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-rw-r--r--doc/classes/@GlobalScope.xml2
-rw-r--r--doc/classes/Control.xml3
-rw-r--r--doc/classes/JNISingleton.xml3
-rw-r--r--doc/classes/Light3D.xml3
-rw-r--r--doc/classes/Listener2D.xml35
-rw-r--r--doc/classes/Listener3D.xml1
-rw-r--r--doc/classes/MultiplayerAPI.xml56
-rw-r--r--doc/classes/MultiplayerPeer.xml2
-rw-r--r--doc/classes/MultiplayerReplicator.xml4
-rw-r--r--doc/classes/Node.xml16
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml1
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml2
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml3
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml1
-rw-r--r--doc/classes/RenderingDevice.xml34
-rw-r--r--doc/classes/RenderingServer.xml5
-rw-r--r--doc/classes/SceneTree.xml2
-rw-r--r--doc/classes/Thread.xml2
-rw-r--r--doc/classes/Viewport.xml1
-rw-r--r--doc/classes/XRInterfaceExtension.xml6
20 files changed, 138 insertions, 44 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 0300511eb1..755902c709 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2472,7 +2472,7 @@
Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
</constant>
<constant name="RPC_MODE_AUTH" value="2" enum="RPCMode">
- Used with [method Node.rpc_config] to set a method to be callable remotely only by the current network authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_network_authority].
+ Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_multiplayer_authority].
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 5392189f6a..6602764cd4 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -921,7 +921,8 @@
Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="auto_translate" type="bool" setter="set_auto_translate" getter="is_auto_translating" default="true">
- Toggles if any text should automatically change to its translated version depending on the current locale.
+ Toggles if any text should automatically change to its translated version depending on the current locale. Note that this will not affect any internal nodes (e.g. the popup of a [MenuButton]).
+ Also decides if the node's strings should be parsed for POT generation.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
diff --git a/doc/classes/JNISingleton.xml b/doc/classes/JNISingleton.xml
index 84ab1a49c1..fbf18ddc03 100644
--- a/doc/classes/JNISingleton.xml
+++ b/doc/classes/JNISingleton.xml
@@ -1,10 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="JNISingleton" inherits="Object" version="4.0">
<brief_description>
+ Singleton that connects the engine with Android plugins to interface with native Android code.
</brief_description>
<description>
+ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information.
</description>
<tutorials>
+ <link title="Creating Android plugins">https://docs.godotengine.org/en/latest/tutorials/platform/android/android_plugin.html#doc-android-plugin</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index cd2f4eca18..52359b0ede 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -47,7 +47,8 @@
The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius.
</member>
<member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0">
- Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI].
+ Secondary multiplier used with indirect light (light bounces). Used with [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).
+ [b]Note:[/b] This property is ignored if [member light_energy] is equal to [code]0.0[/code], as the light won't be present at all in the GI shader.
</member>
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
diff --git a/doc/classes/Listener2D.xml b/doc/classes/Listener2D.xml
new file mode 100644
index 0000000000..27ee63d201
--- /dev/null
+++ b/doc/classes/Listener2D.xml
@@ -0,0 +1,35 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Listener2D" inherits="Node2D" version="4.0">
+ <brief_description>
+ Overrides the location sounds are heard from.
+ </brief_description>
+ <description>
+ Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [Listener2D] can be current. Using [method make_current] will disable the previous [Listener2D].
+ If there is no active [Listener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [Listener2D] needs to be inside [SceneTree] to function.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="clear_current">
+ <return type="void" />
+ <description>
+ Disables the [Listener2D]. If it's not set as current, this method will have no effect.
+ </description>
+ </method>
+ <method name="is_current" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this [Listener2D] is currently active.
+ </description>
+ </method>
+ <method name="make_current">
+ <return type="void" />
+ <description>
+ Makes the [Listener2D] active, setting it as the hearing point for the sounds. If there is already another active [Listener2D], it will be disabled.
