summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/@GlobalScope.xml36
-rw-r--r--doc/classes/AcceptDialog.xml2
-rw-r--r--doc/classes/AnimatedTexture.xml1
-rw-r--r--doc/classes/Array.xml8
-rw-r--r--doc/classes/AtlasTexture.xml1
-rw-r--r--doc/classes/BaseButton.xml18
-rw-r--r--doc/classes/Basis.xml20
-rw-r--r--doc/classes/BitMap.xml2
-rw-r--r--doc/classes/Button.xml4
-rw-r--r--doc/classes/CallbackTweener.xml3
-rw-r--r--doc/classes/CameraAttributes.xml10
-rw-r--r--doc/classes/CameraTexture.xml1
-rw-r--r--doc/classes/CanvasItem.xml22
-rw-r--r--doc/classes/CanvasTexture.xml1
-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/CharacterBody3D.xml2
-rw-r--r--doc/classes/CodeEdit.xml2
-rw-r--r--doc/classes/Color.xml33
-rw-r--r--doc/classes/ColorPicker.xml26
-rw-r--r--doc/classes/CompressedCubemap.xml9
-rw-r--r--doc/classes/CompressedCubemapArray.xml9
-rw-r--r--doc/classes/CompressedTexture2D.xml15
-rw-r--r--doc/classes/CompressedTexture2DArray.xml9
-rw-r--r--doc/classes/CompressedTexture3D.xml6
-rw-r--r--doc/classes/CompressedTextureLayered.xml10
-rw-r--r--doc/classes/ConfigFile.xml14
-rw-r--r--doc/classes/Control.xml32
-rw-r--r--doc/classes/Cubemap.xml5
-rw-r--r--doc/classes/CubemapArray.xml5
-rw-r--r--doc/classes/Curve.xml2
-rw-r--r--doc/classes/Curve2D.xml16
-rw-r--r--doc/classes/CurveTexture.xml1
-rw-r--r--doc/classes/CurveXYZTexture.xml1
-rw-r--r--doc/classes/Dictionary.xml2
-rw-r--r--doc/classes/DirAccess.xml12
-rw-r--r--doc/classes/DisplayServer.xml59
-rw-r--r--doc/classes/EditorCommandPalette.xml2
-rw-r--r--doc/classes/EditorFeatureProfile.xml5
-rw-r--r--doc/classes/EditorFileDialog.xml2
-rw-r--r--doc/classes/EditorInspector.xml4
-rw-r--r--doc/classes/EditorInterface.xml15
-rw-r--r--doc/classes/EditorPlugin.xml12
-rw-r--r--doc/classes/EditorSettings.xml2
-rw-r--r--doc/classes/EditorSpinSlider.xml3
-rw-r--r--doc/classes/EditorUndoRedoManager.xml12
-rw-r--r--doc/classes/FlowContainer.xml14
-rw-r--r--doc/classes/FontFile.xml7
-rw-r--r--doc/classes/FontVariation.xml1
-rw-r--r--doc/classes/GPUParticles2D.xml7
-rw-r--r--doc/classes/GPUParticles3D.xml6
-rw-r--r--doc/classes/GeometryInstance3D.xml24
-rw-r--r--doc/classes/GradientTexture1D.xml1
-rw-r--r--doc/classes/GradientTexture2D.xml1
-rw-r--r--doc/classes/HTTPRequest.xml2
-rw-r--r--doc/classes/Image.xml14
-rw-r--r--doc/classes/ImageTexture.xml3
-rw-r--r--doc/classes/ImageTexture3D.xml5
-rw-r--r--doc/classes/ImageTextureLayered.xml6
-rw-r--r--doc/classes/ImporterMesh.xml1
-rw-r--r--doc/classes/Input.xml4
-rw-r--r--doc/classes/InputEventMIDI.xml8
-rw-r--r--doc/classes/JSON.xml2
-rw-r--r--doc/classes/JavaScriptObject.xml2
-rw-r--r--doc/classes/Label3D.xml2
-rw-r--r--doc/classes/LineEdit.xml3
-rw-r--r--doc/classes/LinkButton.xml2
-rw-r--r--doc/classes/Marker3D.xml5
-rw-r--r--doc/classes/Mesh.xml2
-rw-r--r--doc/classes/MeshTexture.xml1
-rw-r--r--doc/classes/MissingNode.xml2
-rw-r--r--doc/classes/MissingResource.xml2
-rw-r--r--doc/classes/MultiplayerPeer.xml51
-rw-r--r--doc/classes/MultiplayerPeerExtension.xml14
-rw-r--r--doc/classes/NavigationAgent2D.xml26
-rw-r--r--doc/classes/NavigationAgent3D.xml26
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/Node3D.xml14
-rw-r--r--doc/classes/OS.xml8
-rw-r--r--doc/classes/Object.xml15
-rw-r--r--doc/classes/OptionButton.xml2
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml2
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml2
-rw-r--r--doc/classes/PhysicsTestMotionParameters2D.xml2
-rw-r--r--doc/classes/PhysicsTestMotionParameters3D.xml2
-rw-r--r--doc/classes/PlaceholderCubemap.xml4
-rw-r--r--doc/classes/PlaceholderCubemapArray.xml4
-rw-r--r--doc/classes/PlaceholderMaterial.xml4
-rw-r--r--doc/classes/PlaceholderMesh.xml5
-rw-r--r--doc/classes/PlaceholderTexture2D.xml6
-rw-r--r--doc/classes/PlaceholderTexture2DArray.xml4
-rw-r--r--doc/classes/PlaceholderTexture3D.xml5
-rw-r--r--doc/classes/PlaceholderTextureLayered.xml6
-rw-r--r--doc/classes/PopupMenu.xml5
-rw-r--r--doc/classes/PortableCompressedTexture2D.xml1
-rw-r--r--doc/classes/PrimitiveMesh.xml10
-rw-r--r--doc/classes/ProjectSettings.xml32
-rw-r--r--doc/classes/PropertyTweener.xml6
-rw-r--r--doc/classes/Quaternion.xml16
-rw-r--r--doc/classes/Range.xml28
-rw-r--r--doc/classes/RenderingDevice.xml11
-rw-r--r--doc/classes/RenderingServer.xml24
-rw-r--r--doc/classes/Resource.xml4
-rw-r--r--doc/classes/RigidBody2D.xml2
-rw-r--r--doc/classes/RigidBody3D.xml2
-rw-r--r--doc/classes/ScrollBar.xml1
-rw-r--r--doc/classes/ScrollContainer.xml2
-rw-r--r--doc/classes/ShapeCast2D.xml7
-rw-r--r--doc/classes/ShapeCast3D.xml7
-rw-r--r--doc/classes/Slider.xml2
-rw-r--r--doc/classes/SpinBox.xml5
-rw-r--r--doc/classes/Sprite2D.xml3
-rw-r--r--doc/classes/StreamPeer.xml8
-rw-r--r--doc/classes/String.xml28
-rw-r--r--doc/classes/StyleBox.xml8
-rw-r--r--doc/classes/StyleBoxFlat.xml3
-rw-r--r--doc/classes/SurfaceTool.xml16
-rw-r--r--doc/classes/SystemFont.xml2
-rw-r--r--doc/classes/TabContainer.xml2
-rw-r--r--doc/classes/TextServer.xml26
-rw-r--r--doc/classes/Texture.xml2
-rw-r--r--doc/classes/Texture2D.xml16
-rw-r--r--doc/classes/Texture2DArray.xml3
-rw-r--r--doc/classes/Texture3D.xml16
-rw-r--r--doc/classes/TextureLayered.xml22
-rw-r--r--doc/classes/TextureProgressBar.xml3
-rw-r--r--doc/classes/TileSet.xml1
-rw-r--r--doc/classes/TileSetAtlasSource.xml2
-rw-r--r--doc/classes/TileSetSource.xml1
-rw-r--r--doc/classes/Tree.xml2
-rw-r--r--doc/classes/Tween.xml20
-rw-r--r--doc/classes/Viewport.xml18
-rw-r--r--doc/classes/VisualInstance3D.xml2
-rw-r--r--doc/classes/VisualShaderNodeInput.xml2
-rw-r--r--doc/classes/Window.xml2
-rw-r--r--doc/classes/XRInterface.xml24
-rw-r--r--doc/classes/XRInterfaceExtension.xml2
-rw-r--r--doc/classes/int.xml7
137 files changed, 774 insertions, 421 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index b89eb121b6..ed404ea504 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -572,7 +572,8 @@
<return type="float" />
<param index="0" name="lin" type="float" />
<description>
- Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example:
+ Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear).
+ [b]Example:[/b]
[codeblock]
# "Slider" refers to a node that inherits Range such as HSlider or VSlider.
# Its range must be configured to go from 0 to 1.
@@ -841,7 +842,7 @@
<return type="PackedInt64Array" />
<param index="0" name="seed" type="int" />
<description>
- Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], where its first element is the randomised [int] value, and the second element is the same as [param seed]. Passing the same [param seed] consistently returns the same array.
+ Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], where its first element is the randomized [int] value, and the second element is the same as [param seed]. Passing the same [param seed] consistently returns the same array.
[b]Note:[/b] "Seed" here refers to the internal state of the pseudo random number generator, currently implemented as a 64 bit integer.
[codeblock]
var a = rand_from_seed(4)
@@ -1465,6 +1466,24 @@
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
+ <constant name="EULER_ORDER_XYZ" value="0" enum="EulerOrder">
+ Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
+ </constant>
+ <constant name="EULER_ORDER_XZY" value="1" enum="EulerOrder">
+ Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
+ </constant>
+ <constant name="EULER_ORDER_YXZ" value="2" enum="EulerOrder">
+ Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_YZX" value="3" enum="EulerOrder">
+ Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_ZXY" value="4" enum="EulerOrder">
+ Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
+ </constant>
+ <constant name="EULER_ORDER_ZYX" value="5" enum="EulerOrder">
+ Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
+ </constant>
<constant name="KEY_NONE" value="0" enum="Key">
Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
</constant>
@@ -2487,7 +2506,8 @@
</constant>
<constant name="OK" value="0" enum="Error">
Methods that return [enum Error] return [constant OK] when no error occurred.
- Since [constant OK] has value 0, and all other error constants are positive integers, it can also be used in boolean checks. For example:
+ Since [constant OK] has value 0, and all other error constants are positive integers, it can also be used in boolean checks.
+ [b]Example:[/b]
[codeblock]
var error = method_that_returns_error()
if error != OK:
@@ -2648,7 +2668,8 @@
The property has no hint for the editor.
</constant>
<constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint">
- Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_less"[/code].
+ Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values.
+ [b]Example:[/b] [code]"-360,360,1,or_greater,or_less"[/code].
Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians"[/code] for editing radian angles in degrees, [code]"degrees"[/code] to hint at an angle and [code]"hide_slider"[/code] to hide the slider.
</constant>
<constant name="PROPERTY_HINT_ENUM" value="2" enum="PropertyHint">
@@ -2722,7 +2743,8 @@
<constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint">
- Hints that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For example:
+ Hints that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types.
+ [b]Example:[/b]
[codeblock]
hint_string = "%s:" % [TYPE_INT] # Array of integers.
hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
@@ -2760,9 +2782,9 @@
</constant>
<constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="40" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="41" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
Hints that a [String] property is a locale code. Editing it will show a locale dialog for picking language and country.
diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml
index b5a1461876..4da9e41ca8 100644
--- a/doc/classes/AcceptDialog.xml
+++ b/doc/classes/AcceptDialog.xml
@@ -62,7 +62,7 @@
Sets autowrapping for the text in the dialog.
</member>
<member name="dialog_close_on_escape" type="bool" setter="set_close_on_escape" getter="get_close_on_escape" default="true">
- If [code]true[/code], the dialog will be hidden when the escape key ([constant @GlobalScope.KEY_ESCAPE]) is pressed.
+ If [code]true[/code], the dialog will be hidden when the escape key ([constant KEY_ESCAPE]) is pressed.
</member>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" default="true">
If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index f0c86ba47b..57a7f86901 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -57,6 +57,7 @@
<member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false">
If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
</member>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 0f76639caf..2ec37651f7 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -272,6 +272,7 @@
array.Fill(0); // Initialize the 10 elements to 0.
[/csharp]
[/codeblocks]
+ [b]Note:[/b] If [param value] is of a reference type ([Object]-derived, [Array], [Dictionary], etc.) then the array is filled with the references to the same object, i.e. no duplicates are created.
</description>
</method>
<method name="filter" qualifiers="const">
@@ -316,13 +317,13 @@
<method name="get_typed_builtin" qualifiers="const">
<return type="int" />
<description>
- Returns the [code]TYPE[/code] constant for a typed array. If the [Array] is not typed, returns [constant @GlobalScope.TYPE_NIL].
+ Returns the [enum Variant.Type] constant for a typed array. If the [Array] is not typed, returns [constant TYPE_NIL].
</description>
</method>
<method name="get_typed_class_name" qualifiers="const">
<return type="StringName" />
<description>
- Returns a class name of a typed [Array] of type [constant @GlobalScope.TYPE_OBJECT].
+ Returns a class name of a typed [Array] of type [constant TYPE_OBJECT].
</description>
</method>
<method name="get_typed_script" qualifiers="const">
@@ -352,7 +353,6 @@
GD.Print(arr.Contains("7")); // False
[/csharp]
[/codeblocks]
-
[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
[codeblocks]
[gdscript]
@@ -542,7 +542,7 @@
<param index="1" name="class_name" type="StringName" />
<param index="2" name="script" type="Variant" />
<description>
- Makes the [Array] typed. The [param type] should be one of the [@GlobalScope] [code]TYPE[/code] constants. [param class_name] is optional and can only be provided for [constant @GlobalScope.TYPE_OBJECT]. [param script] can only be provided if [param class_name] is not empty.
+ Makes the [Array] typed. The [param type] should be one of the [enum Variant.Type] constants. [param class_name] is optional and can only be provided for [constant TYPE_OBJECT]. [param script] can only be provided if [param class_name] is not empty.
The method fails if an array is already typed.
</description>
</method>
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 809d983a9d..fc75459e46 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -23,5 +23,6 @@
<member name="region" type="Rect2" setter="set_region" getter="get_region" default="Rect2(0, 0, 0, 0)">
The region used to draw the [member atlas].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index 47e1f85c97..c92e39e08a 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -44,34 +44,38 @@
</method>
</methods>
<members>
- <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode">
+ <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
</member>
<member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
The [ButtonGroup] associated with the button. Not to be confused with node groups.
