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-rw-r--r--doc/classes/ArrayMesh.xml2
-rw-r--r--doc/classes/AudioEffectBandLimitFilter.xml2
-rw-r--r--doc/classes/AudioEffectBandPassFilter.xml2
-rw-r--r--doc/classes/AudioEffectHighPassFilter.xml2
-rw-r--r--doc/classes/AudioEffectLowPassFilter.xml2
-rw-r--r--doc/classes/AudioEffectNotchFilter.xml2
-rw-r--r--doc/classes/BaseButton.xml2
-rw-r--r--doc/classes/CheckBox.xml4
-rw-r--r--doc/classes/CheckButton.xml4
-rw-r--r--doc/classes/CollisionShape.xml2
-rw-r--r--doc/classes/CollisionShape2D.xml2
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/KinematicBody.xml2
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/PackedScene.xml2
-rw-r--r--doc/classes/ProjectSettings.xml18
-rw-r--r--doc/classes/RichTextLabel.xml18
-rw-r--r--doc/classes/SceneTree.xml4
-rw-r--r--doc/classes/ScriptCreateDialog.xml2
-rw-r--r--doc/classes/SpatialMaterial.xml70
-rw-r--r--doc/classes/SpinBox.xml2
-rw-r--r--doc/classes/StreamPeerSSL.xml2
-rw-r--r--doc/classes/SurfaceTool.xml11
-rw-r--r--doc/classes/Tree.xml2
-rw-r--r--doc/classes/TreeItem.xml7
-rw-r--r--doc/classes/Vector2.xml5
-rw-r--r--doc/classes/Vector3.xml5
-rw-r--r--doc/classes/VisualServer.xml2
28 files changed, 148 insertions, 34 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index ed3d2d2205..7806cf4ce4 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -47,7 +47,7 @@
</argument>
<description>
Creates a new surface.
- Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the surf_idx for this new surface.
+ Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used.
Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
Godot uses clockwise winding order for front faces of triangle primitive modes.
diff --git a/doc/classes/AudioEffectBandLimitFilter.xml b/doc/classes/AudioEffectBandLimitFilter.xml
index 9eba806ad5..c9ddbd5b9a 100644
--- a/doc/classes/AudioEffectBandLimitFilter.xml
+++ b/doc/classes/AudioEffectBandLimitFilter.xml
@@ -4,7 +4,7 @@
Adds a band limit filter to the Audio Bus.
</brief_description>
<description>
- Limits the frequencies in a range around the [member cutoff_hz] and allows frequencies outside of this range to pass.
+ Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectBandPassFilter.xml b/doc/classes/AudioEffectBandPassFilter.xml
index 11aab3e86d..7f4c9f4632 100644
--- a/doc/classes/AudioEffectBandPassFilter.xml
+++ b/doc/classes/AudioEffectBandPassFilter.xml
@@ -4,7 +4,7 @@
Adds a band pass filter to the Audio Bus.
</brief_description>
<description>
- Attenuates the frequencies inside of a range around the [member cutoff_hz] and cuts frequencies outside of this band.
+ Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectHighPassFilter.xml b/doc/classes/AudioEffectHighPassFilter.xml
index 3d487fc783..6c97199cb9 100644
--- a/doc/classes/AudioEffectHighPassFilter.xml
+++ b/doc/classes/AudioEffectHighPassFilter.xml
@@ -4,7 +4,7 @@
Adds a high pass filter to the Audio Bus.
</brief_description>
<description>
- Cuts frequencies lower than the [member cutoff_hz] and allows higher frequencies to pass.
+ Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectLowPassFilter.xml b/doc/classes/AudioEffectLowPassFilter.xml
index 3facd8b665..7048a56e6c 100644
--- a/doc/classes/AudioEffectLowPassFilter.xml
+++ b/doc/classes/AudioEffectLowPassFilter.xml
@@ -4,7 +4,7 @@
Adds a low pass filter to the Audio Bus.