+ This method will have no effect if the [Listener2D] is not added to [SceneTree].
+ </description>
+ </method>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/Listener3D.xml b/doc/classes/Listener3D.xml
index 9cc803f241..5e1b2ce7fc 100644
--- a/doc/classes/Listener3D.xml
+++ b/doc/classes/Listener3D.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. This can be used to listen from a location different from the [Camera3D].
- [b]Note:[/b] There is no 2D equivalent for this node yet.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 9c688f7b8b..647233f679 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -4,8 +4,8 @@
High-level multiplayer API.
</brief_description>
<description>
- This class implements most of the logic behind the high-level multiplayer API. See also [MultiplayerPeer].
- By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
+ This class implements the high-level multiplayer API. See also [MultiplayerPeer].
+ By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
</description>
@@ -18,42 +18,42 @@
Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
</description>
</method>
- <method name="get_network_connected_peers" qualifiers="const">
+ <method name="get_peers" qualifiers="const">
<return type="PackedInt32Array" />
<description>
- Returns the peer IDs of all connected peers of this MultiplayerAPI's [member network_peer].
+ Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer].
</description>
</method>
- <method name="get_network_unique_id" qualifiers="const">
+ <method name="get_remote_sender_id" qualifiers="const">
<return type="int" />
<description>
- Returns the unique peer ID of this MultiplayerAPI's [member network_peer].
+ Returns the sender's peer ID for the RPC currently being executed.
+ [b]Note:[/b] If not inside an RPC this method will return 0.
</description>
</method>
- <method name="get_remote_sender_id" qualifiers="const">
+ <method name="get_unique_id" qualifiers="const">
<return type="int" />
<description>
- Returns the sender's peer ID for the RPC currently being executed.
- [b]Note:[/b] If not inside an RPC this method will return 0.
+ Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer].
</description>
</method>
- <method name="has_network_peer" qualifiers="const">
+ <method name="has_multiplayer_peer" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if there is a [member network_peer] set.
+ Returns [code]true[/code] if there is a [member multiplayer_peer] set.
</description>
</method>
- <method name="is_network_server" qualifiers="const">
+ <method name="is_server" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is in server mode (listening for connections).
+ Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections).
</description>
</method>
<method name="poll">
<return type="void" />
<description>
Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI for you.
- [b]Note:[/b] This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
+ [b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
</description>
</method>
<method name="send_bytes">
@@ -69,14 +69,14 @@
</methods>
<members>
<member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false">
- If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
+ If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs.
[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
</member>
- <member name="network_peer" type="MultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
- The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server]) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
+ <member name="multiplayer_peer" type="MultiplayerPeer" setter="set_multiplayer_peer" getter="get_multiplayer_peer">
+ The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_server]) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
</member>
- <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false">
- If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections.
+ <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
+ If [code]true[/code], the MultiplayerAPI's [member multiplayer_peer] refuses new incoming connections.
</member>
<member name="replicator" type="MultiplayerReplicator" setter="" getter="get_replicator">
</member>
@@ -88,36 +88,36 @@
<signals>
<signal name="connected_to_server">
<description>
- Emitted when this MultiplayerAPI's [member network_peer] successfully connected to a server. Only emitted on clients.
+ Emitted when this MultiplayerAPI's [member multiplayer_peer] successfully connected to a server. Only emitted on clients.
</description>
</signal>
<signal name="connection_failed">
<description>
- Emitted when this MultiplayerAPI's [member network_peer] fails to establish a connection to a server. Only emitted on clients.
+ Emitted when this MultiplayerAPI's [member multiplayer_peer] fails to establish a connection to a server. Only emitted on clients.