</member>
- <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton">
+ <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1">
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
</member>
- <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed">
+ <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
</member>
- <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
+ <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
- <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside">
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
+ <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
</member>
<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
[Shortcut] associated to the button.
</member>
- <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled">
+ <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true">
+ If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button.
+ </member>
+ <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true">
If [code]true[/code], the button will add information about its shortcut in the tooltip.
</member>
- <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode">
+ <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
</member>
</members>
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 652d6d2407..acc2fd34dd 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -70,7 +70,7 @@
<param index="0" name="euler" type="Vector3" />
<param index="1" name="order" type="int" default="2" />
<description>
- Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common).
+ Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values.
</description>
</method>
<method name="from_scale" qualifiers="static">
@@ -197,24 +197,6 @@
</member>
</members>
<constants>
- <constant name="EULER_ORDER_XYZ" value="0">
- Euler angle composing/decomposing order where X component is first, then Y, then Z.
- </constant>
- <constant name="EULER_ORDER_XZY" value="1">
- Euler angle composing/decomposing order where X component is first, then Z, then Y.
- </constant>
- <constant name="EULER_ORDER_YXZ" value="2">
- Euler angle composing/decomposing order where Y component is first, then X, then Z.
- </constant>
- <constant name="EULER_ORDER_YZX" value="3">
- Euler angle composing/decomposing order where Y component is first, then Z, then X.
- </constant>
- <constant name="EULER_ORDER_ZXY" value="4">
- Euler angle composing/decomposing order where Z component is first, then X, then Y.
- </constant>
- <constant name="EULER_ORDER_ZYX" value="5">
- Euler angle composing/decomposing order where Z component is first, then Y, then X.
- </constant>
<constant name="IDENTITY" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
The identity basis, with no rotation or scaling applied.
This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.
diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml
index b3fa55f154..e9774ef485 100644
--- a/doc/classes/BitMap.xml
+++ b/doc/classes/BitMap.xml
@@ -12,7 +12,7 @@
<method name="convert_to_image" qualifiers="const">
<return type="Image" />
<description>
- Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
+ Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
</description>
</method>
<method name="create">
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index 1ff51b48be..d2c9a77486 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -42,7 +42,7 @@
</tutorials>
<members>
<member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" enum="HorizontalAlignment" default="1">
- Text alignment policy for the button's text, use one of the [enum @GlobalScope.HorizontalAlignment] constants.
+ Text alignment policy for the button's text, use one of the [enum HorizontalAlignment] constants.
</member>
<member name="clip_text" type="bool" setter="set_clip_text" getter="get_clip_text" default="false">
When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.
@@ -58,7 +58,7 @@
To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
</member>
<member name="icon_alignment" type="int" setter="set_icon_alignment" getter="get_icon_alignment" enum="HorizontalAlignment" default="0">
- Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum @GlobalScope.HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon.
+ Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon.
</member>
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
diff --git a/doc/classes/CallbackTweener.xml b/doc/classes/CallbackTweener.xml
index 6e4ee0380e..626405bc8e 100644
--- a/doc/classes/CallbackTweener.xml
+++ b/doc/classes/CallbackTweener.xml
@@ -14,7 +14,8 @@
<return type="CallbackTweener" />
<param index="0" name="delay" type="float" />
<description>
- Makes the callback call delayed by given time in seconds. Example:
+ Makes the callback call delayed by given time in seconds.
+ [b]Example:[/b]
[codeblock]
var tween = get_tree().create_tween()
tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() after 2 seconds
diff --git a/doc/classes/CameraAttributes.xml b/doc/classes/CameraAttributes.xml
index a741728c14..23dc212069 100644
--- a/doc/classes/CameraAttributes.xml
+++ b/doc/classes/CameraAttributes.xml
@@ -12,19 +12,19 @@
<tutorials>
</tutorials>
<members>
- <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled">
+ <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
</member>
- <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale">
+ <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale" default="0.4">
The scale of the auto exposure effect. Affects the intensity of auto exposure.
</member>
- <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed">
+ <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed" default="0.5">
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
</member>
- <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier">
+ <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier" default="1.0">
Multiplier for the exposure amount. A higher value results in a brighter image.
</member>
- <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity">
+ <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity" default="100.0">
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
</member>
</members>
diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml
index 8eedfe3580..e7020c869e 100644
--- a/doc/classes/CameraTexture.xml
+++ b/doc/classes/CameraTexture.xml
@@ -16,6 +16,7 @@
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index b2d3e5cfdb..a2859552a9 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -114,7 +114,7 @@
<param index="2" name="src_rect" type="Rect2" />
<param index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<description>
- Draws a textured rectangle region of the font texture with LCD sub-pixel anti-aliasing at a given position, optionally modulated by a color.
+ Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color.
Texture is drawn using the following blend operation, blend mode of the [CanvasItemMaterial] is ignored:
[codeblock]
dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
@@ -416,7 +416,7 @@
<method name="get_global_transform" qualifiers="const">
<return type="Transform2D" />
<description>
- Returns the global transform matrix of this item.
+ Returns the global transform matrix of this item, i.e. the combined transform up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that either has no parent, has non-[CanvasItem] parent or it has [member top_level] enabled.
</description>
</method>
<method name="get_global_transform_with_canvas" qualifiers="const">
@@ -456,6 +456,13 @@
Returns this item's transform in relation to the viewport.
</description>
</method>
+ <method name="get_visibility_layer_bit" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="layer" type="int" />
+ <description>
+ Returns an individual bit on the rendering visibility layer.
+ </description>
+ </method>
<method name="get_world_2d" qualifiers="const">
<return type="World2D" />
<description>
@@ -527,6 +534,14 @@
If [param enable] is [code]true[/code], this node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes.
</description>
</method>
+ <method name="set_visibility_layer_bit">
+ <return type="void" />
+ <param index="0" name="layer" type="int" />
+ <param index="1" name="enabled" type="bool" />
+ <description>
+ Set/clear individual bits on the rendering visibility layer. This simplifies editing this [CanvasItem]'s visibility layer.
+ </description>
+ </method>
<method name="show">
<return type="void" />
<description>
@@ -565,6 +580,9 @@
<member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false">
If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
</member>
+ <member name="visibility_layer" type="int" setter="set_visibility_layer" getter="get_visibility_layer" default="1">
+ The rendering layer in which this [CanvasItem] is rendered by [Viewport] nodes. A [Viewport] will render a [CanvasItem] if it and all its parents share a layer with the [Viewport]'s canvas cull mask.
+ </member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml
index 2dc83790c7..d5bf65835f 100644
--- a/doc/classes/CanvasTexture.xml
+++ b/doc/classes/CanvasTexture.xml
@@ -17,6 +17,7 @@
The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)">
The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
</member>
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 2f8e1a7bb8..0111ef804e 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -152,7 +152,7 @@
</member>
<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="1.0">
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
- As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
+ As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping.
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 6a1975d40f..309e2231a4 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -137,7 +137,7 @@
</member>
<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.1">
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
- As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
+ As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping.
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 4c62ab2a7f..e7ef5fb289 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -4,7 +4,7 @@
Multiline text control intended for editing code.
</brief_description>
<description>
- CodeEdit is a specialised [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management.
+ CodeEdit is a specialized [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management.
[b]Note:[/b] By default [CodeEdit] always use left-to-right text direction to correctly display source code.
</description>
<tutorials>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index a11d7157f1..90fbdcc622 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -141,17 +141,6 @@
[/codeblocks]
</description>
</method>
- <method name="find_named_color" qualifiers="static">
- <return type="int" />
- <param index="0" name="name" type="String" />
- <description>
- Returns the index of a named color. Use [method get_named_color] to get the actual color.
- [codeblock]
- var idx = Color.find_named_color("khaki")
- modulate = Color.get_named_color(idx)
- [/codeblock]
- </description>
- </method>
<method name="from_hsv" qualifiers="static">
<return type="Color" />
<param index="0" name="h" type="float" />
@@ -208,27 +197,7 @@
<description>
Returns the luminance of the color in the [code][0.0, 1.0][/code] range.
This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark.
- [b]Note:[/b] [method get_luminance] relies on the colour being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
- </description>
- </method>
- <method name="get_named_color" qualifiers="static">
- <return type="Color" />
- <param index="0" name="idx" type="int" />
- <description>
- Returns a named color with the given index. You can get the index from [method find_named_color] or iteratively from [method get_named_color_count].
- </description>
- </method>
- <method name="get_named_color_count" qualifiers="static">
- <return type="int" />
- <description>
- Returns the number of available named colors.
- </description>
- </method>
- <method name="get_named_color_name" qualifiers="static">
- <return type="String" />
- <param index="0" name="idx" type="int" />
- <description>
- Returns the name of a color with the given index. You can get the index from [method find_named_color] or iteratively from [method get_named_color_count].
+ [b]Note:[/b] [method get_luminance] relies on the color being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
</description>
</method>
<method name="hex" qualifiers="static">
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index cd1d0b016d..2b287d7546 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -55,26 +55,38 @@
</method>
</methods>
<members>
+ <member name="can_add_swatches" type="bool" setter="set_can_add_swatches" getter="are_swatches_enabled" default="true">
+ If [code]true[/code], it's possible to add presets under Swatches. If [code]false[/code], the button to add presets is disabled.
+ </member>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)">
The currently selected color.
</member>
<member name="color_mode" type="int" setter="set_color_mode" getter="get_color_mode" enum="ColorPicker.ColorModeType" default="0">
The currently selected color mode. See [enum ColorModeType].
</member>
+ <member name="color_modes_visible" type="bool" setter="set_modes_visible" getter="are_modes_visible" default="true">
+ If [code]true[/code], the color mode buttons are visible.
+ </member>
<member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode" default="false">
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 (opacity).
</member>
+ <member name="hex_visible" type="bool" setter="set_hex_visible" getter="is_hex_visible" default="true">
+ If [code]true[/code], the hex color code input field is visible.
+ </member>
<member name="picker_shape" type="int" setter="set_picker_shape" getter="get_picker_shape" enum="ColorPicker.PickerShapeType" default="0">
The shape of the color space view. See [enum PickerShapeType].
</member>
- <member name="presets_enabled" type="bool" setter="set_presets_enabled" getter="are_presets_enabled" default="true">
- If [code]true[/code], the "add preset" button is enabled.
- </member>
<member name="presets_visible" type="bool" setter="set_presets_visible" getter="are_presets_visible" default="true">
- If [code]true[/code], saved color presets are visible.
+ If [code]true[/code], the Swatches and Recent Colors presets are visible.
+ </member>
+ <member name="sampler_visible" type="bool" setter="set_sampler_visible" getter="is_sampler_visible" default="true">
+ If [code]true[/code], the color sampler and color preview are visible.
+ </member>
+ <member name="sliders_visible" type="bool" setter="set_sliders_visible" getter="are_sliders_visible" default="true">
+ If [code]true[/code], the color sliders are visible.
</member>
<member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" overrides="BoxContainer" default="true" />
</members>
@@ -125,6 +137,9 @@
<constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType">
HSL OK Color Model circle color space.
</constant>
+ <constant name="SHAPE_NONE" value="4" enum="PickerShapeType">
+ The color space shape and the shape select button are hidden. Can't be selected from the shapes popup.
+ </constant>
</constants>
<theme_items>
<theme_item name="h_width" data_type="constant" type="int" default="30">
@@ -151,6 +166,9 @@
<theme_item name="color_hue" data_type="icon" type="Texture2D">
Custom texture for the hue selection slider on the right.
</theme_item>
+ <theme_item name="color_okhsl_hue" data_type="icon" type="Texture2D">
+ Custom texture for the H slider in the OKHSL color mode.
+ </theme_item>
<theme_item name="expanded_arrow" data_type="icon" type="Texture2D">
The icon for color preset drop down menu when expanded.
</theme_item>
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
index fbb0879fdc..10ee266897 100644
--- a/doc/classes/CompressedCubemap.xml
+++ b/doc/classes/CompressedCubemap.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ 6-sided texture typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Cubemap] for a general description of cubemaps.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
index ff096cea47..4221241910 100644
--- a/doc/classes/CompressedCubemapArray.xml
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 6-sided textures typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [CubemapArray] for a general description of cubemap arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index f74265b8d5..660062af7b 100644
--- a/doc/classes/CompressedTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -1,10 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A [code].ctex[/code] texture.
+ Texture with 2 dimensions, optionally compressed.
</brief_description>
<description>
- A texture that is loaded from a [code].ctex[/code] file.
+ A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -13,13 +19,14 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
- Loads the texture from the given path.
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
- The CompressedTexture's file path to a [code].ctex[/code] file.
+ The [CompressedTexture2D]'s file path to a [code].ctex[/code] file.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
index 0c751759af..0bd894a2da 100644
--- a/doc/classes/CompressedTexture2DArray.xml
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 2-dimensional textures, optionally compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture2DArray] for a general description of texture arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml
index 50bd025861..b11583b684 100644
--- a/doc/classes/CompressedTexture3D.xml
+++ b/doc/classes/CompressedTexture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions, optionally compressed.
</brief_description>
<description>
+ [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system.
+ [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture3D] for a general description of 3D textures.
</description>
<tutorials>
</tutorials>
@@ -11,11 +15,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file.
</member>
</members>
</class>
diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 547679c0f0..376483ae5c 100644
--- a/doc/classes/CompressedTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -1,8 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture arrays that can optionally be compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -11,11 +19,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture at [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The path the texture should be loaded from.
</member>
</members>
</class>
diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml
index 7ba53f852b..4e60df6b96 100644
--- a/doc/classes/ConfigFile.xml
+++ b/doc/classes/ConfigFile.xml
@@ -163,7 +163,7 @@
<param index="0" name="path" type="String" />
<description>
Loads the config file specified as a parameter. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="load_encrypted">
@@ -172,7 +172,7 @@
<param index="1" name="key" type="PackedByteArray" />
<description>
Loads the encrypted config file specified as a parameter, using the provided [param key] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="load_encrypted_pass">
@@ -181,7 +181,7 @@
<param index="1" name="password" type="String" />
<description>
Loads the encrypted config file specified as a parameter, using the provided [param password] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="parse">
@@ -189,7 +189,7 @@
<param index="0" name="data" type="String" />
<description>
Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="save">
@@ -197,7 +197,7 @@
<param index="0" name="path" type="String" />
<description>
Saves the contents of the [ConfigFile] object to the file specified as a parameter. The output file uses an INI-style structure.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="save_encrypted">
@@ -206,7 +206,7 @@
<param index="1" name="key" type="PackedByteArray" />
<description>
Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param key] to encrypt it. The output file uses an INI-style structure.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="save_encrypted_pass">
@@ -215,7 +215,7 @@
<param index="1" name="password" type="String" />
<description>
Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param password] to encrypt it. The output file uses an INI-style structure.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="set_value">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index c1fa1a2bf1..e1dd2819b2 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -110,7 +110,7 @@
<param index="0" name="event" type="InputEvent" />
<description>
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See [method accept_event].
