diff options
Diffstat (limited to 'doc')
108 files changed, 1199 insertions, 131 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml index cddc59ab71..b5f5fed3f9 100644 --- a/doc/classes/@GDScript.xml +++ b/doc/classes/@GDScript.xml @@ -4,7 +4,7 @@ Built-in GDScript functions. </brief_description> <description> - This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects. + List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.) </description> <tutorials> </tutorials> @@ -1145,8 +1145,9 @@ <argument index="1" name="signal" type="String" default=""""> </argument> <description> - Stops the function execution and returns the current state. Call [method GDScriptFunctionState.resume] on the state to resume execution. This invalidates the state. - Returns anything that was passed to the resume function call. If passed an object and a signal, the execution is resumed when the object's signal is emitted. + Stops the function execution and returns the current suspended state to the calling function. + From the caller, call [method GDScriptFunctionState.resume] on the state to resume execution. This invalidates the state. Within the resumed function, [code]yield()[/code] returns whatever was passed to the [code]resume()[/code] function call. + If passed an object and a signal, the execution is resumed when the object emits the given signal. In this case, [code]yield()[/code] returns the argument passed to [code]emit_signal()[/code] if the signal takes only one argument, or an array containing all the arguments passed to [code]emit_signal()[/code] if the signal takes multiple arguments. </description> </method> </methods> diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 840d884a8c..7f94676e93 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -29,9 +29,6 @@ <member name="Geometry" type="Geometry" setter="" getter=""> [Geometry] singleton </member> - <member name="GodotSharp" type="GodotSharp" setter="" getter=""> - [GodotSharp] singleton - </member> <member name="IP" type="IP" setter="" getter=""> [IP] singleton </member> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 730c395f10..b9061e0b87 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -7,7 +7,7 @@ AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index ea503f8aa9..c6b868c058 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -8,7 +8,7 @@ Animations are just data containers, and must be added to odes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/animation/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/animation/index.html</link> </tutorials> <demos> </demos> @@ -24,6 +24,214 @@ Add a track to the Animation. The track type must be specified as any of the values in the TYPE_* enumeration. </description> </method> + <method name="animation_track_get_key_animation" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="animation_track_insert_key"> + <return type="int"> + </return> + <argument index="0" name="track" type="int"> + </argument> + <argument index="1" name="time" type="float"> + </argument> + <argument index="2" name="animation" type="String"> + </argument> + <description> + </description> + </method> + <method name="animation_track_set_key_animation"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="animation" type="String"> + </argument> + <description> + </description> + </method> + <method name="audio_track_get_key_end_offset" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="audio_track_get_key_start_offset" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="audio_track_get_key_stream" qualifiers="const"> + <return type="Resource"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="audio_track_insert_key"> + <return type="int"> + </return> + <argument index="0" name="track" type="int"> + </argument> + <argument index="1" name="time" type="float"> + </argument> + <argument index="2" name="stream" type="Resource"> + </argument> + <argument index="3" name="start_offset" type="float" default="0"> + </argument> + <argument index="4" name="end_offset" type="float" default="0"> + </argument> + <description> + </description> + </method> + <method name="audio_track_set_key_end_offset"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="offset" type="float"> + </argument> + <description> + </description> + </method> + <method name="audio_track_set_key_start_offset"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="offset" type="float"> + </argument> + <description> + </description> + </method> + <method name="audio_track_set_key_stream"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="stream" type="Resource"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_get_key_in_handle" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_get_key_out_handle" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_get_key_value" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_insert_key"> + <return type="int"> + </return> + <argument index="0" name="track" type="int"> + </argument> + <argument index="1" name="time" type="float"> + </argument> + <argument index="2" name="value" type="float"> + </argument> + <argument index="3" name="in_handle" type="Vector2" default="Vector2( 0, 0 )"> + </argument> + <argument index="4" name="out_handle" type="Vector2" default="Vector2( 0, 0 )"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_interpolate" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="track" type="int"> + </argument> + <argument index="1" name="time" type="float"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_set_key_in_handle"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="in_handle" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_set_key_out_handle"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="out_handle" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="bezier_track_set_key_value"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="key_idx" type="int"> + </argument> + <argument