</brief_description>
<description>
- Cuts frequencies higher than the [member cutoff_hz] and allows lower frequencies to pass.
+ Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/AudioEffectNotchFilter.xml b/doc/classes/AudioEffectNotchFilter.xml
index 741931f262..0378934890 100644
--- a/doc/classes/AudioEffectNotchFilter.xml
+++ b/doc/classes/AudioEffectNotchFilter.xml
@@ -4,7 +4,7 @@
Adds a notch filter to the Audio Bus.
</brief_description>
<description>
- Attenuates frequencies in a narrow band around the [member cutoff_hz] and cuts frequencies outside of this range.
+ Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index 3ff8634010..3364770280 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -106,6 +106,8 @@
<constant name="DRAW_DISABLED" value="3" enum="DrawMode">
The state of buttons are disabled.
</constant>
+ <constant name="DRAW_HOVER_PRESSED" value="4" enum="DrawMode">
+ </constant>
<constant name="ACTION_MODE_BUTTON_PRESS" value="0" enum="ActionMode">
Require just a press to consider the button clicked.
</constant>
diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml
index fb2cf64d98..a2a7cf85e8 100644
--- a/doc/classes/CheckBox.xml
+++ b/doc/classes/CheckBox.xml
@@ -31,10 +31,14 @@
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
+ <theme_item name="font_color_hover_pressed" type="Color">
+ </theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
+ <theme_item name="hover_pressed" type="StyleBox">
+ </theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml
index deba9a17b6..24875017fe 100644
--- a/doc/classes/CheckButton.xml
+++ b/doc/classes/CheckButton.xml
@@ -29,10 +29,14 @@
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
+ <theme_item name="font_color_hover_pressed" type="Color">
+ </theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
+ <theme_item name="hover_pressed" type="StyleBox">
+ </theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml
index 682c9340df..5639c14192 100644
--- a/doc/classes/CollisionShape.xml
+++ b/doc/classes/CollisionShape.xml
@@ -4,7 +4,7 @@
Node that represents collision shape data in 3D space.
</brief_description>
<description>
- Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape.
+ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
<link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index 3312fad99c..713cb8d098 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -4,7 +4,7 @@
Node that represents collision shape data in 2D space.
</brief_description>
<description>
- Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape.
+ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
<link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 1a27aea23f..ee82afd592 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -76,7 +76,7 @@
<argument index="1" name="constant" type="int">
</argument>
<description>
- Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override. See [member Theme.INVALID_CONSTANT] for more information.
+ Overrides an integer constant in the [member theme] resource the node uses. If the [code]constant[/code] is invalid, Godot clears the override.
</description>
</method>
<method name="add_font_override">
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 17310ab4dc..82638fc57a 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -69,7 +69,7 @@
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision.
- If [code]test_only[/code] is [code]true[/true], the body does not move but the would-be collision information is given.
+ If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
<method name="move_and_slide">
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index dc754b4628..a33ee5c363 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -12,7 +12,7 @@
[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
- Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children.
+ Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree].
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.
</description>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 0d58e61c3a..08df3f0ad6 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -39,7 +39,7 @@
<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
</argument>
<description>
- Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Object.NOTIFICATION_INSTANCED] notification on the root node.
+ Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Node.NOTIFICATION_INSTANCED] notification on the root node.
</description>
</method>
<method name="pack">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0b7c0a63ad..4516fc522a 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -102,7 +102,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
- Returns true if the specified property exists and its initial value differs from the current value.
+ Returns true if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
@@ -111,14 +111,14 @@
<argument index="0" name="name" type="String">
</argument>
<description>
- Returns the initial value of the specified property. Returns null if the property does not exist.
+ Returns the initial value of the specified property. Returns null if the property does not exist.
</description>
</method>
<method name="save">
<return type="int" enum="Error">
</return>
<description>
- Saves the configuration to the project.godot file.