</description>
</signal>
- <signal name="network_peer_connected">
+ <signal name="peer_connected">
<argument index="0" name="id" type="int" />
<description>
- Emitted when this MultiplayerAPI's [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
+ Emitted when this MultiplayerAPI's [member multiplayer_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
</description>
</signal>
- <signal name="network_peer_disconnected">
+ <signal name="peer_disconnected">
<argument index="0" name="id" type="int" />
<description>
- Emitted when this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
+ Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
</description>
</signal>
- <signal name="network_peer_packet">
+ <signal name="peer_packet">
<argument index="0" name="id" type="int" />
<argument index="1" name="packet" type="PackedByteArray" />
<description>
- Emitted when this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
+ Emitted when this MultiplayerAPI's [member multiplayer_peer] receives a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
</description>
</signal>
<signal name="server_disconnected">
<description>
- Emitted when this MultiplayerAPI's [member network_peer] disconnects from server. Only emitted on clients.
+ Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from server. Only emitted on clients.
</description>
</signal>
</signals>
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 6ee6fce49f..411317cdc8 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -4,7 +4,7 @@
A high-level network interface to simplify multiplayer interactions.
</brief_description>
<description>
- Manages the connection to network peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
+ Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
</description>
<tutorials>
diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml
index 2657f835c4..e0c309ef39 100644
--- a/doc/classes/MultiplayerReplicator.xml
+++ b/doc/classes/MultiplayerReplicator.xml
@@ -44,7 +44,7 @@
<argument index="2" name="data" type="Variant" default="null" />
<argument index="3" name="path" type="NodePath" default="NodePath(&quot;&quot;)" />
<description>
- Sends a despawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically queue for deletion the node at [code]path[/code] and emit the signal [signal despawned]. In all other cases no deletion happens, and the signal [signal despawn_requested] is emitted instead.
+ Sends a despawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_server]), the receiving peer(s) will automatically queue for deletion the node at [code]path[/code] and emit the signal [signal despawned]. In all other cases no deletion happens, and the signal [signal despawn_requested] is emitted instead.
</description>
</method>
<method name="send_spawn">
@@ -54,7 +54,7 @@
<argument index="2" name="data" type="Variant" default="null" />
<argument index="3" name="path" type="NodePath" default="NodePath(&quot;&quot;)" />
<description>
- Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead.
+ Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead.
</description>
</method>
<method name="send_sync">
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 1f5823c37c..608d76cd9f 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -153,6 +153,7 @@
<description>
Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in [SceneTree].
The [code]persistent[/code] option is used when packing node to [PackedScene] and saving to file. Non-persistent groups aren't stored.
+ [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
</description>
</method>
<method name="can_process" qualifiers="const">
@@ -236,6 +237,7 @@
<return type="Array" />
<description>
Returns an array listing the groups that the node is a member of.
+ [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
</description>
</method>
<method name="get_index" qualifiers="const">
@@ -246,10 +248,10 @@
If [code]include_internal[/code] is [code]false[/code], the index won't take internal children into account, i.e. first non-internal child will have index of 0 (see [code]internal[/code] parameter in [method add_child]).
</description>
</method>
- <method name="get_network_authority" qualifiers="const">
+ <method name="get_multiplayer_authority" qualifiers="const">
<return type="int" />
<description>
- Returns the peer ID of the network authority for this node. See [method set_network_authority].
+ Returns the peer ID of the multiplayer authority for this node. See [method set_multiplayer_authority].
</description>
</method>
<method name="get_node" qualifiers="const">
@@ -417,10 +419,10 @@
Returns [code]true[/code] if this node is currently inside a [SceneTree].
</description>
</method>
- <method name="is_network_authority" qualifiers="const">
+ <method name="is_multiplayer_authority" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the local system is the authority of this node.
+ Returns [code]true[/code] if the local system is the multiplayer authority of this node.
</description>
</method>
<method name="is_physics_processing" qualifiers="const">
@@ -578,7 +580,7 @@
<argument index="0" name="method" type="StringName" />
<description>
Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns an empty [Variant].
- [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().network_peer.get_connection_status() == CONNECTION_CONNECTED[/code].
+ [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code].