index="2" name="value" type="float"> + </argument> + <description> + </description> + </method> <method name="clear"> <return type="void"> </return> @@ -347,6 +555,16 @@ Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local" </description> </method> + <method name="track_swap"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="with_idx" type="int"> + </argument> + <description> + </description> + </method> <method name="transform_track_insert_key"> <return type="int"> </return> @@ -430,6 +648,12 @@ <constant name="TYPE_METHOD" value="2" enum="TrackType"> Method tracks call functions with given arguments per key. </constant> + <constant name="TYPE_BEZIER" value="3" enum="TrackType"> + </constant> + <constant name="TYPE_AUDIO" value="4" enum="TrackType"> + </constant> + <constant name="TYPE_ANIMATION" value="5" enum="TrackType"> + </constant> <constant name="INTERPOLATION_NEAREST" value="0" enum="InterpolationType"> No interpolation (nearest value). </constant> @@ -448,5 +672,7 @@ <constant name="UPDATE_TRIGGER" value="2" enum="UpdateMode"> Update at the keyframes. </constant> + <constant name="UPDATE_CAPTURE" value="3" enum="UpdateMode"> + </constant> </constants> </class> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 673bbbea59..e1b3c7a9c9 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -7,8 +7,8 @@ An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html - http://docs.godotengine.org/en/3.0/tutorials/animation/index.html + <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/animation/index.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/AnimationTrackEditPlugin.xml b/doc/classes/AnimationTrackEditPlugin.xml new file mode 100644 index 0000000000..f322a556b1 --- /dev/null +++ b/doc/classes/AnimationTrackEditPlugin.xml @@ -0,0 +1,15 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AnimationTrackEditPlugin" inherits="Reference" category="Core" version="3.1"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <demos> + </demos> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 35c120cd6a..7fcb827252 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -4,7 +4,16 @@ Generic array datatype. </brief_description> <description> - Generic array, contains several elements of any type, accessible by numerical index starting at 0. Negative indices can be used to count from the right, like in Python. Arrays are always passed by reference. + Generic array, contains several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.). Example: + [codeblock] + var array = ["One", 2, 3, "Four"] + print(array[0]) # One + print(array[2]) # 3 + print(array[-1]) # Four + array[2] = "Three" + print(array[-2]) # Three + [/codeblock] + Arrays are always passed by reference. </description> <tutorials> </tutorials> diff --git a/doc/classes/AudioEffectEQ10.xml b/doc/classes/AudioEffectEQ10.xml index f88a954417..daca342ace 100644 --- a/doc/classes/AudioEffectEQ10.xml +++ b/doc/classes/AudioEffectEQ10.xml @@ -16,7 +16,6 @@ Band 8 : 4000 Hz Band 9 : 8000 Hz Band 10 : 16000 Hz - See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]. </description> <tutorials> diff --git a/doc/classes/AudioEffectEQ21.xml b/doc/classes/AudioEffectEQ21.xml index 86d2189f27..99d35604fc 100644 --- a/doc/classes/AudioEffectEQ21.xml +++ b/doc/classes/AudioEffectEQ21.xml @@ -27,7 +27,6 @@ Band 19 : 11000 Hz Band 20 : 16000 Hz Band 21 : 22000 Hz - See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]. </description> <tutorials> diff --git a/doc/classes/AudioEffectEQ6.xml b/doc/classes/AudioEffectEQ6.xml index 8f789cdbdd..047c4c960f 100644 --- a/doc/classes/AudioEffectEQ6.xml +++ b/doc/classes/AudioEffectEQ6.xml @@ -12,7 +12,6 @@ Band 4 : 1000 Hz Band 5 : 3200 Hz Band 6 : 10000 Hz - See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]. </description> <tutorials> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 7b3ba632cc..51df1e99dd 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_buses.html + <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_buses.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index d332277248..15bbb1625c 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 7d9fcf3e01..00d03d2b20 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,8 +7,8 @@ Plays background audio. </description> <tutorials> - http://docs.godotengine.org/en/latest/learning/features/audio/index.html - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + <link>http://docs.godotengine.org/en/latest/learning/features/audio/index.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 81beab245d..03b0a3aa81 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,8 +7,8 @@ Plays audio that dampens with distance from screen center. </description> <tutorials> - http://docs.godotengine.org/en/latest/learning/features/audio/index.html - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + <link>http://docs.godotengine.org/en/latest/learning/features/audio/index.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 311efb7495..2746938c1d 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -7,8 +7,8 @@ Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. </description> <tutorials> - http://docs.godotengine.org/en/latest/learning/features/audio/index.html - http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html + <link>http://docs.godotengine.org/en/latest/learning/features/audio/index.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index 45c60302a6..77895249e5 100644 --- a/doc/classes/BakedLightmap.xml +++ b/doc/classes/BakedLightmap.