+ Saves the configuration to the project.godot file.
</description>
</method>
<method name="save_custom">
@@ -127,7 +127,7 @@
<argument index="0" name="file" type="String">
</argument>
<description>
- Saves the configuration to a custom file.
+ Saves the configuration to a custom file.
</description>
</method>
<method name="set_initial_value">
@@ -213,8 +213,6 @@
<member name="audio/mix_rate" type="int" setter="" getter="">
Mix rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
</member>
- <member name="audio/output_latency" type="int" setter="" getter="">
- </member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@@ -697,6 +695,14 @@
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="">
</member>
+ <member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="">
+ </member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="">
Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile.
</member>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 618f2f42b2..357d2e7a15 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -166,6 +166,12 @@
Adds a meta tag to the tag stack. Similar to the bbcode [code][url=something]{text}[/url][/code], but supports non-[String] metadata types.
</description>
</method>
+ <method name="push_strikethrough">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="push_table">
<return type="void">
</return>
@@ -304,15 +310,17 @@
</constant>
<constant name="ITEM_UNDERLINE" value="6" enum="ItemType">
</constant>
- <constant name="ITEM_ALIGN" value="7" enum="ItemType">
+ <constant name="ITEM_STRIKETHROUGH" value="7" enum="ItemType">
+ </constant>
+ <constant name="ITEM_ALIGN" value="8" enum="ItemType">
</constant>
- <constant name="ITEM_INDENT" value="8" enum="ItemType">
+ <constant name="ITEM_INDENT" value="9" enum="ItemType">
</constant>
- <constant name="ITEM_LIST" value="9" enum="ItemType">
+ <constant name="ITEM_LIST" value="10" enum="ItemType">
</constant>
- <constant name="ITEM_TABLE" value="10" enum="ItemType">
+ <constant name="ITEM_TABLE" value="11" enum="ItemType">
</constant>
- <constant name="ITEM_META" value="11" enum="ItemType">
+ <constant name="ITEM_META" value="12" enum="ItemType">
</constant>
</constants>
<theme_items>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 1985845552..b89ecd1de9 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -278,6 +278,10 @@
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused">
If [code]true[/code] the SceneTree is paused.
+ Doing so will have the following behavior:
+ * 2D and 3D physics will be stopped.
+ * _process and _physics_process will not be called anymore in nodes.
+ * _input and _input_event will not be called anymore either.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
If [code]true[/code] the SceneTree's [member network_peer] refuses new incoming connections.
diff --git a/doc/classes/ScriptCreateDialog.xml b/doc/classes/ScriptCreateDialog.xml
index 3de068dbcb..67ce9a8e87 100644
--- a/doc/classes/ScriptCreateDialog.xml
+++ b/doc/classes/ScriptCreateDialog.xml
@@ -24,6 +24,8 @@
</argument>
<argument index="1" name="path" type="String">
</argument>
+ <argument index="2" name="built_in_enabled" type="bool" default="true">
+ </argument>
<description>
Prefills required fields to configure the ScriptCreateDialog for use.
</description>
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 354c6686bb..57fb267e91 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpatialMaterial" inherits="Material" category="Core" version="3.1">
<brief_description>
+ Default 3D rendering material.
</brief_description>
<description>
+ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
<link>http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html</link>
@@ -13,16 +15,20 @@
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo">
+ The material's base color.
</member>
<member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy">
+ The strength of the anisotropy effect.
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Default value: [code]false[/code].
</member>
<member name="anisotropy_flowmap" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] ambient occlusion is enabled.
</member>
<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect">
</member>
@@ -35,6 +41,7 @@
<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat">
</member>
<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] clearcoat rendering is enabled. Adds a secondary transparent pass to the material. Default value: [code]false[/code].
</member>
<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
</member>
@@ -43,6 +50,7 @@
<member name="depth_deep_parallax" type="bool" setter="set_depth_deep_parallax" getter="is_depth_deep_parallax_enabled">
</member>
<member name="depth_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] Depth mapping is enabled. See also [member normal_enabled].