- Example: clicking a control.
+ [b]Example usage for clicking a control:[/b]
[codeblocks]
[gdscript]
func _gui_input(event):
@@ -159,7 +159,7 @@
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example).
[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
- Example of usage with a custom-constructed node:
+ [b]Example of usage with a custom-constructed node:[/b]
[codeblocks]
[gdscript]
func _make_custom_tooltip(for_text):
@@ -176,7 +176,7 @@
}
[/csharp]
[/codeblocks]
- Example of usage with a custom scene instance:
+ [b]Example of usage with a custom scene instance:[/b]
[codeblocks]
[gdscript]
func _make_custom_tooltip(for_text):
@@ -201,7 +201,7 @@
<param index="1" name="text" type="String" />
<description>
User defined BiDi algorithm override function.
- Returns [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately.
+ Returns an [Array] of [Vector2i] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
<method name="accept_event">
@@ -422,7 +422,7 @@
<description>
Returns the position of this [Control] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
Equals to [member global_position] if the window is embedded (see [member Viewport.gui_embed_subwindows]).
- Example usage for showing a popup:
+ [b]Example usage for showing a popup:[/b]
[codeblock]
popup_menu.position = get_screen_position() + get_local_mouse_position()
popup_menu.reset_size()
@@ -528,7 +528,7 @@
<param index="0" name="at_position" type="Vector2" default="Vector2(0, 0)" />
<description>
Returns the tooltip text [param at_position] in local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text].
- [b]Note:[/b] This method can be overridden to customise its behaviour. If this method returns an empty [String], no tooltip is displayed.
+ [b]Note:[/b] This method can be overridden to customize its behavior. If this method returns an empty [String], no tooltip is displayed.
</description>
</method>
<method name="grab_click_focus">
@@ -916,7 +916,7 @@
<param index="2" name="margin" type="int" default="0" />
<description>
Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. This is the code equivalent to using the Layout menu in the 2D editor.
- Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [code]PRESET_LEFT_WIDE[/code].
+ Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [constant PRESET_LEFT_WIDE].
Use parameter [param margin] to determine the gap between the [Control] and the edges.
</description>
</method>
@@ -979,23 +979,23 @@
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, gamepad, and mouse signals.
</member>
<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
+ Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
</member>
<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action.
+ Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
<member name="focus_previous" type="NodePath" setter="set_focus_previous" getter="get_focus_previous" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
+ Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
<member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
@@ -1019,7 +1019,7 @@
</member>
<member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true">
When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box.
- You should disable it on the root of your UI if you do not want scroll events to go to the [code]_unhandled_input[/code] processing.
+ You should disable it on the root of your UI if you do not want scroll events to go to the [method Node._unhandled_input] processing.
</member>
<member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
@@ -1076,7 +1076,7 @@
[b]Note:[/b] Theme items are looked for in the tree order, from branch to root, where each [Control] node is checked for its [member theme] property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last.
</member>
<member name="tooltip_text" type="String" setter="set_tooltip_text" getter="get_tooltip_text" default="&quot;&quot;">
- The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings. See also [method get_tooltip].
+ The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method get_tooltip].
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example:
[codeblocks]
[gdscript]
@@ -1330,7 +1330,7 @@
The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
</constant>
<constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter">
- The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to `_unhandled_input` for further processing.
+ The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to [method Node._unhandled_input] for further processing.
</constant>
<constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter">
The control will not receive mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml
index 0cdebeda95..46ddede9b1 100644
--- a/doc/classes/Cubemap.xml
+++ b/doc/classes/Cubemap.xml
@@ -4,8 +4,9 @@
6-sided texture typically used in 3D rendering.
</brief_description>
<description>
- A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections (see [ReflectionProbe]) in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
- This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of Cubemap resources.
+ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
+ This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 07e401a13d..2fd55b66c6 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -5,8 +5,9 @@
</brief_description>
<description>
[CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
- Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
- Internally Godot, uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
+ Internally, Godot uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>
diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml
index 20b9dafd0d..d5864f30fa 100644
--- a/doc/classes/Curve.xml
+++ b/doc/classes/Curve.xml
@@ -30,7 +30,7 @@
<method name="clean_dupes">
<return type="void" />
<description>
- Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units to their neighbor on the curve.
+ Removes duplicate points, i.e. points that are less than 0.00001 units (engine epsilon value) away from their neighbor on the curve.
</description>
</method>
<method name="clear_points">
diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml
index cc4124d084..ccdf085319 100644
--- a/doc/classes/Curve2D.xml
+++ b/doc/classes/Curve2D.xml
@@ -102,6 +102,22 @@
Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).
</description>
</method>
+ <method name="sample_baked_with_rotation" qualifiers="const">
+ <return type="Transform2D" />
+ <param index="0" name="offset" type="float" />
+ <param index="1" name="cubic" type="bool" default="false" />
+ <param index="2" name="loop" type="bool" default="true" />
+ <param index="3" name="lookahead" type="float" default="4.0" />
+ <description>
+ Similar to [method sample_baked], but returns [Transform2D] that includes a rotation along the curve. Returns empty transform if length of the curve is [code]0[/code].
+ Use [param loop] to smooth the tangent at the end of the curve. [param lookahead] defines the distance to a nearby point for calculating the tangent vector.
+ [codeblock]
+ var transform = curve.sample_baked_with_rotation(offset)
+ position = transform.get_origin()
+ rotation = transform.get_rotation()
+ [/codeblock]
+ </description>
+ </method>
<method name="samplef" qualifiers="const">
<return type="Vector2" />
<param index="0" name="fofs" type="float" />
diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml
index 85473fc237..03e008d738 100644
--- a/doc/classes/CurveTexture.xml
+++ b/doc/classes/CurveTexture.xml
@@ -13,6 +13,7 @@
<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
The [Curve] that is rendered onto the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
</member>
diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml
index e3f2e8fc45..8c4e2dce0f 100644
--- a/doc/classes/CurveXYZTexture.xml
+++ b/doc/classes/CurveXYZTexture.xml
@@ -19,6 +19,7 @@
<member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z">
The [Curve] that is rendered onto the texture's blue channel.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="width" type="int" setter="set_width" getter="get_width" default="256">
The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
</member>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index ac1f63af56..9842288d35 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -339,7 +339,7 @@
<return type="Variant" />
<param index="0" name="key" type="Variant" />
<description>
- Retunrs a value at the given [param key] or [code]null[/code] and error if the key does not exist. For safe access, use [method get] or [method has].
+ Returns a value at the given [param key] or [code]null[/code] and error if the key does not exist. For safe access, use [method get] or [method has].
</description>
</operator>
</operators>
diff --git a/doc/classes/DirAccess.xml b/doc/classes/DirAccess.xml
index 7d1612e59c..181d2eb485 100644
--- a/doc/classes/DirAccess.xml
+++ b/doc/classes/DirAccess.xml
@@ -70,7 +70,7 @@
<param index="0" name="to_dir" type="String" />
<description>
Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. [code]newdir[/code] or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/code] or [code]res://somedir/newdir[/code]).
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="copy">
@@ -81,7 +81,7 @@
<description>
Copies the [param from] file to the [param to] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
If [param chmod_flags] is different than [code]-1[/code], the Unix permissions for the destination path will be set to the provided value, if available on the current operating system.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="copy_absolute" qualifiers="static">
@@ -221,7 +221,7 @@
<param index="0" name="path" type="String" />
<description>
Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see [method make_dir_recursive]).
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="make_dir_absolute" qualifiers="static">
@@ -236,7 +236,7 @@
<param index="0" name="path" type="String" />
<description>
Creates a target directory and all necessary intermediate directories in its path, by calling [method make_dir] recursively. The argument can be relative to the current directory, or an absolute path.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="make_dir_recursive_absolute" qualifiers="static">
@@ -260,7 +260,7 @@
<description>
Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
If you don't want to delete the file/directory permanently, use [method OS.move_to_trash] instead.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="remove_absolute" qualifiers="static">
@@ -276,7 +276,7 @@
<param index="1" name="to" type="String" />
<description>
Renames (move) the [param from] file or directory to the [param to] destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="rename_absolute" qualifiers="static">
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index de1a92949f..0039301bf6 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -44,16 +44,6 @@
[b]Note:[/b] This method is only implemented on Linux (X11).
</description>
</method>
- <method name="create_sub_window">
- <return type="int" />
- <param index="0" name="mode" type="int" enum="DisplayServer.WindowMode" />
- <param index="1" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" />
- <param index="2" name="flags" type="int" />
- <param index="3" name="rect" type="Rect2i" default="Rect2i(0, 0, 0, 0)" />
- <description>
- Create a new subwindow (a [Window] whose presence is linked to another window). This window will appear to be embedded within the main window if [member Viewport.gui_embed_subwindows] is [code]true[/code]. Otherwise, the window will appear to be a separate window which can be dragged outside the main window. [code]vsync_mode[/code] is ignored if [member Viewport.gui_embed_subwindows] is [code]true[/code], as the subwindow will be drawn at the same time as the main window in this case.
- </description>
- </method>
<method name="cursor_get_shape" qualifiers="const">
<return type="int" enum="DisplayServer.CursorShape" />
<description>
@@ -76,13 +66,6 @@
Sets the default mouse cursor shape. The cursor's appearance will vary depending on the user's operating system and mouse cursor theme. See also [method cursor_get_shape] and [method cursor_set_custom_image].
</description>
</method>
- <method name="delete_sub_window">
- <return type="void" />
- <param index="0" name="window_id" type="int" />
- <description>
- Removes the subwindow specified by [param window_id].
- </description>
- </method>
<method name="dialog_input_text">
<return type="int" enum="Error" />
<param index="0" name="title" type="String" />
@@ -394,6 +377,14 @@
[b]Note:[/b] This method is implemented on macOS.
</description>
</method>
+ <method name="global_menu_get_item_count" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="menu_root" type="String" />
+ <description>
+ Returns number of items in the global menu with ID [param menu_root].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
<method name="global_menu_get_item_icon" qualifiers="const">
<return type="Texture2D" />
<param index="0" name="menu_root" type="String" />
@@ -1017,8 +1008,8 @@
<param index="1" name="callable" type="Callable" />
<description>
Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.
- - [code]TTS_UTTERANCE_STARTED[/code], [code]TTS_UTTERANCE_ENDED[/code], and [code]TTS_UTTERANCE_CANCELED[/code] callable's method should take one [int] parameter, the utterance id.
- - [code]TTS_UTTERANCE_BOUNDARY[/code] callable's method should take two [int] parameters, the index of the character and the utterance id.
+ - [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and [constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] parameter, the utterance id.
+ - [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] parameters, the index of the character and the utterance id.
[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.
[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
@@ -1089,14 +1080,6 @@
Sets the mouse cursor position to the given [param position] relative to an origin at the upper left corner of the currently focused game Window Manager window.
</description>
</method>
- <method name="window_attach_instance_id">
- <return type="void" />
- <param index="0" name="instance_id" type="int" />
- <param index="1" name="window_id" type="int" default="0" />
- <description>
- Sets the [Window] instance ID ([method Object.get_instance_id]) the [param window_id] should be attached to. See also [method window_get_attached_instance_id].
- </description>
- </method>
<method name="window_can_draw" qualifiers="const">
<return type="bool" />
<param index="0" name="window_id" type="int" default="0" />
@@ -1187,7 +1170,7 @@
<return type="Vector3i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
- Returns left margins ([code]x[/code]), right margins ([code]y[/code]) adn height ([code]z[/code]) of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set.
+ Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and height ([code]z[/code]) of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set.
</description>
</method>
<method name="window_get_size" qualifiers="const">
@@ -1204,6 +1187,13 @@
Returns the V-Sync mode of the given window.
</description>
</method>
+ <method name="window_is_maximize_allowed" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="window_id" type="int" default="0" />
+ <description>
+ Returns [code]true[/code] if the given window can be maximized (the maximize button is enabled).
+ </description>
+ </method>
<method name="window_maximize_on_title_dbl_click" qualifiers="const">
<return type="bool" />
<description>
@@ -1648,8 +1638,9 @@
Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="WindowMode">
- Exclusive full screen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
- Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ Exclusive full screen window mode. This mode is implemented on Windows and macOS only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
+ [b]On Windows:[/b] Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ [b]On macOS:[/b] Exclusive full-screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.
Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
@@ -1735,9 +1726,17 @@
</constant>
<constant name="WINDOW_VIEW" value="2" enum="HandleType">
Window view:
+ - Windows: [code]HDC[/code] for the window (only with the GL Compatibility renderer).
- macOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
+ <constant name="OPENGL_CONTEXT" value="3" enum="HandleType">
+ OpenGL context (only with the GL Compatibility renderer):
+ - Windows: [code]HGLRC[/code] for the window.
+ - Linux: [code]GLXContext*[/code] for the window.
+ - MacOS: [code]NSOpenGLContext*[/code] for the window.
+ - Android: [code]EGLContext[/code] for the window.
+ </constant>
<constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
Utterance has begun to be spoken.
</constant>
diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml
index 53a3fe5d19..380c79fc1a 100644
--- a/doc/classes/EditorCommandPalette.xml
+++ b/doc/classes/EditorCommandPalette.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor &gt; Command Palette[/b] menu.
- Command key names use slash delimiters to distinguish sections Example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
+ Command key names use slash delimiters to distinguish sections, for example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
[codeblocks]
[gdscript]
var command_palette = get_editor_interface().get_command_palette()
diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml
index 99e97fc25f..27f61f1bd8 100644
--- a/doc/classes/EditorFeatureProfile.xml
+++ b/doc/classes/EditorFeatureProfile.xml
@@ -116,7 +116,10 @@
<constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature">
The Import dock. If this feature is disabled, the Import dock won't be visible.
</constant>
- <constant name="FEATURE_MAX" value="7" enum="Feature">
+ <constant name="FEATURE_HISTORY_DOCK" value="7" enum="Feature">
+ The History dock. If this feature is disabled, the History dock won't be visible.
+ </constant>
+ <constant name="FEATURE_MAX" value="8" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
</constants>
diff --git a/doc/classes/EditorFileDialog.xml b/doc/classes/EditorFileDialog.xml
index 51e3706981..29a8f470a1 100644
--- a/doc/classes/EditorFileDialog.xml
+++ b/doc/classes/EditorFileDialog.xml
@@ -4,7 +4,7 @@
A modified version of [FileDialog] used by the editor.