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index b9dc763820..fe8debe1a9 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -8,8 +8,8 @@ For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). </description> <tutorials> - http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html - http://docs.godotengine.org/en/latest/tutorials/math/rotations.html + <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link>http://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index c8622be4ad..a04e38af5c 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -11,8 +11,8 @@ Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 3e4d1b29f7..d4412e15c9 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [code]CanvasLayer[/code] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [code]CanvasLayer[/code] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html - http://docs.godotengine.org/en/3.0/tutorials/2d/canvas_layers.html + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/canvas_layers.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index 95fa1175c3..682c9340df 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 3136f132bf..3312fad99c 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index 2214264dca..1bd902c20e 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -31,6 +31,9 @@ <member name="raw_mode" type="bool" setter="set_raw_mode" getter="is_raw_mode"> If [code]true[/code], allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR). </member> + <member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode"> + If [code]true[/code], the color will apply only after user releases mouse button, otherwise it will apply immediatly even in mouse motion event (which can cause performance issues). + </member> </members> <signals> <signal name="color_changed"> diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index a42d0f196e..ec0381bda5 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -117,7 +117,7 @@ <argument index="2" name="value" type="Variant"> </argument> <description> - Assigns a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a [code]null[/code] value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed. + Assigns a value to the specified key of the specified section. If the section and/or the key do not exist, they are created. Passing a [code]null[/code] value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed. </description> </method> </methods> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9413a8aa34..52382337cf 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -13,8 +13,8 @@ [Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/gui/index.html - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + <link>http://docs.godotengine.org/en/3.0/tutorials/gui/index.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/CylinderShape.xml b/doc/classes/CylinderShape.xml new file mode 100644 index 0000000000..a63cc8831e --- /dev/null +++ b/doc/classes/CylinderShape.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CylinderShape" inherits="Shape" category="Core" version="3.1"> + <brief_description> + Cylinder shape for collisions. + </brief_description> + <description> + Cylinder shape for collisions. + </description> + <tutorials> + </tutorials> + <demos> + </demos> + <methods> + </methods> + <members> + <member name="height" type="float" setter="set_height" getter="get_height"> + The cylinder's height. + </member> + <member name="radius" type="float" setter="set_radius" getter="get_radius"> + The cylinder's radius. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index 5e492b74da..ef75182811 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -7,7 +7,7 @@ A DirectionalLight is a type of [Light] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 040ccf4462..d8ad208fa7 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -23,7 +23,7 @@ [/codeblock] </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html + <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 406bd7b7df..e48eb82691 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -5,10 +5,7 @@ </brief_description> <description> EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin]. - EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extension] and [method get_resource_type]). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory. - - Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": [codeblock] tool diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 860d98ab62..f5fbf8e313 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. </description> <tutorials> - http://docs.godotengine.org/en/3.0/development/plugins/index.html + <link>http://docs.godotengine.org/en/3.0/development/plugins/index.html</link> </tutorials> <demos> </demos> @@ -235,6 +235,13 @@ <description> </description> </method> + <method name="get_script_create_dialog"> + <return type="ScriptCreateDialog"> + </return> + <description> + Gets the Editor's dialogue used for making scripts. Note that users can configure it before use. + </description> + </method> <method name="get_state" qualifiers="virtual"> <return type="Dictionary"> </return> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 664ea33dd6..f95c26c2b0 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -1,20 +1,56 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorScenePostImport" inherits="Reference" category="Core" version="3.1"> <brief_description> + Post process scenes after import </brief_description> <description> + The imported scene can be automatically modified right after import by specifying a 'custom script' that inherits from this class. The [method post_import]-method receives the imported scene's root-node and returns the modified version of the scene </description> <tutorials> + http://docs.godotengine.org/en/latest/learning/workflow/assets/importing_scenes.html?highlight=post%20import </tutorials> <demos> + [codeblock] +tool # needed so it runs in editor +extends EditorScenePostImport + +# This sample changes all node names + +# get called right after the scene is imported and gets the root-node +func post_import(scene): + # change all node names to "modified_[oldnodename]" + iterate(scene) + return scene # remember to return the imported scene + +func iterate(node): + if node!