</member>
<member name="depth_max_layers" type="int" setter="set_depth_deep_parallax_max_layers" getter="get_depth_deep_parallax_max_layers">
</member>
@@ -71,10 +79,13 @@
<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="SpatialMaterial.DistanceFadeMode">
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission">
+ The emitted light's color. See [member emission_enabled].
</member>
<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] the body emits light.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy">
+ The emitted light's strength. See [member emission_enabled].
</member>
<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag">
</member>
@@ -85,36 +96,49 @@
<member name="flags_albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object receives no ambient light. Default value: [code]false[/code].
</member>
<member name="flags_do_not_receive_shadows" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object receives no shadow that would otherwise be cast onto it. Default value: [code]false[/code].
</member>
<member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object is rendered at the same size regardless of distance. Default value: [code]false[/code].
</member>
<member name="flags_no_depth_test" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] depth testing is disabled and the object will be drawn in render order.
</member>
<member name="flags_transparent" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] transparency is enabled on the body. Default value: [code]false[/code]. See also [member params_blend_mode].
</member>
<member name="flags_unshaded" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the object is unaffected by lighting. Default value: [code]false[/code].
</member>
<member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size].
</member>
<member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. Default value: [code]false[/code].
</member>
<member name="flags_world_triplanar" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. Default value: [code]false[/code].
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic">
+ The reflectivity of the object's surface. The higher the value the more light is reflected.
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular">
+ General reflectivity amount. Note: unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
</member>
<member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] normal mapping is enabled.
</member>
<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale">
+ The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
@@ -123,40 +147,55 @@
<member name="params_billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode">
+ Controls how the object faces the camera. See [enum BillboardMode].
</member>
<member name="params_blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="SpatialMaterial.BlendMode">
+ The material's blend mode. Note that values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
</member>
<member name="params_cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="SpatialMaterial.CullMode">
+ Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
</member>
<member name="params_depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="SpatialMaterial.DepthDrawMode">
+ Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent].
</member>
<member name="params_diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="SpatialMaterial.DiffuseMode">
+ The algorithm used for diffuse light scattering. See [enum DiffuseMode].
</member>
<member name="params_grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled">
+ If [code]true[/code] enables the vertex grow setting. See [member params_grow_amount].
</member>
<member name="params_grow_amount" type="float" setter="set_grow" getter="get_grow">
+ Grows object vertices in the direction of their normals.
</member>
<member name="params_line_width" type="float" setter="set_line_width" getter="get_line_width">
</member>
<member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size">
+ The point size in pixels. See [member flags_use_point_size].
</member>
<member name="params_specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="SpatialMaterial.SpecularMode">
+ The method for rendering the specular blob. See [enum SpecularMode].
</member>
<member name="params_use_alpha_scissor" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
+ The number of horizontal frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="particles_anim_loop" type="int" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
+ If [code]true[/code] particle animations are looped. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
+ The number of vertical frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance">
</member>
<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled">
+ If [code]true[/code] the proximity and distance fade effect is enabled. Default value: [code]false[/code].
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] the refraction effect is enabled. Distorts transparency based on light from behind the object. Default value: [code]false[/code].
</member>
<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction">
+ The strength of the refraction effect.
</member>
<member name="refraction_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
@@ -165,26 +204,33 @@
<member name="rim" type="float" setter="set_rim" getter="get_rim">
</member>
<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] rim effect is enabled. Default value: [code]false[/code].
</member>
<member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint">
+ The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best.
</member>
<member name="roughness" type="float" setter="set_roughness" getter="get_roughness">
+ Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic].
</member>
<member name="roughness_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength">
+ The strength of the subsurface scattering effect.