</brief_description>
<description>
- [EditorFileDialog] is an enhanced version of [FileDialog] avaiable only to editor plugins. Additional features include list of favorited/recent files and ability to see files as thumbnails grid instead of list.
+ [EditorFileDialog] is an enhanced version of [FileDialog] available only to editor plugins. Additional features include list of favorited/recent files and ability to see files as thumbnails grid instead of list.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml
index 108c670f59..0cda49f1bf 100644
--- a/doc/classes/EditorInspector.xml
+++ b/doc/classes/EditorInspector.xml
@@ -7,8 +7,8 @@
This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector].
[EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list].
If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
- If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section.
- If a property has [constant @GlobalScope.PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
+ If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section.
+ If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
[b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
</description>
<tutorials>
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index 0beb2459a3..bb319cb5a3 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -152,6 +152,12 @@
Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object].
</description>
</method>
+ <method name="is_movie_maker_enabled" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if Movie Maker mode is enabled in the editor. See also [method set_movie_maker_enabled]. See [MovieWriter] for more information.
+ </description>
+ </method>
<method name="is_playing_scene" qualifiers="const">
<return type="bool" />
<description>
@@ -216,7 +222,7 @@
<method name="save_scene">
<return type="int" enum="Error" />
<description>
- Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
+ Saves the scene. Returns either [constant OK] or [constant ERR_CANT_CREATE].
</description>
</method>
<method name="save_scene_as">
@@ -241,6 +247,13 @@
Sets the editor's current main screen to the one specified in [param name]. [param name] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]).
</description>
</method>
+ <method name="set_movie_maker_enabled">
+ <return type="void" />
+ <param index="0" name="enabled" type="bool" />
+ <description>
+ Sets whether Movie Maker mode is enabled in the editor. See also [method is_movie_maker_enabled]. See [MovieWriter] for more information.
+ </description>
+ </method>
<method name="set_plugin_enabled">
<return type="void" />
<param index="0" name="plugin" type="String" />
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index e413c526f4..2289a373bf 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -100,7 +100,8 @@
<param index="0" name="viewport_camera" type="Camera3D" />
<param index="1" name="event" type="InputEvent" />
<description>
- Called when there is a root node in the current edited scene, [method _handles] is implemented, and an [InputEvent] happens in the 3D viewport. The return value decides whether the [InputEvent] is consumed or forwarded to other [EditorPlugin]s. See [enum AfterGUIInput] for options. Example:
+ Called when there is a root node in the current edited scene, [method _handles] is implemented, and an [InputEvent] happens in the 3D viewport. The return value decides whether the [InputEvent] is consumed or forwarded to other [EditorPlugin]s. See [enum AfterGUIInput] for options.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
# Prevents the InputEvent from reaching other Editor classes.
@@ -115,7 +116,8 @@
}
[/csharp]
[/codeblocks]
- Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to forward the [InputEvent] to other Editor classes. Example:
+ Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to forward the [InputEvent] to other Editor classes.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
@@ -182,7 +184,8 @@
<return type="bool" />
<param index="0" name="event" type="InputEvent" />
<description>
- Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example:
+ Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
# Prevents the InputEvent from reaching other Editor classes.
@@ -197,7 +200,8 @@
}
[/csharp]
[/codeblocks]
- Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
+ Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 799bd45cee..07457387a0 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -516,7 +516,7 @@
If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS.
</member>
<member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter="">
- The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One half of a pixel[/b] and [b]One quarter of a pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One quarter of a pixel[/b] being the highest-quality option).
+ The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option).
</member>
<member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter="">
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec].
diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml
index 9961e11f7d..de105b32e1 100644
--- a/doc/classes/EditorSpinSlider.xml
+++ b/doc/classes/EditorSpinSlider.xml
@@ -12,6 +12,7 @@
<member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false">
If [code]true[/code], the slider will not draw background.
</member>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false">
If [code]true[/code], the slider is hidden.
</member>
@@ -21,6 +22,8 @@
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
If [code]true[/code], the slider can't be interacted with.
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed.
</member>
diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml
index 1350e4487c..c1e771d653 100644
--- a/doc/classes/EditorUndoRedoManager.xml
+++ b/doc/classes/EditorUndoRedoManager.xml
@@ -107,6 +107,18 @@
</description>
</method>
</methods>
+ <signals>
+ <signal name="history_changed">
+ <description>
+ Emitted when the list of actions in any history has changed, either when an action is commited or a history is cleared.
+ </description>
+ </signal>
+ <signal name="version_changed">
+ <description>
+ Emitted when the version of any history has changed as a result of undo or redo call.
+ </description>
+ </signal>
+ </signals>
<constants>
<constant name="GLOBAL_HISTORY" value="0" enum="SpecialHistory">
Global history not associated with any scene, but with external resources etc.
diff --git a/doc/classes/FlowContainer.xml b/doc/classes/FlowContainer.xml
index d449049ef1..7a324160c9 100644
--- a/doc/classes/FlowContainer.xml
+++ b/doc/classes/FlowContainer.xml
@@ -18,11 +18,25 @@
</method>
</methods>
<members>
+ <member name="alignment" type="int" setter="set_alignment" getter="get_alignment" enum="FlowContainer.AlignmentMode" default="0">
+ The alignment of the container's children (must be one of [constant ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END]).
+ </member>
<member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" default="false">
If [code]true[/code], the [FlowContainer] will arrange its children vertically, rather than horizontally.
Can't be changed when using [HFlowContainer] and [VFlowContainer].
</member>
</members>
+ <constants>
+ <constant name="ALIGNMENT_BEGIN" value="0" enum="AlignmentMode">
+ The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout).
+ </constant>
+ <constant name="ALIGNMENT_CENTER" value="1" enum="AlignmentMode">
+ The child controls will be centered in the container.
+ </constant>
+ <constant name="ALIGNMENT_END" value="2" enum="AlignmentMode">
+ The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout).
+ </constant>
+ </constants>
<theme_items>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
diff --git a/doc/classes/FontFile.xml b/doc/classes/FontFile.xml
index df378d9d2f..271f6a13e0 100644
--- a/doc/classes/FontFile.xml
+++ b/doc/classes/FontFile.xml
@@ -14,7 +14,6 @@
[b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way.
[b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.
[b]Note:[/b] If a none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.
-
[codeblocks]
[gdscript]
var f = load("res://BarlowCondensed-Bold.ttf")
@@ -262,7 +261,7 @@
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Returns a copy of the array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
+ Returns a copy of the array containing glyph packing data.
</description>
</method>
<method name="get_transform" qualifiers="const">
@@ -522,7 +521,7 @@
<param index="2" name="texture_index" type="int" />
<param index="3" name="offset" type="PackedInt32Array" />
<description>
- Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty (for the fonts without dynamic glyph generation support).
+ Sets array containing glyph packing data.
</description>
</method>
<method name="set_transform">
@@ -589,7 +588,7 @@
Font style name.
</member>
<member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
- Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
</member>
</members>
</class>
diff --git a/doc/classes/FontVariation.xml b/doc/classes/FontVariation.xml
index 6aa381c2de..e0fad126b9 100644
--- a/doc/classes/FontVariation.xml
+++ b/doc/classes/FontVariation.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing.
-
To use simulated bold font variant:
[codeblocks]
[gdscript]
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 4916171900..c7d10078e8 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -89,12 +89,17 @@
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system.
+ [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
+ The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
+ The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index d0be4d784a..ea53c5b4b5 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -116,8 +116,12 @@
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].
+ [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect.
+ [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
</member>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 4d8ab91718..86d52ae9be 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -31,22 +31,22 @@
</method>
</methods>
<members>
- <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting">
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1">
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
</member>
- <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin">
+ <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
</member>
- <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale">
+ <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0">
The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
</member>
- <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode">
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="1">
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
- <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling">
+ <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
</member>
- <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias">
+ <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
@@ -56,26 +56,26 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
- <member name="transparency" type="float" setter="set_transparency" getter="get_transparency">
+ <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0">
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</member>
- <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin">
+ <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0">
Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin">
+ <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">
+ <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">
+ <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">
+ <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.
</member>
</members>
diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml
index 3254754ac1..fa572eeed0 100644
--- a/doc/classes/GradientTexture1D.xml
+++ b/doc/classes/GradientTexture1D.xml
@@ -12,6 +12,7 @@
<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
The [Gradient] that will be used to fill the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml
index 7561f1b947..87d86e7a59 100644
--- a/doc/classes/GradientTexture2D.xml
+++ b/doc/classes/GradientTexture2D.xml
@@ -27,6 +27,7 @@
<member name="repeat" type="int" setter="set_repeat" getter="get_repeat" enum="GradientTexture2D.Repeat" default="0">
The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 64a3315308..c504e26d58 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -30,7 +30,6 @@
if error != OK:
push_error("An error occurred in the HTTP request.")
-
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
var json = JSON.new()
@@ -95,7 +94,6 @@
if error != OK:
push_error("An error occurred in the HTTP request.")
-
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
if result != HTTPRequest.RESULT_SUCCESS:
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 88cea6820e..be66b8a7b9 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -118,7 +118,7 @@
<param index="2" name="use_mipmaps" type="bool" />
<param index="3" name="format" type="int" enum="Image.Format" />
<description>
- Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps].
+ Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this image. See the [method generate_mipmaps].
</description>
</method>
<method name="create_from_data" qualifiers="static">
@@ -241,11 +241,11 @@
This is the same as [method get_pixel], but with a [Vector2i] argument instead of two integer arguments.
</description>
</method>
- <method name="get_rect" qualifiers="const">
+ <method name="get_region" qualifiers="const">
<return type="Image" />
- <param index="0" name="rect" type="Rect2i" />
+ <param index="0" name="region" type="Rect2i" />
<description>
- Returns a new image that is a copy of the image's area specified with [param rect].
+ Returns a new [Image] that is a copy of this [Image]'s area specified with [param region].
</description>
</method>
<method name="get_size" qualifiers="const">
@@ -471,7 +471,8 @@
<param index="1" name="y" type="int" />
<param index="2" name="color" type="Color" />
<description>
- Sets the [Color] of the pixel at [code](x, y)[/code] to [param color]. Example:
+ Sets the [Color] of the pixel at [code](x, y)[/code] to [param color].
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var img_width = 10
@@ -498,7 +499,8 @@
<param index="0" name="point" type="Vector2i" />
<param index="1" name="color" type="Color" />
<description>
- Sets the [Color] of the pixel at [param point] to [param color]. Example:
+ Sets the [Color] of the pixel at [param point] to [param color].
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var img_width = 10
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 45cbd7ac87..03d1947475 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -67,4 +67,7 @@
</description>
</method>
</methods>
+ <members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
+ </members>
</class>
diff --git a/doc/classes/ImageTexture3D.xml b/doc/classes/ImageTexture3D.xml
index 958c5f90f1..ee26a959aa 100644
--- a/doc/classes/ImageTexture3D.xml
+++ b/doc/classes/ImageTexture3D.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions.
</brief_description>
<description>
+ [ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, and depth. See also [ImageTextureLayered].
+ 3D textures are typically used to store density maps for [FogMaterial], color correction LUTs for [Environment], vector fields for [GPUParticlesAttractorVectorField3D] and collision maps for [GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders.
</description>
<tutorials>
</tutorials>
@@ -16,12 +19,14 @@
<param index="4" name="use_mipmaps" type="bool" />
<param index="5" name="data" type="Image[]" />
<description>
+ Creates the [ImageTexture3D] with specified [param width], [param height], and [param depth]. See [enum Image.Format] for [param format] options. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for the [ImageTexture3D].
</description>
</method>
<method name="update">
<return type="void" />
<param index="0" name="data" type="Image[]" />
<description>
+ Replaces the texture's existing data with the layers specified in [code]data[/code]. The size of [code]data[/code] must match the parameters that were used for [method create]. In other words, the texture cannot be resized or have its format changed by calling [method update].
</description>
</method>
</methods>
diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml
index f5786f070a..0aa1d65d5a 100644
--- a/doc/classes/ImageTextureLayered.xml
+++ b/doc/classes/ImageTextureLayered.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
</brief_description>
<description>
+ Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
</description>
<tutorials>
</tutorials>
@@ -11,7 +13,7 @@
<return type="int" enum="Error" />
<param index="0" name="images" type="Image[]" />
<description>
- Creates an [ImageTextureLayered] from an array of [Image]s. The first image decides the width, height, image format and mipmapping setting. The other images must have the same width, height, image format and mipmapping setting.
+ Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
Each [Image] represents one [code]layer[/code].
</description>
</method>
@@ -23,7 +25,7 @@
Replaces the existing [Image] data at the given [code]layer[/code] with this new image.
The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images.
If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
- The update is immediate: synced with the draw.
+ The update is immediate: it's synchronized with drawing.
</description>
</method>
</methods>
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 1c9655c266..b80857a7bf 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
-
Unlike its runtime counterpart, [ImporterMesh] contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling [method clear], followed by [method add_surface] for each surface.
</description>
<tutorials>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 89d52caa02..d246e64251 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -254,7 +254,7 @@
<param index="0" name="event" type="InputEvent" />
<description>
Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
- Example:
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var cancel_event = InputEventAction.new()
@@ -366,7 +366,7 @@
<param index="0" name="position" type="Vector2" />
<description>
Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.
- Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [code]MOUSE_MODE_CONFINED[/code] or [code]MOUSE_MODE_CONFINED_HIDDEN[/code].
+ Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN].
</description>
</method>
</methods>
diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml
index 04d8cab065..67e7ced2e8 100644
--- a/doc/classes/InputEventMIDI.xml
+++ b/doc/classes/InputEventMIDI.xml
@@ -69,18 +69,18 @@
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.
+ If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], 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.
+ If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], 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 [enum @GlobalScope.MIDIMessage] enum.
+ Returns a value indicating the type of message for this MIDI signal. This is a member of the [enum 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.
+ Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they might not always return [constant MIDI_MESSAGE_NOTE_OFF] 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">
diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml
index 125d016632..93731cf553 100644
--- a/doc/classes/JSON.xml
+++ b/doc/classes/JSON.xml
@@ -54,7 +54,7 @@
<param index="0" name="json_string" type="String" />
<description>
Attempts to parse the [param json_string] provided.
- Returns an [enum Error]. If the parse was successful, it returns [code]OK[/code] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
+ Returns an [enum Error]. If the parse was successful, it returns [constant OK] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
Non-static variant of [method parse_string], if you want custom error handling.