=null: + node.name = "modified_"+node.name + for child in node.get_children(): + iterate(child) +[/codeblock] </demos> <methods> + <method name="get_source_file" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the source-file-path which got imported (e.g. [code]res://scene.dae[/code] ) + </description> + </method> + <method name="get_source_folder" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the resource-folder the imported scene-file is located in + </description> + </method> <method name="post_import" qualifiers="virtual"> - <return type="void"> + <return type="Object"> </return> <argument index="0" name="scene" type="Object"> </argument> <description> + Gets called after the scene got imported and has to return the modified version of the scene </description> </method> </methods> diff --git a/doc/classes/EditorSpatialGizmo.xml b/doc/classes/EditorSpatialGizmo.xml index 58d2671968..3636442b85 100644 --- a/doc/classes/EditorSpatialGizmo.xml +++ b/doc/classes/EditorSpatialGizmo.xml @@ -24,8 +24,6 @@ </return> <argument index="0" name="triangles" type="TriangleMesh"> </argument> - <argument index="1" name="bounds" type="AABB"> - </argument> <description> Add collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. Call this function during [method redraw]. </description> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 3273005395..f921b76b21 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -16,7 +16,6 @@ </return> <description> Returns engine author information in a Dictionary. - "lead_developers" - Array of Strings, lead developer names "founders" - Array of Strings, founder names "project_managers" - Array of Strings, project manager names @@ -28,7 +27,6 @@ </return> <description> Returns an Array of copyright information Dictionaries. - "name" - String, component name "parts" - Array of Dictionaries {"files", "copyright", "license"} describing subsections of the component </description> @@ -89,7 +87,6 @@ </return> <description> Returns the current engine version information in a Dictionary. - "major" - Holds the major version number as an int "minor" - Holds the minor version number as an int "patch" - Holds the patch version number as an int diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 18adaa645c..cd2584ed43 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -13,8 +13,8 @@ - Adjustments </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html - http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/high_dynamic_range.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index bd368e967a..20054ac9dc 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -9,20 +9,20 @@ [codeblock] func save(content): var file = File.new() - file.open("user://save_game.dat", file.WRITE) + file.open("user://save_game.dat", File.WRITE) file.store_string(content) file.close() func load(): var file = File.new() - file.open("user://save_game.dat", file.READ) + file.open("user://save_game.dat", File.READ) var content = file.get_as_text() file.close() return content [/codeblock] </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html + <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index b165d8fb8c..247228d265 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -33,6 +33,12 @@ <description> </description> </method> + <method name="get_line_edit"> + <return type="LineEdit"> + </return> + <description> + </description> + </method> <method name="get_vbox"> <return type="VBoxContainer"> </return> diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index fde91d09ac..77dea73564 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/gi_probes.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/gi_probes.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 018b548ef1..08e2f649a0 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -10,8 +10,8 @@ For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/networking/http_client_class.html - http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html + <link>http://docs.godotengine.org/en/3.0/tutorials/networking/http_client_class.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index ec9f86993f..c5bb10a23a 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -8,7 +8,7 @@ Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html + <link>http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 7d34eccc71..55693bd49c 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -350,6 +350,15 @@ Loads an image from the binary contents of a PNG file. </description> </method> + <method name="load_webp_from_buffer"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="buffer" type="PoolByteArray"> + </argument> + <description> + Loads an image from the binary contents of a WebP file. + </description> + </method> <method name="lock"> <return type="void"> </return> @@ -393,6 +402,12 @@ Resizes the image to the nearest power of 2 for the width and height. If [code]square[/code] is [code]true[/code] then set width and height to be the same. </description> </method> + <method name="rgbe_to_srgb"> + <return type="Image"> + </return> + <description> + </description> + </method> <method name="save_png" qualifiers="const"> <return type="int" enum="Error"> </return> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index f92f8da5dd..a4346c1485 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index cbed2285df..993d62d188 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index e50c43c045..16000231cb 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu [code]Project > Project Settings > Input Map[/code]. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#actions + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#actions</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 9614b0805b..adaeae685e 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For joysticks see [InputEventJoypadMotion]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index b01f2a3fe1..f86aec4ce0 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [code]InputEventJoypadMotion[/code] represents one axis at a time. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 410738c68e..7503e53188 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index 96a0116c3c..06de96890a 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index 73190c7283..50641dceed 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <demos> </demos> @@ -21,7 +21,7 @@ If [code]true[/code] the mouse button's state is a double-click. If [code]false[/code] the mouse button's state is released. </member> <member name="factor" type="float" setter="set_factor" getter="get_factor"> - TO TALK in PR, reduz said : i think it's used for apple touch but i don't remember what it does + Magnitude. Amount (or delta) of the event. Used for scroll events, indicates scroll amount (vertically or horizontally). Only supported on some platforms, sensitivity varies by platform. May be 0 if not supported. </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed"> If [code]true[/code] the mouse button's state is pressed. If [code]false[/code] the mouse button's state is released. diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 83aa28c693..05e3e79d26 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -7,7 +7,7 @@ Contains mouse motion information. Supports relative, absolute positions and speed. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index a2ac8d587f..f777d90ccb 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -8,7 +8,7 @@ Contains screen drag information. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 64b9550f9d..39cd0a9657 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 2d046cbfd2..9c1814fedd 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 3399a3f096..2f5fb49dba 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project > Project Settings > Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap + <link>http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap</link> </tutorials> <demos> </demos> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 1d40b990a9..17588717c2 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -7,7 +7,7 @@ The JavaScript singleton is implemented only in HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + <link>http://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> </tutorials> <demos> </demos> diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 5553602db2..ae33ed5205 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -9,7 +9,7 @@ Kinematic Characters: KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/kinematic_character_2d.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/kinematic_character_2d.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index e05ed2d0b1..e9b36c2f9d 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -7,7 +7,7 @@ Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml index 19be34978d..c1682e71e5 100644 --- a/doc/classes/Line2D.xml +++ b/doc/classes/Line2D.xml @@ -117,5 +117,8 @@ <constant name="LINE_TEXTURE_TILE" value="1" enum="LineTextureMode"> Tiles the texture over the line. The texture need to be imported with Repeat Enabled for it to work properly. </constant> + <constant name="LINE_TEXTURE_STRETCH" value="2" enum="LineTextureMode"> + Stretches the texture across the line. Import the texture with Repeat Disabled for best results. + </constant> </constants> </class> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 31904631a9..8c114a55c9 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -60,9 +60,8 @@ <return type="void"> </return> <description> - Method used for polling the MultiplayerAPI. - You only need to worry about this if you are using [member Node.custom_multiplayer] override. - SceneTree will poll the default MultiplayerAPI for you. + Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default [SceneTree] will poll its MultiplayerAPI for you. + NOTE: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]). </description> </method> <method name="send_bytes"> @@ -143,7 +142,7 @@ Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or slaves. </constant> <constant name="RPC_MODE_SYNC" value="2" enum="RPCMode"> - Behave like [constant RPC_MODE_REMOTE] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword. + Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Analogous to the [code]sync[/code] keyword. </constant> <constant name="RPC_MODE_MASTER" value="3" enum="RPCMode"> Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. Only accepts calls or property changes from the node's network slaves, see [method Node.set_network_master]. @@ -152,7 +151,7 @@ Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on slaves for this node. Analogous to the [code]slave[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master]. </constant> <constant name="RPC_MODE_REMOTESYNC" value="5" enum="RPCMode"> - Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [constant RPC_MODE_SYNC] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword. + Behave like [code]RPC_MODE_REMOTE[/code] but also make the call or property change locally. Same as [code]RPC_MODE_SYNC[/code] which is only kept for compatibility. Analogous to the [code]remotesync[/code] keyword. </constant> <constant name="RPC_MODE_MASTERSYNC" value="6" enum="RPCMode"> Behave like [code]RPC_MODE_MASTER[/code] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword. diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index 2780334384..e878b3a746 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -7,7 +7,7 @@ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html + <link>http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0fe576a39d..8bae412053 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html + <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index a61678041f..13eabeca17 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a position, rotation and scale. All 2D physics nodes and sprites inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control on the node's render order. