diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/RandomNumberGenerator.xml | 22 | ||||
-rw-r--r-- | doc/classes/Resource.xml | 1 | ||||
-rw-r--r-- | doc/classes/TabContainer.xml | 3 |
3 files changed, 24 insertions, 2 deletions
diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index dcb75dc275..6312cd18aa 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -13,6 +13,7 @@ rng.randomize() var my_random_number = rng.randf_range(-10.0, 10.0) [/codeblock] + [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. </description> <tutorials> <link title="Random number generation">https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html</link> @@ -75,9 +76,26 @@ </methods> <members> <member name="seed" type="int" setter="set_seed" getter="get_seed" default="0"> - The seed used by the random number generator. A given seed will give a reproducible sequence of pseudo-random numbers. + Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers. [b]Note:[/b] The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally. - [b]Note:[/b] The default value of this property is pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. + [b]Note:[/b] Setting this property produces a side effect of changing the internal [member state], so make sure to initialize the seed [i]before[/i] modifying the [member state]: + [codeblock] + var rng = RandomNumberGenerator.new() + rng.seed = hash("Godot") + rng.state = 100 # Restore to some previously saved state. + [/codeblock] + </member> + <member name="state" type="int" setter="set_state" getter="get_state" default="0"> + The current state of the random number generator. Save and restore this property to restore the generator to a previous state: + [codeblock] + var rng = RandomNumberGenerator.new() + print(rng.randf()) + var saved_state = rng.state # Store current state. + print(rng.randf()) # Advance internal state. + rng.state = saved_state # Restore the state. + print(rng.randf()) # Prints the same value as in previous. + [/codeblock] + [b]Note:[/b] Do not set state to arbitrary values, since the random number generator requires the state to have certain qualities to behave properly. It should only be set to values that came from the state property itself. To initialize the random number generator with arbitrary input, use [member seed] instead. </member> </members> <constants> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 1ce2c376dd..54984b7785 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -76,6 +76,7 @@ <signal name="changed"> <description> Emitted whenever the resource changes. + [b]Note:[/b] This signal is not emitted automatically for custom resources, which means that you need to create a setter and emit the signal yourself. </description> </signal> </signals> diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 9f45a361f3..c9ed1aaec9 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -149,6 +149,9 @@ <member name="tabs_visible" type="bool" setter="set_tabs_visible" getter="are_tabs_visible" default="true"> If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden. </member> + <member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false"> + If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel. + </member> <member name="use_hidden_tabs_for_min_size" type="bool" setter="set_use_hidden_tabs_for_min_size" getter="get_use_hidden_tabs_for_min_size" default="false"> If [code]true[/code], children [Control] nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one. </member> |