</member>
<member name="subsurf_scatter_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="transmission" type="Color" setter="set_transmission" getter="get_transmission">
+ The color used by the transmission effect. Represents the light passing through an object.
</member>
<member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature">
+ If [code]true[/code] the transmission effect is enabled. Default value: [code]false[/code].
</member>
<member name="transmission_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
@@ -205,8 +251,10 @@
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness">
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the model's vertex colors are processed as sRGB mode. Default value: [code]false[/code].
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag">
+ If [code]true[/code] the vertex color is used as albedo color. Default value: [code]false[/code].
</member>
</members>
<constants>
@@ -275,6 +323,7 @@
<constant name="FEATURE_MAX" value="12" enum="Feature">
</constant>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
+ Default blend mode.
</constant>
<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
</constant>
@@ -283,18 +332,25 @@
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
+ Default depth draw mode. Depth is drawn only for opaque objects.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
+ Depth draw is calculated for both opaque and transparent objects.
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
+ No depth draw.
</constant>
<constant name="DEPTH_DRAW_ALPHA_OPAQUE_PREPASS" value="3" enum="DepthDrawMode">
+ For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
+ Default cull mode. The back of the object is culled when not visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
+ The front of the object is culled when not visible.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
+ No culling is performed.
</constant>
<constant name="FLAG_UNSHADED" value="0" enum="Flags">
</constant>
@@ -335,32 +391,46 @@
<constant name="FLAG_MAX" value="18" enum="Flags">
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
+ Default diffuse scattering algorithm.
</constant>
<constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode">
+ Diffuse scattering ignores roughness.
</constant>
<constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode">
+ Extends Lambert to cover more than 90 degrees when roughness increases.
</constant>
<constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode">
+ Attempts to use roughness to emulate microsurfacing.
</constant>
<constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode">
+ Uses a hard cut for lighting, with smoothing affected by roughness.
</constant>
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
+ Default specular blob.
</constant>
<constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
+ Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
+ Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
+ Toon blob which changes size based on roughness.
</constant>
<constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
+ No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
+ Default value.
</constant>
<constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode">
+ The object's z-axis will always face the camera.
</constant>
<constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode">
+ The object's x-axis will always face the camera.
</constant>
<constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode">
+ Used for particle systems. Enables particle animation options.
</constant>
<constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel">
</constant>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 0fcd5bbaf5..5087cf355a 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -19,6 +19,8 @@
</method>
</methods>
<members>
+ <member name="align" type="int" setter="set_align" getter="get_align" enum="LineEdit.Align">
+ </member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable">
</member>
<member name="prefix" type="String" setter="set_prefix" getter="get_prefix">
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index cf8769d22b..33948df509 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -63,6 +63,8 @@
<constant name="STATUS_DISCONNECTED" value="0" enum="Status">
A status representing a [code]StreamPeerSSL[/code] that is disconnected.
</constant>
+ <constant name="STATUS_HANDSHAKING" value="1" enum="Status">
+ </constant>
<constant name="STATUS_CONNECTED" value="2" enum="Status">
A status representing a [code]StreamPeerSSL[/code] that is connected to a host.
</constant>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index deda7bc292..4f9ac68e47 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -14,6 +14,7 @@
[/codeblock]
The [code]SurfaceTool[/code] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used.
It is very important that vertex attributes are passed [b]before[/b] the call to [method add_vertex], failure to do this will result in an error when committing the vertex information to a mesh.
+ Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.
</description>
<tutorials>
</tutorials>
@@ -26,7 +27,7 @@
<argument index="0" name="bones" type="PoolIntArray">
</argument>
<description>
- Add an array of bones for the next Vertex to use.
+ Add an array of bones for the next Vertex to use. Array must contain 4 integers.
</description>
</method>
<method name="add_color">
@@ -99,6 +100,7 @@
</argument>
<description>
Insert a triangle fan made of array data into [Mesh] being constructed.
+ Requires primitive type be set to [code]PRIMITIVE_TRIANGLES[/code].