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 9505cad868..1526b1be8c 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -292,7 +292,6 @@ </argument> <description> Returns the dots per inch density of the specified screen. - On Android Devices, the actual screen densities are grouped into six generalized densities: ldpi - 120 dpi mdpi - 160 dpi @@ -363,6 +362,13 @@ Returns the amount of time passed in milliseconds since the engine started. </description> </method> + <method name="get_ticks_usec" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the amount of time passed in microseconds since the engine started. + </description> + </method> <method name="get_time" qualifiers="const"> <return type="Dictionary"> </return> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 0717836366..ab49bc468c 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -16,7 +16,7 @@ </demos> <methods> <method name="_get" qualifiers="virtual"> - <return type="void"> + <return type="Variant"> </return> <argument index="0" name="property" type="String"> </argument> diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 0ed133f52e..ff2e77ffbe 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -7,7 +7,7 @@ An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index 04177aca25..b03cf6cadb 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.xml @@ -22,6 +22,7 @@ <return type="void"> </return> <description> + Restarts the particle emmission, clearing existing particles. </description> </method> </methods> @@ -33,14 +34,19 @@ Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code]. </member> <member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the first draw pass. </member> <member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the second draw pass. </member> <member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the third draw pass. </member> <member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh"> + [Mesh] that is drawn for the fourth draw pass. </member> <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes"> + The number of draw passes when rendering particles. </member> <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting"> If [code]true[/code] particles are being emitted. Default value: [code]true[/code]. @@ -62,6 +68,7 @@ If [code]true[/code] only [code]amount[/code] particles will be emitted. Default value: [code]false[/code]. </member> <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time"> + Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. </member> <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material"> [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. @@ -73,6 +80,7 @@ Speed scaling ratio. Default value: [code]1[/code]. </member> <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb"> + The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active. </member> </members> <constants> @@ -86,6 +94,7 @@ Particles are drawn in order of depth. </constant> <constant name="MAX_DRAW_PASSES" value="4"> + Maximum number of draw passes supported. </constant> </constants> </class> diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index b55702dac4..f0fee77a5a 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index e252aaa048..14053c6a35 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -7,7 +7,7 @@ PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 42b1eac5e4..ccc704c7ec 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index fabf153dac..3f0e1a4f70 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/PhysicsServer.xml b/doc/classes/PhysicsServer.xml index 6efbfdb519..d45a3adc9c 100644 --- a/doc/classes/PhysicsServer.xml +++ b/doc/classes/PhysicsServer.xml @@ -1413,16 +1413,19 @@ <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType"> The [Shape] is a [CapsuleShape]. </constant> - <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType"> + <constant name="SHAPE_CYLINDER" value="5" enum="ShapeType"> + The [Shape] is a [CylinderShape]. + </constant> + <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType"> The [Shape] is a [ConvexPolygonShape]. </constant> - <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType"> + <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType"> The [Shape] is a [ConcavePolygonShape]. </constant> - <constant name="SHAPE_HEIGHTMAP" value="7" enum="ShapeType"> + <constant name="SHAPE_HEIGHTMAP" value="8" enum="ShapeType"> The [Shape] is a [HeightMapShape]. </constant> - <constant name="SHAPE_CUSTOM" value="8" enum="ShapeType"> + <constant name="SHAPE_CUSTOM" value="9" enum="ShapeType"> This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. </constant> <constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter"> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index ca035ad383..6f616401cb 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 166a4be2b0..83d1246e2a 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -303,6 +303,14 @@ Return whether the item is a