</description>
</method>
diff --git a/doc/classes/JavaScriptObject.xml b/doc/classes/JavaScriptObject.xml
index 26792bd19e..7132cc5cad 100644
--- a/doc/classes/JavaScriptObject.xml
+++ b/doc/classes/JavaScriptObject.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
JavaScriptObject is used to interact with JavaScript objects retrieved or created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge.create_object], or [method JavaScriptBridge.create_callback].
- Example:
+ [b]Example:[/b]
[codeblock]
extends Node
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index b741dc6e64..0cbca2224e 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -44,6 +44,7 @@
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
</member>
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" overrides="GeometryInstance3D" enum="GeometryInstance3D.ShadowCastingSetting" default="0" />
<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
</member>
@@ -57,6 +58,7 @@
Font size of the [Label3D]'s text. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
</member>
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" overrides="GeometryInstance3D" enum="GeometryInstance3D.GIMode" default="0" />
<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1">
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
</member>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index 14fb864ca8..e57cc68b36 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -224,6 +224,9 @@
<member name="secret_character" type="String" setter="set_secret_character" getter="get_secret_character" default="&quot;•&quot;">
The character to use to mask secret input (defaults to "•"). Only a single character can be used as the secret character.
</member>
+ <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false">
+ If [code]true[/code], the [LineEdit] will select the whole text when it gains focus.
+ </member>
<member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true">
If [code]false[/code], it's impossible to select the text using mouse nor keyboard.
</member>
diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml
index 7c6ff2d4e1..d7701ea184 100644
--- a/doc/classes/LinkButton.xml
+++ b/doc/classes/LinkButton.xml
@@ -10,9 +10,11 @@
<tutorials>
</tutorials>
<members>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="0" />
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
+ <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="2" />
<member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
diff --git a/doc/classes/Marker3D.xml b/doc/classes/Marker3D.xml
index 5ad1cdf513..0d49b376a8 100644
--- a/doc/classes/Marker3D.xml
+++ b/doc/classes/Marker3D.xml
@@ -8,4 +8,9 @@
</description>
<tutorials>
</tutorials>
+ <members>
+ <member name="gizmo_extents" type="float" setter="set_gizmo_extents" getter="get_gizmo_extents" default="0.25">
+ Size of the gizmo cross that appears in the editor.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index facbe5fd0f..640fa9efec 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -176,7 +176,7 @@
</method>
</methods>
<members>
- <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint">
+ <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i(0, 0)">
Sets a hint to be used for lightmap resolution.
</member>
</members>
diff --git a/doc/classes/MeshTexture.xml b/doc/classes/MeshTexture.xml
index 8e2bccc79f..d09fa4c898 100644
--- a/doc/classes/MeshTexture.xml
+++ b/doc/classes/MeshTexture.xml
@@ -18,5 +18,6 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Sets the mesh used to draw. It must be a mesh using 2D vertices.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/MissingNode.xml b/doc/classes/MissingNode.xml
index b5aa02cfd6..ac54329313 100644
--- a/doc/classes/MissingNode.xml
+++ b/doc/classes/MissingNode.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of nodes of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MissingResource.xml b/doc/classes/MissingResource.xml
index eede6350d8..e5a6c4d064 100644
--- a/doc/classes/MissingResource.xml
+++ b/doc/classes/MissingResource.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of resources of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index ba6c60a088..dd7dac3f23 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeer" inherits="PacketPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A high-level network interface to simplify multiplayer interactions.
+ Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI].
</brief_description>
<description>
- 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.
+ Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI].
+ [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
@@ -13,6 +13,20 @@
<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
</tutorials>
<methods>
+ <method name="close">
+ <return type="void" />
+ <description>
+ Immediately close the multiplayer peer returning to the state [constant CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting [signal peer_disconnected].
+ </description>
+ </method>
+ <method name="disconnect_peer">
+ <return type="void" />
+ <param index="0" name="peer" type="int" />
+ <param index="1" name="force" type="bool" default="false" />
+ <description>
+ Disconnects the given [param peer] from this host. If [param force] is [code]true[/code] the [signal peer_disconnected] signal will not be emitted for this peer.
+ </description>
+ </method>
<method name="generate_unique_id" qualifiers="const">
<return type="int" />
<description>
@@ -79,53 +93,38 @@
[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="2">
- The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
+ The manner in which to send packets to the target peer. See [enum TransferMode], and the [method set_target_peer] method.
</member>
</members>
<signals>
- <signal name="connection_failed">
- <description>
- Emitted when a connection attempt fails.
- </description>
- </signal>
- <signal name="connection_succeeded">
- <description>
- Emitted when a connection attempt succeeds.
- </description>
- </signal>
<signal name="peer_connected">
<param index="0" name="id" type="int" />
<description>
- Emitted by the server when a client connects.
+ Emitted when a remote peer connects.
</description>
</signal>
<signal name="peer_disconnected">
<param index="0" name="id" type="int" />
<description>
- Emitted by the server when a client disconnects.
- </description>
- </signal>
- <signal name="server_disconnected">
- <description>
- Emitted by clients when the server disconnects.
+ Emitted when a remote peer has disconnected.
</description>
</signal>
</signals>
<constants>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
- The ongoing connection disconnected.
+ The MultiplayerPeer is disconnected.
</constant>
<constant name="CONNECTION_CONNECTING" value="1" enum="ConnectionStatus">
- A connection attempt is ongoing.
+ The MultiplayerPeer is currently connecting to a server.
</constant>
<constant name="CONNECTION_CONNECTED" value="2" enum="ConnectionStatus">
- The connection attempt succeeded.
+ This MultiplayerPeer is connected.
</constant>
<constant name="TARGET_PEER_BROADCAST" value="0">
- Packets are sent to the server and then redistributed to other peers.
+ Packets are sent to all connected peers.
</constant>
<constant name="TARGET_PEER_SERVER" value="1">
- Packets are sent to the server alone.
+ Packets are sent to the remote peer acting as server.
</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_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
diff --git a/doc/classes/MultiplayerPeerExtension.xml b/doc/classes/MultiplayerPeerExtension.xml
index 18bc18e6e7..5717135b80 100644
--- a/doc/classes/MultiplayerPeerExtension.xml
+++ b/doc/classes/MultiplayerPeerExtension.xml
@@ -9,6 +9,20 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_close" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ Called when the multiplayer peer should be immediately closed (see [method MultiplayerPeer.close]).
+ </description>
+ </method>
+ <method name="_disconnect_peer" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="p_peer" type="int" />
+ <param index="1" name="p_force" type="bool" />
+ <description>
+ Called when the connected [param p_peer] should be forcibly disconnected (see [method MultiplayerPeer.disconnect_peer]).
+ </description>
+ </method>
<method name="_get_available_packet_count" qualifiers="virtual const">
<return type="int" />
<description>
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index a69491ec66..8cf7824ff7 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe.
- [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
+ [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
</tutorials>
@@ -13,7 +13,7 @@
<method name="distance_to_target" qualifiers="const">
<return type="float" />
<description>
- Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate.
+ Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate.
</description>
</method>
<method name="get_final_location">
@@ -59,12 +59,6 @@
Returns the [RID] of this agent on the [NavigationServer2D].
</description>
</method>
- <method name="get_target_location" qualifiers="const">
- <return type="Vector2" />
- <description>
- Returns the user defined [Vector2] after setting the target location.
- </description>
- </method>
<method name="is_navigation_finished">
<return type="bool" />
<description>
@@ -74,13 +68,13 @@
<method name="is_target_reachable">
<return type="bool" />
<description>
- Returns true if the target location is reachable. The target location is set using [method set_target_location].
+ Returns true if [member target_location] is reachable.
</description>
</method>
<method name="is_target_reached" qualifiers="const">
<return type="bool" />
<description>
- Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
+ Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
<method name="set_navigation_layer_value">
@@ -98,13 +92,6 @@
Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
</description>
</method>
- <method name="set_target_location">
- <return type="void" />
- <param index="0" name="location" type="Vector2" />
- <description>
- Sets the user desired final location. This will clear the current navigation path.
- </description>
- </method>
<method name="set_velocity">
<return type="void" />
<param index="0" name="velocity" type="Vector2" />
@@ -142,6 +129,9 @@
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
+ <member name="target_location" type="Vector2" setter="set_target_location" getter="get_target_location" default="Vector2(0, 0)">
+ The user-defined target location. Setting this property will clear the current navigation path.
+ </member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
@@ -159,7 +149,7 @@
</signal>
<signal name="target_reached">
<description>
- Notifies when the player defined target, set with [method set_target_location], is reached.
+ Notifies when the player-defined [member target_location] is reached.
</description>
</signal>
<signal name="velocity_computed">
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 3bb5b361ca..44c17647f7 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe.
- [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
+ [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
</tutorials>
@@ -13,7 +13,7 @@
<method name="distance_to_target" qualifiers="const">
<return type="float" />
<description>
- Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate.
+ Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate.
</description>
</method>
<method name="get_final_location">
@@ -59,12 +59,6 @@
Returns the [RID] of this agent on the [NavigationServer3D].
</description>
</method>
- <method name="get_target_location" qualifiers="const">
- <return type="Vector3" />
- <description>
- Returns the user defined [Vector3] after setting the target location.
- </description>
- </method>
<method name="is_navigation_finished">
<return type="bool" />
<description>
@@ -74,13 +68,13 @@
<method name="is_target_reachable">
<return type="bool" />
<description>
- Returns true if the target location is reachable. The target location is set using [method set_target_location].
+ Returns true if [member target_location] is reachable.
</description>
</method>
<method name="is_target_reached" qualifiers="const">
<return type="bool" />
<description>
- Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
+ Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
<method name="set_navigation_layer_value">
@@ -98,13 +92,6 @@
Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
</description>
</method>
- <method name="set_target_location">
- <return type="void" />
- <param index="0" name="location" type="Vector3" />
- <description>
- Sets the user desired final location. This will clear the current navigation path.
- </description>
- </method>
<method name="set_velocity">
<return type="void" />
<param index="0" name="velocity" type="Vector3" />
@@ -148,6 +135,9 @@
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
+ <member name="target_location" type="Vector3" setter="set_target_location" getter="get_target_location" default="Vector3(0, 0, 0)">
+ The user-defined target location. Setting this property will clear the current navigation path.
+ </member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
@@ -165,7 +155,7 @@
</signal>
<signal name="target_reached">
<description>
- Notifies when the player defined target, set with [method set_target_location], is reached.
+ Notifies when the player-defined [member target_location] is reached.
</description>
</signal>
<signal name="velocity_computed">
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index bf52c55d67..b83bff5d5e 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -630,7 +630,7 @@
<return type="int" enum="Error" />
<param index="0" name="method" type="StringName" />
<description>
- Sends a remote procedure call request for the given [param method] 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 [code]null[/code].
+ Sends a remote procedure call request for the given [param method] 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. Behavior depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/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>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index bc2570b183..b6024b1887 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -290,7 +290,7 @@
<member name="rotation_edit_mode" type="int" setter="set_rotation_edit_mode" getter="get_rotation_edit_mode" enum="Node3D.RotationEditMode" default="0">
Specify how rotation (and scale) will be presented in the editor.
</member>
- <member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="Node3D.RotationOrder" default="2">
+ <member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="EulerOrder" default="2">
Specify the axis rotation order of the [member rotation] property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
@@ -342,17 +342,5 @@
</constant>
<constant name="ROTATION_EDIT_MODE_BASIS" value="2" enum="RotationEditMode">
</constant>
- <constant name="ROTATION_ORDER_XYZ" value="0" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_XZY" value="1" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_YXZ" value="2" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_YZX" value="3" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_ZXY" value="4" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_ZYX" value="5" enum="RotationOrder">
- </constant>
</constants>
</class>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 0c74690924..f4a5288481 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -134,7 +134,7 @@
<method name="get_cache_dir" qualifiers="const">
<return type="String" />
<description>
- Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
+ Returns the [i]global[/i] cache data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
@@ -192,7 +192,7 @@
<method name="get_config_dir" qualifiers="const">
<return type="String" />
<description>
- Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
+ Returns the [i]global[/i] user configuration directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
@@ -200,14 +200,14 @@
<return type="PackedStringArray" />
<description>
Returns an array of MIDI device names.
- The returned array will be empty if the system MIDI driver has not previously been initialised with [method open_midi_inputs].
+ The returned array will be empty if the system MIDI driver has not previously been initialized with [method open_midi_inputs].
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
</description>
</method>
<method name="get_data_dir" qualifiers="const">
<return type="String" />
<description>
- Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
+ Returns the [i]global[/i] user data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 34cf259f63..318f2cfade 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -108,7 +108,8 @@
<return type="Variant" />
<param index="0" name="method" type="StringName" />
<description>
- Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var node = Node3D.new()
@@ -126,7 +127,8 @@
<return type="Variant" />
<param index="0" name="method" type="StringName" />
<description>
- Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var node = Node3D.new()
@@ -318,7 +320,8 @@
<return type="int" enum="Error" />
<param index="0" name="signal" type="StringName" />
<description>
- Emits the given [param signal]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Emits the given [param signal]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
emit_signal("hit", "sword", 100)
@@ -366,7 +369,8 @@
<return type="Variant" />
<param index="0" name="property_path" type="NodePath" />
<description>
- Gets the object's property indexed by the given [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
+ Gets the object's property indexed by the given [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties.
+ [b]Examples:[/b] [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead.
</description>
</method>
@@ -535,7 +539,8 @@
<param index="0" name="property_path" type="NodePath" />
<param index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the property identified by the [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
+ Assigns a new value to the property identified by the [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var node = Node2D.new()
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index 199535298c..e63e822648 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -216,7 +216,7 @@
<signal name="item_focused">
<param index="0" name="index" type="int" />
<description>
- Emitted when the user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument.
+ Emitted when the user navigates to an item using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The index of the item selected is passed as argument.
</description>
</signal>
<signal name="item_selected">
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index fdc3a44e9d..eca6a1cbc7 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 04087cbfb6..a809384642 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml
index d8f96511dd..5b969ea869 100644
--- a/doc/classes/PhysicsTestMotionParameters2D.xml
+++ b/doc/classes/PhysicsTestMotionParameters2D.xml
@@ -30,7 +30,7 @@
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
- If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour.
+ If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
</member>
</members>
</class>
diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml
index e8f80ae131..ea9bca6a35 100644
--- a/doc/classes/PhysicsTestMotionParameters3D.xml
+++ b/doc/classes/PhysicsTestMotionParameters3D.xml
@@ -33,7 +33,7 @@
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
- If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour.