</description>
</method>
<method name="rpc_config">
@@ -620,12 +622,12 @@
<description>
</description>
</method>
- <method name="set_network_authority">
+ <method name="set_multiplayer_authority">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="recursive" type="bool" default="true" />
<description>
- Sets the node's network authority to the peer with the given peer ID. The network authority is the peer that has authority over the node on the network. Useful in conjunction with [method rpc_config] and the [MultiplayerAPI]. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the authority for all children of this node.
+ Sets the node's multiplayer authority to the peer with the given peer ID. The multiplayer authority is the peer that has authority over the node on the network. Useful in conjunction with [method rpc_config] and the [MultiplayerAPI]. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the authority for all children of this node.
</description>
</method>
<method name="set_physics_process">
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 8698fbec61..01c8933b51 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -7,6 +7,7 @@
Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 4599f86423..839a83cfc3 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -7,6 +7,8 @@
Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces].
</description>
<tutorials>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_central_force">
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index 64e0fa4050..536c7e4e04 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -7,7 +7,8 @@
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 360d6e8e92..4e6bd8456f 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -7,6 +7,7 @@
Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 24f7f4274e..428fa2575c 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -359,6 +359,14 @@
<description>
</description>
</method>
+ <method name="get_driver_resource">
+ <return type="int" />
+ <argument index="0" name="resource" type="int" enum="RenderingDevice.DriverResource" />
+ <argument index="1" name="rid" type="RID" />
+ <argument index="2" name="index" type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_frame_delay" qualifiers="const">
<return type="int" />
<description>
@@ -646,6 +654,32 @@
</constant>
<constant name="BARRIER_MASK_NO_BARRIER" value="8">
</constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_DEVICE" value="0" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE" value="1" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_INSTANCE" value="2" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_QUEUE" value="3" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX" value="4" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_IMAGE" value="5" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_IMAGE_VIEW" value="6" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT" value="7" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_SAMPLER" value="8" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET" value="9" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_BUFFER" value="10" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE" value="11" enum="DriverResource">
+ </constant>
+ <constant name="DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE" value="12" enum="DriverResource">
+ </constant>
<constant name="DATA_FORMAT_R4G4_UNORM_PACK8" value="0" enum="DataFormat">
</constant>
<constant name="DATA_FORMAT_R4G4B4A4_UNORM_PACK16" value="1" enum="DataFormat">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 638c657492..c0d7cca840 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1156,6 +1156,11 @@
<description>
</description>
</method>
+ <method name="get_rendering_device" qualifiers="const">
+ <return type="RenderingDevice" />
+ <description>
+ </description>
+ </method>
<method name="get_rendering_info">
<return type="int" />
<argument index="0" name="info" type="int" enum="RenderingServer.RenderingInfo" />
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 59e3190213..e81eff35ac 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -215,7 +215,7 @@
</member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
- If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
+ If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index b553aad518..9c9119c664 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -40,6 +40,8 @@
<return type="Variant" />
<description>
Joins the [Thread] and waits for it to finish. Returns what the method called returned.
+ Should either be used when you want to retrieve the value returned from the method called by the [Thread] or before freeing the instance that contains the [Thread].
+ [b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you want to use it again you will have to create a new instance of it.
</description>
</method>
</methods>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 46f38e91f7..a02a23517f 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -134,6 +134,7 @@
<return type="void" />
<argument index="0" name="text" type="String" />
<description>
+ Returns [code]true[/code] if the viewport is currently embedding windows.
</description>
</method>
<method name="push_unhandled_input">
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index 66440d4bb4..fb79926043 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -121,6 +121,12 @@
Blits our render results to screen optionally applying lens distortion. This can only be called while processing [code]_commit_views[/code].
</description>
</method>
+ <method name="get_render_target_texture">
+ <return type="RID" />
+ <argument index="0" name="render_target" type="RID" />
+ <description>
+ </description>
+ </method>
</methods>
<constants>
</constants>