separator. If it is, it would be displayed as a line. </description> </method> + <method name="is_item_shortcut_disabled" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + </description> + </method> <method name="remove_item"> <return type="void"> </return> @@ -433,6 +441,16 @@ <description> </description> </method> + <method name="set_item_shortcut_disabled"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="disabled" type="bool"> + </argument> + <description> + </description> + </method> <method name="set_item_submenu"> <return type="void"> </return> @@ -489,6 +507,9 @@ </member> <member name="hide_on_state_item_selection" type="bool" setter="set_hide_on_state_item_selection" getter="is_hide_on_state_item_selection"> </member> + <member name="submenu_popup_delay" type="real" setter="set_submenu_popup_delay" getter="get_submenu_popup_delay"> + Sets the delay time for the submenu item to popup on mouse hovering. If the popup menu is added as a child of another (acting as a submenu), it will inherit the delay time of the parent menu item. Default value: [code]0.3[/code] seconds. + </member> </members> <signals> <signal name="id_focused"> diff --git a/doc/classes/PrismMesh.xml b/doc/classes/PrismMesh.xml index 268395c37a..11815d299b 100644 --- a/doc/classes/PrismMesh.xml +++ b/doc/classes/PrismMesh.xml @@ -14,7 +14,7 @@ </methods> <members> <member name="left_to_right" type="float" setter="set_left_to_right" getter="get_left_to_right"> - Displacement of of the upper edge along the x-axis. 0.0 positions edge straight above the bottome left edge. Defaults to 0.5 (positioned on the midpoint). + Displacement of the upper edge along the x-axis. 0.0 positions edge straight above the bottome left edge. Defaults to 0.5 (positioned on the midpoint). </member> <member name="size" type="Vector3" setter="set_size" getter="get_size"> Size of the prism. Defaults to (2.0, 2.0, 2.0). diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 44bba8bd20..666f6b4710 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -156,6 +156,536 @@ </description> </method> </methods> + <members> + <member name="application/boot_splash/fullsize" type="bool" setter="" getter=""> + Scale the boot splash image to the full window length when engine starts (will leave it as default pixel size otherwise). + </member> + <member name="application/boot_splash/image" type="String" setter="" getter=""> + Path to an image used for boot splash. + </member> + <member name="application/config/custom_user_dir_name" type="String" setter="" getter=""> + This directory is used for storing persistent data (user:// filesystem). If a custom name is set, then system paths will be used to store this on Desktop (AppData on Windows, user ~/.config on Unixes, etc), else the Godot config folder is used. This name needs to be unique, and it's recommended to set it to something before publishing. + the "use_custom_user_dir" setting must be enabled for this to take effect. + </member> + <member name="application/config/icon" type="String" setter="" getter=""> + Icon used for the project, set when project loads. Exporters will use this icon when possible to. + </member> + <member name="application/config/name" type="String" setter="" getter=""> + Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages. + </member> + <member name="application/config/use_custom_user_dir" type="bool" setter="" getter=""> + Allow the project to save to it's own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect. + </member> + <member name="application/run/disable_stderr" type="bool" setter="" getter=""> + Disable printing to stderr on exported build. + </member> + <member name="application/run/disable_stdout" type="bool" setter="" getter=""> + Disable printing to stdout on exported build. + </member> + <member name="application/run/frame_delay_msec" type="int" setter="" getter=""> + Force a delay between frames in the main loop. This may be useful if you plan to disable vsync. + </member> + <member name="application/run/low_processor_mode" type="bool" setter="" getter=""> + Turn on low processor mode. This setting only works on desktops. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) on games. + </member> + <member name="application/run/low_processor_mode_sleep_usec" type="int" setter="" getter=""> + Amount of sleeping between frames when the low_processor_mode is enabled. This effectively reduces CPU usage when this mode is enabled. + </member> + <member name="application/run/main_scene" type="String" setter="" getter=""> + Path to the main scene file that will be loaded when the project runs. + </member> + <member name="audio/channel_disable_threshold_db" type="float" setter="" getter=""> + Audio buses will disable automatically when sound goes below a given DB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing. + </member> + <member name="audio/channel_disable_time" type="float" setter="" getter=""> + Audio buses will disable automatically when sound goes below a given DB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing. + </member> + <member name="audio/driver" type="String" setter="" getter=""> + </member> + <member name="audio/mix_rate" type="int" setter="" getter=""> + Mix rate used for audio. In general, it's better to not touch this and leave it to the host operating system. + </member> + <member name="audio/output_latency" type="int" setter="" getter=""> + </member> + <member name="audio/video_delay_compensation_ms" type="int" setter="" getter=""> + Setting to harcode audio delay when playing video. Best to leave this untouched unless you know what you are doing. + </member> + <member name="compression/formats/gzip/compression_level" type="int" setter="" getter=""> + Default compression level for gzip. Affects compressed