+ If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml
index 3617c6ac2c..0892b023a2 100644
--- a/doc/classes/PlaceholderCubemap.xml
+++ b/doc/classes/PlaceholderCubemap.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemap" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Cubemap] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml
index 1fcf1e7795..c7a7e9154c 100644
--- a/doc/classes/PlaceholderCubemapArray.xml
+++ b/doc/classes/PlaceholderCubemapArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemapArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [CubemapArray] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMaterial.xml b/doc/classes/PlaceholderMaterial.xml
index c66641d81c..7febdc7a07 100644
--- a/doc/classes/PlaceholderMaterial.xml
+++ b/doc/classes/PlaceholderMaterial.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a material.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Material] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMesh.xml b/doc/classes/PlaceholderMesh.xml
index cc688816b6..8021a57878 100644
--- a/doc/classes/PlaceholderMesh.xml
+++ b/doc/classes/PlaceholderMesh.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a mesh.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Mesh] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ The smallest [AABB] enclosing this mesh in local space.
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml
index 76e575265b..c889055e4d 100644
--- a/doc/classes/PlaceholderTexture2D.xml
+++ b/doc/classes/PlaceholderTexture2D.xml
@@ -1,13 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml
index a502e5d334..a749e8c039 100644
--- a/doc/classes/PlaceholderTexture2DArray.xml
+++ b/doc/classes/PlaceholderTexture2DArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2DArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml
index d31e538307..ccd3c94fc2 100644
--- a/doc/classes/PlaceholderTexture3D.xml
+++ b/doc/classes/PlaceholderTexture3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 3-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="size" type="Vector3i" setter="set_size" getter="get_size" default="Vector3i(1, 1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml
index 39af08473a..8cc6dd606a 100644
--- a/doc/classes/PlaceholderTextureLayered.xml
+++ b/doc/classes/PlaceholderTextureLayered.xml
@@ -1,15 +1,21 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
+ The number of layers in the texture array.
</member>
<member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(1, 1)">
+ The size of each texture layer (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index c99760996f..0dcb33ac4c 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -526,15 +526,14 @@
<signal name="id_focused">
<param index="0" name="id" type="int" />
<description>
- Emitted when user navigated to an item of some [param id] using [code]ui_up[/code] or [code]ui_down[/code] action.
+ Emitted when the user navigated to an item of some [param id] using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input action.
</description>
</signal>
<signal name="id_pressed">
<param index="0" name="id" type="int" />
<description>
Emitted when an item of some [param id] is pressed or its accelerator is activated.
-
- [b]Note:[/b] If [param id] is negative (either explicitly or due to overflow), this will return the correponding index instead.
+ [b]Note:[/b] If [param id] is negative (either explicitly or due to overflow), this will return the corresponding index instead.
</description>
</signal>
<signal name="index_pressed">
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml
index a0492f2c07..b64cda6df5 100644
--- a/doc/classes/PortableCompressedTexture2D.xml
+++ b/doc/classes/PortableCompressedTexture2D.xml
@@ -58,6 +58,7 @@
When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
This flag allows to keep the compressed data in memory if you intend it to persist after loading.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size_override" type="Vector2" setter="set_size_override" getter="get_size_override" default="Vector2(0, 0)">
Allow overriding the texture size (for 2D only).
</member>
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 1b9ecdbfa0..b1c8907d8e 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -34,15 +34,21 @@
</method>
</methods>
<members>
- <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb">
+ <member name="add_uv2" type="bool" setter="set_add_uv2" getter="get_add_uv2" default="false">
+ If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping.
+ </member>
+ <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
- <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces">
+ <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_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.
</member>
+ <member name="uv2_padding" type="float" setter="set_uv2_padding" getter="get_uv2_padding" default="2.0">
+ If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024.
+ </member>
</members>
</class>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 925d4ec7c4..015de62ec1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -341,6 +341,9 @@
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
+ <member name="debug/disable_touch" type="bool" setter="" getter="" default="false">
+ Disable touch input. Only has effect on iOS.
+ </member>
<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
@@ -565,6 +568,9 @@
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
[b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly.
</member>
+ <member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
+ </member>
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
@@ -723,14 +729,14 @@
[b]Note:[/b] This setting does not affect custom [Font]s used within the project.
</member>
<member name="gui/theme/default_font_subpixel_positioning" type="int" setter="" getter="" default="1">
- Default font glyph sub-pixel positioning mode. See [member FontFile.subpixel_positioning].
+ Default font glyph subpixel positioning mode. See [member FontFile.subpixel_positioning].
</member>
<member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0">
- The default scale factor for [Control]s, when not overriden by a [Theme].
+ The default scale factor for [Control]s, when not overridden by a [Theme].
[b]Note:[/b] This property is only read when the project starts. To change the default scale at runtime, set [member ThemeDB.fallback_base_scale] instead.
</member>
<member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1">
- LCD sub-pixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
+ LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
</member>
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000">
Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
@@ -934,6 +940,11 @@
<member name="input/ui_text_caret_word_right.macos" type="Dictionary" setter="" getter="">
macOS specific override for the shortcut to move the text cursor forward one word.
</member>
+ <member name="input/ui_text_clear_carets_and_selection" type="Dictionary" setter="" getter="">
+ If there's only one caret active and with a selection, clears the selection.
+ In case there's more than one caret active, removes the secondary carets and clears their selections.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
+ </member>
<member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter="">
Default [InputEventAction] to accept an autocompetion hint.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
@@ -1011,7 +1022,7 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_toggle_insert_mode" type="Dictionary" setter="" getter="">
- Default [InputEventAction] to toggle [i]instert mode[/i] in a text field. While in insert mode, inserting new text overrides the character after the cursor, unless the next character is a new line.
+ Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. While in insert mode, inserting new text overrides the character after the cursor, unless the next character is a new line.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_undo" type="Dictionary" setter="" getter="">
@@ -1883,7 +1894,7 @@
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
</member>
<member name="rendering/environment/ssao/adaptive_target" type="float" setter="" getter="" default="0.5">
- Quality target to use when [member rendering/environment/ssao/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.
+ Quality target to use when [member rendering/environment/ssao/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.
</member>
<member name="rendering/environment/ssao/blur_passes" type="int" setter="" getter="" default="2">
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
@@ -1898,10 +1909,10 @@
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
</member>
<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.
+ 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.
+ 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.
@@ -1916,7 +1927,7 @@
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.
+ 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.
@@ -2005,6 +2016,9 @@
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
+ <member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
+ The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
+ </member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>
@@ -2253,7 +2267,7 @@
Action map configuration to load by default.
</member>
<member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
- If [code]true[/code] Godot will setup and initialise OpenXR on startup.
+ If [code]true[/code] Godot will setup and initialize OpenXR on startup.
</member>
<member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
Specify whether OpenXR should be configured for an HMD or a hand held device.
diff --git a/doc/classes/PropertyTweener.xml b/doc/classes/PropertyTweener.xml
index 78ead65cdd..61e8357809 100644
--- a/doc/classes/PropertyTweener.xml
+++ b/doc/classes/PropertyTweener.xml
@@ -13,7 +13,8 @@
<method name="as_relative">
<return type="PropertyTweener" />
<description>
- When called, the final value will be used as a relative value instead. Example:
+ When called, the final value will be used as a relative value instead.
+ [b]Example:[/b]
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property(self, "position", Vector2.RIGHT * 100, 1).as_relative() #the node will move by 100 pixels to the right
@@ -24,7 +25,8 @@
<return type="PropertyTweener" />
<param index="0" name="value" type="Variant" />
<description>
- Sets a custom initial value to the [PropertyTweener]. Example:
+ Sets a custom initial value to the [PropertyTweener].
+ [b]Example:[/b]
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100)) #this will move the node from position (100, 100) to (200, 100)
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml
index 99dffeff9d..ac2eda9f28 100644
--- a/doc/classes/Quaternion.xml
+++ b/doc/classes/Quaternion.xml
@@ -43,12 +43,6 @@
</constructor>
<constructor name="Quaternion">
<return type="Quaternion" />
- <param index="0" name="euler_yxz" type="Vector3" />
- <description>
- </description>
- </constructor>
- <constructor name="Quaternion">
- <return type="Quaternion" />
<param index="0" name="from" type="Basis" />
<description>
Constructs a quaternion from the given [Basis].
@@ -86,6 +80,13 @@
<description>
</description>
</method>
+ <method name="from_euler" qualifiers="static">
+ <return type="Quaternion" />
+ <param index="0" name="euler" type="Vector3" />
+ <description>
+ Constructs a Quaternion from Euler angles in YXZ rotation order.
+ </description>
+ </method>
<method name="get_angle" qualifiers="const">
<return type="float" />
<description>
@@ -98,8 +99,9 @@
</method>
<method name="get_euler" qualifiers="const">
<return type="Vector3" />
+ <param index="0" name="order" type="int" default="2" />
<description>
- Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
+ Returns the quaternion's rotation in the form of Euler angles. The Euler order depends on the [param order] parameter, for example using the YXZ convention: since this method decomposes, first Z, then X, and Y last. See the [enum EulerOrder] enum for possible values. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
</description>
</method>
<method name="inverse" qualifiers="const">
diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml
index 16e6e86f9e..2dcfc90955 100644
--- a/doc/classes/Range.xml
+++ b/doc/classes/Range.xml
@@ -16,6 +16,13 @@
Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]).
</description>
</method>
+ <method name="set_value_no_signal">
+ <return type="void" />
+ <param index="0" name="value" type="float" />
+ <description>
+ Sets the [Range]'s current value to the specified [param value], without emitting the [signal value_changed] signal.
+ </description>
+ </method>
<method name="share">
<return type="void" />
<param index="0" name="with" type="Node" />
@@ -31,35 +38,36 @@
</method>
</methods>
<members>
- <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed">
+ <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed" default="false">
If [code]true[/code], [member value] may be greater than [member max_value].
</member>
- <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed">
+ <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed" default="false">
If [code]true[/code], [member value] may be less than [member min_value].
</member>
- <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp">
+ <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp" default="false">
If [code]true[/code], and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly.
</member>
- <member name="max_value" type="float" setter="set_max" getter="get_max">
+ <member name="max_value" type="float" setter="set_max" getter="get_max" default="100.0">
Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code].
</member>
- <member name="min_value" type="float" setter="set_min" getter="get_min">
+ <member name="min_value" type="float" setter="set_min" getter="get_min" default="0.0">
Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code].
</member>
- <member name="page" type="float" setter="set_page" getter="get_page">
+ <member name="page" type="float" setter="set_page" getter="get_page" default="0.0">
Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code].
</member>
<member name="ratio" type="float" setter="set_as_ratio" getter="get_as_ratio">
The value mapped between 0 and 1.
</member>
- <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values">
+ <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false">
If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer.
</member>
- <member name="step" type="float" setter="set_step" getter="get_step">
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
+ <member name="step" type="float" setter="set_step" getter="get_step" default="0.01">
If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer.
</member>
- <member name="value" type="float" setter="set_value" getter="get_value">
- Range's current value.
+ <member name="value" type="float" setter="set_value" getter="get_value" default="0.0">
+ Range's current value. Changing this property (even via code) will trigger [signal value_changed] signal. Use [method set_value_no_signal] if you want to avoid it.
</member>
</members>
<signals>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 51c2498ea7..2de812f5fc 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -232,7 +232,7 @@
<param index="0" name="draw_list" type="int" />
<param index="1" name="color" type="Color" />
<description>
- Sets blend constants for draw list, blend constants are used only if the graphics pipeline is created with [code]DYNAMIC_STATE_BLEND_CONSTANTS[/code] flag set.
+ Sets blend constants for draw list, blend constants are used only if the graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set.
</description>
</method>
<method name="draw_list_set_push_constant">
@@ -643,6 +643,15 @@
<description>
</description>
</method>
+ <method name="vertex_array_create">
+ <return type="RID" />
+ <param index="0" name="vertex_count" type="int" />
+ <param index="1" name="vertex_format" type="int" />
+ <param index="2" name="src_buffers" type="RID[]" />
+ <description>
+ Creates a vertex array based on the specified buffers.
+ </description>
+ </method>
<method name="vertex_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 35fe7bdbd2..13e5470a56 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -499,6 +499,14 @@
Sets if the [CanvasItem] uses its parent's material.
</description>
</method>
+ <method name="canvas_item_set_visibility_layer">
+ <return type="void" />
+ <param index="0" name="item" type="RID" />
+ <param index="1" name="visibility_layer" type="int" />
+ <description>
+ Sets the rendering visibility layer associated with this [CanvasItem]. Only [Viewport] nodes with a matching rendering mask will render this [CanvasItem].
+ </description>
+ </method>
<method name="canvas_item_set_visibility_notifier">
<return type="void" />
<param index="0" name="item" type="RID" />
@@ -3016,6 +3024,14 @@
<description>
</description>
</method>
+ <method name="texture_get_rd_texture" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="texture" type="RID" />
+ <param index="1" name="srgb" type="bool" default="false" />
+ <description>
+ Returns a texture [RID] that can be used with [RenderingDevice].
+ </description>
+ </method>
<method name="texture_proxy_create">
<return type="RID" />
<param index="0" name="base" type="RID" />
@@ -3143,6 +3159,14 @@
If [code]true[/code], sets the viewport active, else sets it inactive.
</description>
</method>
+ <method name="viewport_set_canvas_cull_mask">
+ <return type="void" />
+ <param index="0" name="viewport" type="RID" />
+ <param index="1" name="canvas_cull_mask" type="int" />
+ <description>
+ Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] nodes with a matching rendering visibility layer will be rendered by this [Viewport].
+ </description>
+ </method>
<method name="viewport_set_canvas_stacking">
<return type="void" />
<param index="0" name="viewport" type="RID" />
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index b2b8a37e39..e533fc1e32 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -24,7 +24,7 @@
<param index="0" name="subresources" type="bool" default="false" />
<description>
Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original.
- If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overriden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag.
+ If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overridden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag.
[b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters.
</description>
</method>
@@ -51,7 +51,7 @@
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
- Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialised server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
+ Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
</description>
</method>
<method name="setup_local_to_scene">
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 9eedc3a24c..6e3535f14a 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 3ee3f25df1..8380d56de3 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml
index d0dd69408e..247e892c24 100644
--- a/doc/classes/ScrollBar.xml
+++ b/doc/classes/ScrollBar.xml
@@ -12,6 +12,7 @@
<member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0">
Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
</member>
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.0" />
</members>
<signals>
<signal name="scrolling">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index f5018c25ff..b96b7187e4 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -6,7 +6,7 @@
<description>
A ScrollContainer node meant to contain a [Control] child.
ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.custom_minimum_size] of the Control relative to the ScrollContainer.
- Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
+ Works great with a [Panel] control. You can set [constant Control.SIZE_EXPAND] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml
index 36c3beecb1..5a8eec3921 100644
--- a/doc/classes/ShapeCast2D.xml
+++ b/doc/classes/ShapeCast2D.xml
@@ -58,6 +58,13 @@
Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
+ <method name="get_collider_rid" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="index" type="int" />
+ <description>
+ Returns the [RID] of the collided object of one of the multiple collisions at [param index].
+ </description>
+ </method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<param index="0" name="index" type="int" />
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
index cbdf660133..735b91cee9 100644
--- a/doc/classes/ShapeCast3D.xml
+++ b/doc/classes/ShapeCast3D.xml
@@ -58,6 +58,13 @@
Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
+ <method name="get_collider_rid" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="index" type="int" />
+ <description>
+ Returns the [RID] of the collided object of one of the multiple collisions at [param index].
+ </description>
+ </method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<param index="0" name="index" type="int" />
diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml
index c3dbd69e59..cecca0a5fb 100644
--- a/doc/classes/Slider.xml
+++ b/doc/classes/Slider.xml
@@ -13,9 +13,11 @@
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code.
</member>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable" default="true">
If [code]true[/code], the value can be changed using the mouse wheel.
</member>
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="tick_count" type="int" setter="set_ticks" getter="get_ticks" default="0">
Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.
</member>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 8df039794a..e214867890 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -56,6 +56,11 @@
<member name="prefix" type="String" setter="set_prefix" getter="get_prefix" default="&quot;&quot;">
Adds the specified [code]prefix[/code] string before the numerical value of the [SpinBox].
</member>
+ <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false">
+ If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior.
+ </member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox].
</member>
diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml
index 83532721b2..235fef0bdd 100644
--- a/doc/classes/Sprite2D.xml
+++ b/doc/classes/Sprite2D.xml
@@ -13,7 +13,8 @@
<method name="get_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. Example:
+ Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
func _input(event):
diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml
index 4188563695..f05b5f7dbf 100644
--- a/doc/classes/StreamPeer.xml
+++ b/doc/classes/StreamPeer.xml
@@ -44,7 +44,7 @@
<return type="Array" />
<param index="0" name="bytes" type="int" />
<description>
- Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum @GlobalScope.Error] code and a data array.
+ Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum Error] code and a data array.
</description>
</method>
<method name="get_double">
@@ -63,7 +63,7 @@
<return type="Array" />
<param index="0" name="bytes" type="int" />
<description>
- Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum @GlobalScope.Error] code, and a data array.
+ Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum Error] code, and a data array.
</description>
</method>
<method name="get_string">
@@ -144,7 +144,7 @@
<return type="int" enum="Error" />
<param index="0" name="data" type="PackedByteArray" />
<description>
- Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum @GlobalScope.Error] code.
+ Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum Error] code.
</description>
</method>
<method name="put_double">
@@ -165,7 +165,7 @@
<return type="Array" />
<param index="0" name="data" type="PackedByteArray" />
<description>
- Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum @GlobalScope.Error] code and an integer, describing how much data was actually sent.
+ Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum Error] code and an integer, describing how much data was actually sent.
</description>
</method>
<method name="put_string">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 320b9fd737..b0b4f74b46 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -239,7 +239,7 @@
<description>
Splits a string using a [param delimiter] and returns a substring at index [param slice]. Returns an empty string if the index doesn't exist.
This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index.
- Example:
+ [b]Example:[/b]
[codeblock]
print("i/am/example/string".get_slice("/", 2)) # Prints 'example'.
[/codeblock]
@@ -408,7 +408,7 @@
<param index="0" name="parts" type="PackedStringArray" />
<description>
Returns a [String] which is the concatenation of the [param parts]. The separator between elements is the string providing this method.
- Example:
+ [b]Example:[/b]
[codeblocks]
[gdscript]
print(", ".join(["One", "Two", "Three", "Four"]))
@@ -430,7 +430,7 @@
<param index="0" name="length" type="int" />
<description>
Returns a number of characters from the left of the string. If negative [param length] is used, the characters are counted downwards from [String]'s length.
- Examples:
+ [b]Example:[/b]
[codeblock]
print("sample text".left(3)) #prints "sam"
print("sample text".left(-3)) #prints "sample t"
@@ -514,7 +514,7 @@
Converts a [float] to a string representation of a decimal number.
The number of decimal places can be specified with [param decimals]. If [param decimals] is [code]-1[/code] (default), decimal places will be automatically adjusted so that the string representation has 14 significant digits (counting both digits to the left and the right of the decimal point).
Trailing zeros are not included in the string. The last digit will be rounded and not truncated.
- Some examples:
+ [b]Example:[/b]
[codeblock]
String.num(3.141593) # "3.141593"
String.num(3.141593, 3) # "3.142"
@@ -617,7 +617,7 @@
<param index="0" name="length" type="int" />
<description>
Returns a number of characters from the right of the string. If negative [param length] is used, the characters are counted downwards from [String]'s length.
- Examples:
+ [b]Example:[/b]
[codeblock]
print("sample text".right(3)) #prints "ext"
print("sample text".right(-3)) #prints "ple text"
@@ -634,15 +634,15 @@
</method>
<method name="rsplit" qualifiers="const">
<return type="PackedStringArray" />
- <param index="0" name="delimiter" type="String" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
<param index="1" name="allow_empty" type="bool" default="true" />
<param index="2" name="maxsplit" type="int" default="0" />
<description>
- Splits the string by a [param delimiter] string and returns an array of the substrings, starting from right.
+ Splits the string by a [param delimiter] string and returns an array of the substrings, starting from right. If [param delimiter] is an empty string, each substring will be a single character.
The splits in the returned array are sorted in the same order as the original string, from left to right.
If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
If [param maxsplit] is specified, it defines the number of splits to do from the right up to [param maxsplit]. The default value of 0 means that all items are split, thus giving the same result as [method split].
- Example:
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var some_string = "One,Two,Three,Four"
@@ -710,15 +710,15 @@
</method>
<method name="split" qualifiers="const">
<return type="PackedStringArray" />
- <param index="0" name="delimiter" type="String" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
<param index="1" name="allow_empty" type="bool" default="true" />
<param index="2" name="maxsplit" type="int" default="0" />
<description>
- Splits the string by a [param delimiter] string and returns an array of the substrings. The [param delimiter] can be of any length.
+ Splits the string by a [param delimiter] string and returns an array of the substrings. The [param delimiter] can be of any length. If [param delimiter] is an empty string, each substring will be a single character.
If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
If [param maxsplit] is specified, it defines the number of splits to do from the left up to [param maxsplit]. The default value of [code]0[/code] means that all items are split.
If you need only one element from the array at a specific index, [method get_slice] is a more performant option.
- Example:
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var some_string = "One,Two,Three,Four"
@@ -940,12 +940,6 @@
<description>
</description>
</operator>
- <operator name="operator +">
- <return type="String" />
- <param index="0" name="right" type="int" />
- <description>
- </description>
- </operator>
<operator name="operator &lt;">
<return type="bool" />
<param index="0" name="right" type="String" />
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index 8656cde4a0..ff6d4d8821 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -114,21 +114,21 @@
</method>
</methods>
<members>
- <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.
If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead.
It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button.
[method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.
</member>
- <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top.
Refer to [member content_margin_bottom] for extra considerations.
</member>
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index 7f6628f8ee..d6900f935c 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -9,7 +9,8 @@
- Border width (individual width for each border)
- Rounded corners (individual radius for each corner)
- Shadow (with blur and offset)
- Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system. Example:
+ Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system.
+ [b]Example:[/b]
[codeblock]
height = 30
corner_radius_top_left = 50
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index d56cc9a31b..9d73e9fb39 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -275,28 +275,28 @@
</methods>
<constants>
<constant name="CUSTOM_RGBA8_UNORM" value="0" enum="CustomFormat">
- Limits range of data passed to `set_custom` to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].
+ Limits range of data passed to [method set_custom] to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].
</constant>
<constant name="CUSTOM_RGBA8_SNORM" value="1" enum="CustomFormat">
- Limits range of data passed to `set_custom` to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].
+ Limits range of data passed to [method set_custom] to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].
</constant>
<constant name="CUSTOM_RG_HALF" value="2" enum="CustomFormat">
- Stores data passed to `set_custom` as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].
+ Stores data passed to [method set_custom] as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].
</constant>
<constant name="CUSTOM_RGBA_HALF" value="3" enum="CustomFormat">
- Stores data passed to `set_custom` as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].
+ Stores data passed to [method set_custom] as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].
</constant>
<constant name="CUSTOM_R_FLOAT" value="4" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].
</constant>
<constant name="CUSTOM_RG_FLOAT" value="5" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].
</constant>
<constant name="CUSTOM_RGB_FLOAT" value="6" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].
</constant>
<constant name="CUSTOM_RGBA_FLOAT" value="7" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].
</constant>
<constant name="CUSTOM_MAX" value="8" enum="CustomFormat">
Used to indicate a disabled custom channel.
diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml
index c235843f3b..b47d6ded7d 100644
--- a/doc/classes/SystemFont.xml
+++ b/doc/classes/SystemFont.xml
@@ -41,7 +41,7 @@
Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead.
</member>
<member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
- Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
</member>
</members>
</class>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 302f9b329b..e2e7a0c37e 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -217,7 +217,7 @@
</theme_item>
<theme_item name="side_margin" data_type="constant" type="int" default="8">
The space at the left or right edges of the tab bar, accordingly with the current [member tab_alignment].
- The margin is ignored with [code]ALIGNMENT_RIGHT[/code] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [code]ALIGNMENT_CENTER[/code].
+ The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [constant TabBar.ALIGNMENT_CENTER].
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The font used to draw tab names.
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 2512c563c5..f4d92ab9b6 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -380,7 +380,7 @@
<return type="int" enum="TextServer.SubpixelPositioning" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font sub-pixel glyph positioning mode.
+ Returns font subpixel glyph positioning mode.
</description>
</method>
<method name="font_get_supported_chars" qualifiers="const">
@@ -413,7 +413,7 @@
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
+ Returns array containing glyph packing data.
</description>
</method>
<method name="font_get_transform" qualifiers="const">
@@ -804,7 +804,7 @@
<param index="0" name="font_rid" type="RID" />
<param index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" />
<description>
- Sets font sub-pixel glyph positioning mode.
+ Sets font subpixel glyph positioning mode.
</description>
</method>
<method name="font_set_texture_image">
@@ -824,7 +824,7 @@
<param index="2" name="texture_index" type="int" />
<param index="3" name="offset" type="PackedInt32Array" />
<description>
- Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
+ Sets array containing glyph packing data.
</description>
</method>
<method name="font_set_transform">
@@ -1416,7 +1416,7 @@
<param index="0" name="shaped" type="RID" />
<param index="1" name="direction" type="int" enum="TextServer.Direction" default="0" />
<description>
- Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale.
+ Sets desired text direction. If set to [constant DIRECTION_AUTO], direction will be detected based on the buffer contents and current locale.
[b]Note:[/b] Direction is ignored if server does not support [constant FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).
</description>
</method>
@@ -1547,23 +1547,23 @@
</constant>
<constant name="FONT_ANTIALIASING_LCD" value="2" enum="FontAntialiasing">
Font glyphs are rasterized for LCD screens.
- LCD sub-pixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
- LCD sub-pixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
+ LCD subpixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
+ LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_NONE" value="0" enum="FontLCDSubpixelLayout">
- Unknown or unsupported sub-pixel layout, LCD sub-pixel anti-aliasing is disabled.
+ Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_HRGB" value="1" enum="FontLCDSubpixelLayout">
- Horizontal RGB sub-pixel layout.
+ Horizontal RGB subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_HBGR" value="2" enum="FontLCDSubpixelLayout">
- Horizontal BGR sub-pixel layout.
+ Horizontal BGR subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_VRGB" value="3" enum="FontLCDSubpixelLayout">
- Vertical RGB sub-pixel layout.
+ Vertical RGB subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_VBGR" value="4" enum="FontLCDSubpixelLayout">
- Vertical BGR sub-pixel layout.
+ Vertical BGR subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_MAX" value="5" enum="FontLCDSubpixelLayout">
</constant>
@@ -1823,7 +1823,7 @@
Font have fixed-width characters.
</constant>
<constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser">
- Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description.
+ Use default behavior. Same as [constant STRUCTURED_TEXT_NONE] unless specified otherwise in the control description.
</constant>
<constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser">
BiDi override for URI.
diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml
index df6e0433dc..86c9026fd1 100644
--- a/doc/classes/Texture.xml
+++ b/doc/classes/Texture.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for all texture types.
</brief_description>
<description>
+ [Texture] is the base class for all texture types. Common texture types are [Texture2D] and [ImageTexture]. See also [Image].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index 3dd8c339b2..aac197090a 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -19,6 +19,8 @@
<param index="2" name="modulate" type="Color" />
<param index="3" name="transpose" type="bool" />
<description>
+ Called when the entire [Texture2D] is requested to be drawn over a [CanvasItem], with the top-left offset specified in [param pos]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect" qualifiers="virtual const">
@@ -29,6 +31,8 @@
<param index="3" name="modulate" type="Color" />
<param index="4" name="transpose" type="bool" />
<description>
+ Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect_region" qualifiers="virtual const">
@@ -40,21 +44,26 @@
<param index="4" name="transpose" type="bool" />
<param index="5" name="clip_uv" type="bool" />
<description>
+ Called when a part of the [Texture2D] specified by [param src_rect]'s coordinates is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s width is queried.
</description>
</method>
<method name="_has_alpha" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of an alpha channel in the [Texture2D] is queried.
</description>
</method>
<method name="_is_pixel_opaque" qualifiers="virtual const">
@@ -62,6 +71,7 @@
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
+ Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position.
</description>
</method>
<method name="draw" qualifiers="const">
@@ -100,7 +110,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the texture height.
+ Returns the texture height in pixels.
</description>
</method>
<method name="get_image" qualifiers="const">
@@ -113,13 +123,13 @@
<method name="get_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the texture size.
+ Returns the texture size in pixels.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the texture width.
+ Returns the texture width in pixels.
</description>
</method>
<method name="has_alpha" qualifiers="const">
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
index 113f37f974..ec00198db1 100644
--- a/doc/classes/Texture2DArray.xml
+++ b/doc/classes/Texture2DArray.xml
@@ -4,8 +4,9 @@
A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
</brief_description>
<description>
- A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending.
+ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml
index 4968f46fe8..1a66932d62 100644
--- a/doc/classes/Texture3D.xml
+++ b/doc/classes/Texture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture3D" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for 3-dimensionnal textures.
</brief_description>
<description>
+ Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered].
+ All images need to have the same width, height and number of mipmap levels.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
@@ -10,61 +14,73 @@
<method name="_get_data" qualifiers="virtual const">
<return type="Image[]" />
<description>
+ Called when the [Texture3D]'s data is queried.
</description>
</method>
<method name="_get_depth" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s depth is queried.
</description>
</method>
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [Texture3D]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s width is queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [Texture3D] is queried.
</description>
</method>
<method name="get_data" qualifiers="const">
<return type="Image[]" />
<description>
+ Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] represents a [i]slice[/i] of the [Texture3D], with different slices mapping to different depth (Z axis) levels.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in [Texture2D]).
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format" />
<description>
+ Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s height in pixels. Width is typically represented by the Y axis.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s width in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the [Texture3D] has generated mipmaps.
</description>
</method>
</methods>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 5e6afcbc5c..8f6dff7acf 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -4,12 +4,11 @@
Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
</brief_description>
<description>
- Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types.
+ Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
- A [TextureLayered] can be loaded with [code]method ResourceFormatLoader.load[/code].
- To create such a texture file yourself, re-import your image files using the Godot Editor import presets.
- Internally, Godot maps these files to their respective counterparts in the target rendering driver (GLES3, Vulkan).
+ A [TextureLayered] can be loaded with [method ResourceLoader.load].
+ Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3).
</description>
<tutorials>
</tutorials>
@@ -17,37 +16,44 @@
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [TextureLayered]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the the [TextureLayered]'s height is queried.
</description>
</method>
<method name="_get_layer_data" qualifiers="virtual const">
<return type="Image" />
<param index="0" name="layer_index" type="int" />
<description>
+ Called when the data for a layer in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layered_type" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the layers' type in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layers" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the number of layers in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [TextureLayered]'s width queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [TextureLayered] is queried.
</description>
</method>
<method name="get_format" qualifiers="const">
@@ -59,7 +65,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the height of the texture. Height is typically represented by the Y-axis.
+ Returns the height of the texture in pixels. Height is typically represented by the Y axis.
</description>
</method>
<method name="get_layer_data" qualifiers="const">
@@ -72,6 +78,7 @@
<method name="get_layered_type" qualifiers="const">
<return type="int" enum="TextureLayered.LayeredType" />
<description>
+ Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types.
</description>
</method>
<method name="get_layers" qualifiers="const">
@@ -83,7 +90,7 @@
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the width of the texture. Width is typically represented by the X-axis.
+ Returns the width of the texture in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
@@ -95,10 +102,13 @@
</methods>
<constants>
<constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType">
+ Texture is a generic [Texture2DArray].
</constant>
<constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType">
+ Texture is a [Cubemap], with each side in its own layer (6 in total).
</constant>
<constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType">
+ Texture is a [CubemapArray], with each cubemap being made of 6 layers.
</constant>
</constants>
</class>
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index fcdb18e10d..54b77bf5eb 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -27,6 +27,7 @@
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
+ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
@@ -40,6 +41,8 @@
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
</member>
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 7ced16d1af..5a24483774 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -7,7 +7,6 @@
A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of [TileSetSource], each of them storing a set of tiles.
Tiles can either be from a [TileSetAtlasSource], that render tiles out of a texture with support for physics, navigation, etc... or from a [TileSetScenesCollectionSource] which exposes scene-based tiles.
Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID and their alternative tile ID.
-
A TileSet can be configured so that its tiles expose more or less properties. To do so, the TileSet resources uses property layers, that you can add or remove depending on your needs.
For example, adding a physics layer allows giving collision shapes to your tiles. Each layer having dedicated properties (physics layer an mask), you may add several TileSet physics layers for each type of collision you need.
See the functions to add new layers for more information.
diff --git a/doc/classes/TileSetAtlasSource.xml b/doc/classes/TileSetAtlasSource.xml
index df469cd030..5efc1da6f9 100644
--- a/doc/classes/TileSetAtlasSource.xml
+++ b/doc/classes/TileSetAtlasSource.xml
@@ -6,9 +6,7 @@
<description>
An atlas is a grid of tiles laid out on a texture. Each tile in the grid must be exposed using [method create_tile]. Those tiles are then indexed using their coordinates in the grid.
Each tile can also have a size in the grid coordinates, making it more or less cells in the atlas.
-
Alternatives version of a tile can be created using [method create_alternative_tile], which are then indexed using an alternative ID. The main tile (the one in the grid), is accessed with an alternative ID equal to 0.
-
Each tile alternate has a set of properties that is defined by the source's [TileSet] layers. Those properties are stored in a TileData object that can be accessed and modified using [method get_tile_data].
As TileData properties are stored directly in the TileSetAtlasSource resource, their properties might also be set using [code]TileSetAtlasSource.set("&lt;coords_x&gt;:&lt;coords_y&gt;/&lt;alternative_id&gt;/&lt;tile_data_property&gt;")[/code].
</description>
diff --git a/doc/classes/TileSetSource.xml b/doc/classes/TileSetSource.xml
index e88e725bf4..4ebd7735b0 100644
--- a/doc/classes/TileSetSource.xml
+++ b/doc/classes/TileSetSource.xml
@@ -7,7 +7,6 @@
Exposes a set of tiles for a [TileSet] resource.
Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) and an alternative ID (of type int), named according to their use in the [TileSetAtlasSource] class.
Depending on the TileSet source type, those IDs might have restrictions on their values, this is why the base [TileSetSource] class only exposes getters for them.
-
You can iterate over all tiles exposed by a TileSetSource by first iterating over coordinates IDs using [method get_tiles_count] and [method get_tile_id], then over alternative IDs using [method get_alternative_tiles_count] and [method get_alternative_tile_id].
</description>
<tutorials>
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 539ca38190..532f6703b2 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -251,7 +251,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="min_width" type="int" />
<description>
- Overrides the calculated minimum width of a column. It can be set to `0` to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio].
+ Overrides the calculated minimum width of a column. It can be set to [code]0[/code] to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio].
</description>
</method>
<method name="set_column_expand">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index acf900ae55..eef35049e5 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -177,7 +177,8 @@
<method name="parallel">
<return type="Tween" />
<description>
- Makes the next [Tweener] run parallelly to the previous one. Example:
+ Makes the next [Tweener] run parallelly to the previous one.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var tween = create_tween()
@@ -272,7 +273,7 @@
<param index="0" name="callback" type="Callable" />
<description>
Creates and appends a [CallbackTweener]. This method can be used to call an arbitrary method in any object. Use [method Callable.bind] to bind additional arguments for the call.
- Example: object that keeps shooting every 1 second.
+ [b]Example:[/b] Object that keeps shooting every 1 second:
[codeblocks]
[gdscript]
var tween = get_tree().create_tween().set_loops()
@@ -283,7 +284,7 @@
tween.TweenCallback(new Callable(Shoot)).SetDelay(1.0f);
[/csharp]
[/codeblocks]
- Example: turning a sprite red and then blue, with 2 second delay.
+ [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:
[codeblocks]
[gdscript]
var tween = get_tree().create_tween()
@@ -304,7 +305,7 @@
<param index="0" name="time" type="float" />
<description>
Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [param time] is the length of the interval, in seconds.
- Example: creating an interval in code execution.
+ [b]Example:[/b] Creating an interval in code execution:
[codeblocks]
[gdscript]
# ... some code
@@ -317,7 +318,7 @@
// ... more code
[/csharp]
[/codeblocks]
- Example: creating an object that moves back and forth and jumps every few seconds.
+ [b]Example:[/b] Creating an object that moves back and forth and jumps every few seconds:
[codeblocks]
[gdscript]
var tween = create_tween().set_loops()
@@ -348,7 +349,7 @@
<param index="3" name="duration" type="float" />
<description>
Creates and appends a [MethodTweener]. This method is similar to a combination of [method tween_callback] and [method tween_property]. It calls a method over time with a tweened value provided as an argument. The value is tweened between [param from] and [param to] over the time specified by [param duration], in seconds. Use [method Callable.bind] to bind additional arguments for the call. You can use [method MethodTweener.set_ease] and [method MethodTweener.set_trans] to tweak the easing and transition of the value or [method MethodTweener.set_delay] to delay the tweening.
- Example: making a 3D object look from one point to another point.
+ [b]Example:[/b] Making a 3D object look from one point to another point:
[codeblocks]
[gdscript]
var tween = create_tween()
@@ -359,7 +360,7 @@
tween.TweenMethod(new Callable(() =&gt; LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument.
[/csharp]
[/codeblocks]
- Example: setting a text of a [Label], using an intermediate method and after a delay.
+ [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay:
[codeblocks]
[gdscript]
func _ready():
@@ -393,7 +394,8 @@
<param index="2" name="final_val" type="Variant" />
<param index="3" name="duration" type="float" />
<description>
- Creates and appends a [PropertyTweener]. This method tweens a [param property] of an [param object] between an initial value and [param final_val] in a span of time equal to [param duration], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example:
+ Creates and appends a [PropertyTweener]. This method tweens a [param property] of an [param object] between an initial value and [param final_val] in a span of time equal to [param duration], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var tween = create_tween()
@@ -408,7 +410,7 @@
[/codeblocks]
will move the sprite to position (100, 200) and then to (200, 300). If you use [method PropertyTweener.from] or [method PropertyTweener.from_current], the starting position will be overwritten by the given value instead. See other methods in [PropertyTweener] to see how the tweening can be tweaked further.
[b]Note:[/b] You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
- Example: moving object twice from the same position, with different transition types.
+ [b]Example:[/b] Moving an object twice from the same position, with different transition types:
[codeblocks]
[gdscript]
var tween = create_tween()
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 5706d098e8..78013a8f4b 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -45,6 +45,13 @@
Returns the currently active 3D camera.
</description>
</method>
+ <method name="get_canvas_cull_mask_bit" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="layer" type="int" />
+ <description>
+ Returns an individual bit on the rendering layer mask.
+ </description>
+ </method>
<method name="get_final_transform" qualifiers="const">
<return type="Transform2D" />
<description>
@@ -176,6 +183,14 @@
If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
</description>
</method>
+ <method name="set_canvas_cull_mask_bit">
+ <return type="void" />
+ <param index="0" name="layer" type="int" />
+ <param index="1" name="enable" type="bool" />
+ <description>
+ Set/clear individual bits on the rendering layer mask. This simplifies editing this [Viewport]'s layers.
+ </description>
+ </method>
<method name="set_input_as_handled">
<return type="void" />
<description>
@@ -205,6 +220,9 @@
<member name="audio_listener_enable_3d" type="bool" setter="set_as_audio_listener_3d" getter="is_audio_listener_3d" default="false">
If [code]true[/code], the viewport will process 3D audio streams.
</member>
+ <member name="canvas_cull_mask" type="int" setter="set_canvas_cull_mask" getter="get_canvas_cull_mask" default="4294967295">
+ The rendering layers in which this [Viewport] renders [CanvasItem] nodes.
+ </member>
<member name="canvas_item_default_texture_filter" type="int" setter="set_default_canvas_item_texture_filter" getter="get_default_canvas_item_texture_filter" enum="Viewport.DefaultCanvasItemTextureFilter" default="1">
Sets the default filter mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureFilter] for options.
</member>
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 94e8c25660..31811f817b 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -56,7 +56,7 @@
</method>
</methods>
<members>
- <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask">
+ <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
The render layer(s) this [VisualInstance3D] is drawn on.
This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
index 6268a3fe09..2ebffcfe76 100644
--- a/doc/classes/VisualShaderNodeInput.xml
+++ b/doc/classes/VisualShaderNodeInput.xml
@@ -19,7 +19,7 @@
</methods>
<members>
<member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default="&quot;[None]&quot;">
- One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]).
+ One of the several input constants in lower-case style like: "vertex" ([code]VERTEX[/code]) or "point_size" ([code]POINT_SIZE[/code]).
</member>
</members>
<signals>
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index c278f7031f..8707ef003a 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -491,7 +491,7 @@
Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.
</constant>
<constant name="MODE_MAXIMIZED" value="2" enum="Mode">
- Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is pressed.
+ Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed.
</constant>
<constant name="MODE_FULLSCREEN" value="3" enum="Mode">
Full screen window mode. Note that this is not [i]exclusive[/i] full screen. On Windows and Linux, a borderless window is used to emulate full screen. On macOS, a new desktop is used to display the running project.
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 3e48b8284a..05d5eb6673 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -32,7 +32,17 @@
<method name="get_play_area" qualifiers="const">
<return type="PackedVector3Array" />
<description>
- Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualise the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
+ Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
+ </description>
+ </method>
+ <method name="get_projection_for_view">
+ <return type="Projection" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="aspect" type="float" />
+ <param index="2" name="near" type="float" />
+ <param index="3" name="far" type="float" />
+ <description>
+ Returns the projection matrix for a view/eye.
</description>
</method>
<method name="get_render_target_size">
@@ -47,6 +57,16 @@
If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
</description>
</method>
+ <method name="get_transform_for_view">
+ <return type="Transform3D" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="cam_transform" type="Transform3D" />
+ <description>
+ Returns the transform for a view/eye.
+ [param view] is the view/eye index.
+ [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D.
+ </description>
+ </method>
<method name="get_view_count">
<return type="int" />
<description>
@@ -66,7 +86,7 @@
<method name="is_initialized" qualifiers="const">
<return type="bool" />
<description>
- Is [code]true[/code] if this interface has been initialised.
+ Is [code]true[/code] if this interface has been initialized.
</description>
</method>
<method name="is_passthrough_enabled">
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index 5958999037..c6b215daa3 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -138,7 +138,7 @@
<method name="_is_initialized" qualifiers="virtual const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this interface has been initialised.
+ Returns [code]true[/code] if this interface has been initialized.
</description>
</method>
<method name="_notification" qualifiers="virtual">
diff --git a/doc/classes/int.xml b/doc/classes/int.xml
index 689cb7fe8e..65ab5d4656 100644
--- a/doc/classes/int.xml
+++ b/doc/classes/int.xml
@@ -206,13 +206,6 @@
</description>
</operator>
<operator name="operator +">
- <return type="String" />
- <param index="0" name="right" type="String" />
- <description>
- Adds Unicode character with code [int] to the [String].
- </description>
- </operator>
- <operator name="operator +">
<return type="float" />
<param index="0" name="right" type="float" />
<description>