</description>
</method>
<method name="add_uv">
@@ -134,7 +136,7 @@
<argument index="0" name="weights" type="PoolRealArray">
</argument>
<description>
- Specify weight value for next Vertex to use.
+ Specify weight values for next Vertex to use. Array must contain 4 values.
</description>
</method>
<method name="append_from">
@@ -147,6 +149,7 @@
<argument index="2" name="transform" type="Transform">
</argument>
<description>
+ Append vertices from a given [Mesh] surface onto the current vertex array with specified [Transform].
</description>
</method>
<method name="begin">
@@ -184,6 +187,7 @@
<argument index="1" name="surface" type="int">
</argument>
<description>
+ Creates a vertex array from an existing [Mesh].
</description>
</method>
<method name="deindex">
@@ -201,12 +205,15 @@
<description>
Generates normals from Vertices so you do not have to do it manually.
Setting "flip" [code]true[/code] inverts resulting normals.
+ Requires primitive type to be set to [code]PRIMITIVE_TRIANGLES[/code].
</description>
</method>
<method name="generate_tangents">
<return type="void">
</return>
<description>
+ Generates a tangent vector for each vertex.
+ Requires that each vertex have UVs and normals set already.
</description>
</method>
<method name="index">
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 0431718066..8051062fc4 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -230,7 +230,7 @@
The amount of columns.
</member>
<member name="drop_mode_flags" type="int" setter="set_drop_mode_flags" getter="get_drop_mode_flags">
- The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method can_drop_data] is recommended.
+ The drop mode as an OR combination of flags. See [code]DROP_MODE_*[/code] constants. Once dropping is done, reverts to [code]DROP_MODE_DISABLED[/code]. Setting this during [method Control.can_drop_data] is recommended.
</member>
<member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden">
If [code]true[/code] the folding arrow is hidden.
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index c5a63b1acb..a7c5c3f28c 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -559,13 +559,10 @@
<constant name="CELL_MODE_RANGE" value="2" enum="TreeCellMode">
Cell contains a range.
</constant>
- <constant name="CELL_MODE_RANGE_EXPRESSION" value="3" enum="TreeCellMode">
- Cell contains a range expression.
- </constant>
- <constant name="CELL_MODE_ICON" value="4" enum="TreeCellMode">
+ <constant name="CELL_MODE_ICON" value="3" enum="TreeCellMode">
Cell contains an icon.
</constant>
- <constant name="CELL_MODE_CUSTOM" value="5" enum="TreeCellMode">
+ <constant name="CELL_MODE_CUSTOM" value="4" enum="TreeCellMode">
</constant>
<constant name="ALIGN_LEFT" value="0" enum="TextAlign">
Align text to the left. See [code]set_text_align()[/code].
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 7e03e7f0fe..c323cf6992 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -267,7 +267,10 @@
</members>
<constants>
<constant name="ZERO" value="Vector2( 0, 0 )">
- Null vector.
+ Zero vector.
+ </constant>
+ <constant name="ONE" value="Vector2( 1, 1 )">
+ One vector.
</constant>
<constant name="INF" value="Vector2( inf, inf )">
Infinite vector.
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 4211c34d8e..8c4e08778d 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -280,7 +280,10 @@
Enumerated value for the Z axis.
</constant>
<constant name="ZERO" value="Vector3( 0, 0, 0 )">
- Null vector.
+ Zero vector.
+ </constant>
+ <constant name="ONE" value="Vector3( 1, 1, 1 )">
+ One vector.
</constant>
<constant name="INF" value="Vector3( inf, inf, inf )">
Infinite vector.
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 58b3d33cdb..225a1f2bba 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -4380,7 +4380,7 @@
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
</constant>
- <constant name="ENV_TONE_MAPPER_REINHARDT" value="1" enum="EnvironmentToneMapper">
+ <constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
</constant>
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
</constant>