"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -45759,7 +45759,7 @@ msgid ""
"If you accidentally build your level with portals facing the wrong way, this "
"setting can fix the problem.\n"
"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
-"convertion to [Portal] nodes."
+"conversion to [Portal] nodes."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46450,7 +46450,7 @@ msgid ""
"result, it should not be depended upon for reproducible random streams "
"across Godot versions.\n"
"To generate a random float number (within a given range) based on a time-"
-"dependant seed:\n"
+"dependent seed:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
@@ -69589,7 +69589,7 @@ msgid ""
"signals is the same id as used in [member ARVRController.controller_id].\n"
"You can use one or all of these methods to allow your game or app to support "
"a wider or narrower set of devices and input methods, or to allow more "
-"advanced interations with more advanced devices."
+"advanced interactions with more advanced devices."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 062e450559..5d1cfe1ebe 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -1,6 +1,6 @@
# Czech translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 5aeed6dec2..3d40b4d908 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -1,6 +1,6 @@
# German translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Jaigskim <filzstift112@gmail.com>, 2020.
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 784c133b51..7572bb9beb 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Dabs Yt <dabsgt1@gmail.com>, 2020.
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 87fa3198df..c2ff7f2faf 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -1,6 +1,6 @@
# Spanish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# 44pes Games <44pes.games@gmail.com>, 2020.
diff --git a/doc/translations/extract.py b/doc/translations/extract.py
index 214a756e64..45e747d5dd 100644
--- a/doc/translations/extract.py
+++ b/doc/translations/extract.py
@@ -8,8 +8,8 @@ from collections import OrderedDict
EXTRACT_TAGS = ["description", "brief_description", "member", "constant", "theme_item", "link"]
HEADER = """\
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 37bc3eb2bf..40a767d588 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tetra Homer <tetrahomer@gmail.com>, 2020.
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 7580f9c3f0..7c55b91f5b 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -1,6 +1,6 @@
# Finnish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tapani Niemi <tapani.niemi@kapsi.fi>, 2020, 2021.
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 8bd5bde27e..d9d073d4b2 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Jethro Parker <lionbearjet@hotmail.com>, 2020.
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 656c6c5e0b..90b951368d 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -1,6 +1,6 @@
# French translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Rémi Verschelde <remi@godotengine.org>, 2020, 2021.
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index b8f09e678b..c076132ae2 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Andy Barcia <andybarcia4@gmail.com>, 2021.
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 6931864536..f1f3ab2f9d 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# harvinder rathor <harvinderr09@gmail.com>, 2021.
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index ca30f7bc67..25a2822290 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Misi <varady.misi@gmail.com>, 2021.
diff --git a/doc/translations/id.po b/doc/translations/id.po
index cd91e76ef4..a276c99309 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -1,6 +1,6 @@
# Indonesian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Sofyan Sugianto <sofyanartem@gmail.com>, 2020, 2021.
diff --git a/doc/translations/is.po b/doc/translations/is.po
index 961bfaa2f7..363c26d275 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -1,6 +1,6 @@
# Icelandic translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tumi Gudmundsson <tumi435@gmail.com>, 2021.
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 57e295c28d..093ff18b47 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -1,6 +1,6 @@
# Italian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Micila Micillotto <micillotto@gmail.com>, 2020, 2021.
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index b299c3791d..d2d26807ae 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -1,6 +1,6 @@
# Japanese translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Wataru Onuki <bettawat@yahoo.co.jp>, 2020, 2021.
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index 5766aec44d..73d90ee0e7 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -1,6 +1,6 @@
# Korean translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Doyun Kwon <caen4516@gmail.com>, 2020.
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 58a37bc032..e821441411 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Agnis Aldiņš <agnis16@gmail.com>, 2020.
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index e381f8808f..87ff7c383f 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Prachi Joshi <josprachi@yahoo.com>, 2020.
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 15811a1ab0..87295b3e43 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# slasken06 <ask.skivdal@gmail.com>, 2021.
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 2e5675b5e1..bbcc826f23 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -1,6 +1,6 @@
# Dutch translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Stijn Hinlopen <f.a.hinlopen@gmail.com>, 2020.
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index a1f982d807..eaf67771fd 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -1,6 +1,6 @@
# Polish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tomek <kobewi4e@gmail.com>, 2020, 2021.
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index 4caeaa51cd..c9859d48ec 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -1,6 +1,6 @@
# Portuguese translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Reubens Sanders <reubensst@protonmail.com>, 2021.
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index ce7edb5664..6e3018369a 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -1,6 +1,6 @@
# Portuguese (Brazil) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# José Paulo <jose.paulo1919@gmail.com>, 2020.
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index 957067d723..6e88ac4223 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# EVOKZH <avip.ady@gmail.com>, 2020.
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index bbeae1652c..13364e0cf1 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -1,6 +1,6 @@
# Russian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Alex <Alex.Gorichev@protonmail.com>, 2020.
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index d25eab5c0b..a19c621ace 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Richard Urban <redasuio1@gmail.com>, 2020.
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index f040d6dc25..c2ec99728f 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -1,6 +1,6 @@
# Serbian (cyrillic) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Младен Габић <cupakabra@protonmail.com>, 2020.
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index e61d3fe0be..ef310f5b0a 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Christoffer Sundbom <christoffer_karlsson@live.se>, 2021.
diff --git a/doc/translations/th.po b/doc/translations/th.po
index bc715ca3ed..7c65e5d4bd 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -1,6 +1,6 @@
# Thai translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Thanachart Monpassorn <nunf_2539@hotmail.com>, 2020.
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 83a1dd086f..e4c0b608a3 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -1,6 +1,6 @@
# Tagalog translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Napstaguy04 <brokenscreen3@gmail.com>, 2021.
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 29677ca02a..0faddabc3b 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -1,6 +1,6 @@
# Turkish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# hüseyinyıldız <hsynyldzcn@gmail.com>, 2020.
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 27e91cf44d..49fa932f6e 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -1,6 +1,6 @@
# Ukrainian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Yuri Chornoivan <yurchor@ukr.net>, 2020.
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index ec2bc9ac66..773d21ca9f 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Rev <revolnoom7801@gmail.com>, 2021.
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index dd5520c815..9fac9693d9 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -1,6 +1,6 @@
# Chinese (Simplified) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021.
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 6182976935..f3eab85bf8 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -1,6 +1,6 @@
# Chinese (Traditional) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.