scenes and resources. + </member> + <member name="compression/formats/zlib/compression_level" type="int" setter="" getter=""> + Default compression level for zlib. Affects compressed scenes and resources. + </member> + <member name="compression/formats/zstd/compression_level" type="int" setter="" getter=""> + Default compression level for zstd. Affects compressed scenes and resources. + </member> + <member name="compression/formats/zstd/long_distance_matching" type="bool" setter="" getter=""> + Enable long distance matching in zstd. + </member> + <member name="compression/formats/zstd/window_log_size" type="int" setter="" getter=""> + </member> + <member name="debug/settings/crash_handler/message" type="String" setter="" getter=""> + </member> + <member name="debug/settings/fps/force_fps" type="int" setter="" getter=""> + </member> + <member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter=""> + Maximum call stack allowed for debugging GDScript. + </member> + <member name="debug/settings/profiler/max_functions" type="int" setter="" getter=""> + Maximum amount of functions per frame allowed when profiling. + </member> + <member name="debug/settings/stdout/print_fps" type="bool" setter="" getter=""> + Print frames per second to stdout. Not very useful in general. + </member> + <member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter=""> + Print more information to stdout when running. It shows info such as memory leaks, which scenes and resources are being loaded, etc. + </member> + <member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter=""> + Maximum call stack in visual scripting, to avoid infinite recursion. + </member> + <member name="display/mouse_cursor/custom_image" type="String" setter="" getter=""> + Custom image for the mouse cursor. + </member> + <member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter=""> + Hotspot for the custom mouse cursor image. + </member> + <member name="display/window/allow_per_pixel_transparency" type="bool" setter="" getter=""> + Allow per pixel transparency in a Desktop window. This affects performance if not needed, so leave it off. + </member> + <member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter=""> + Allow HiDPI display on Windows and OSX. On Desktop Linux, this can't be enabled or disabled. + </member> + <member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter=""> + Force keep the screen on, so the screensaver does not take over. Works on Desktop and Mobile. + </member> + <member name="display/window/handheld/orientation" type="String" setter="" getter=""> + Default orientation for cell phone or tablet. + </member> + <member name="display/window/per_pixel_transparency" type="bool" setter="" getter=""> + </member> + <member name="display/window/per_pixel_transparency_splash" type="bool" setter="" getter=""> + </member> + <member name="display/window/size/always_on_top" type="bool" setter="" getter=""> + Force the window to be always on top. + </member> + <member name="display/window/size/borderless" type="bool" setter="" getter=""> + Force the window to be borderless. + </member> + <member name="display/window/size/fullscreen" type="bool" setter="" getter=""> + Set the window to full screen when it starts. + </member> + <member name="display/window/size/height" type="int" setter="" getter=""> + Set the main window height. On desktop, this is the default window size. Stretch mode settings use this also as a reference when enabled. + </member> + <member name="display/window/size/resizable" type="bool" setter="" getter=""> + Allow the window to be resizable by default. + </member> + <member name="display/window/size/test_height" type="int" setter="" getter=""> + Test a different height for the window. The main use for this is to test with stretch modes. + </member> + <member name="display/window/size/test_width" type="int" setter="" getter=""> + Test a different width for the window. The main use for this is to test with stretch modes. + </member> + <member name="display/window/size/width" type="int" setter="" getter=""> + Set the main window width. On desktop, this is the default window size. Stretch mode settings use this also as a reference when enabled. + </member> + <member name="display/window/vsync/use_vsync" type="bool" setter="" getter=""> + Use VSync. Don't be stupid, don't turn this off. + </member> + <member name="editor/active" type="bool" setter="" getter=""> + Internal editor setting, don't touch. + </member> + <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter=""> + </member> + <member name="gui/common/swap_ok_cancel" type="bool" setter="" getter=""> + Enable swap OK and Cancel buttons on dialogs. This is because Windows/MacOS/Desktop Linux may use them in different order, so the GUI swaps them depending on the host OS. Disable this behavior by turning this setting off. + </member> + <member name="gui/theme/custom" type="String" setter="" getter=""> + Use a custom theme resource, set a path to it here. + </member> + <member name="gui/theme/custom_font" type="String" setter="" getter=""> + USe a custom default font resource, set a path to it here. + </member> + <member name="gui/theme/use_hidpi" type="bool" setter="" getter=""> + Make sure the theme used works with hidpi. + </member> + <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter=""> + Timer setting for incremental search in Tree, IntemList, etc. controls. + </member> + <member name="gui/timers/text_edit_idle_detect_sec" type="int" setter="" getter=""> + Timer for detecting idle in the editor. + </member> + <member name="input/ui_accept" type="Array" setter="" getter=""> + </member> + <member name="input/ui_cancel" type="Array" setter="" getter=""> + </member> + <member name="input/ui_down" type="Array" setter="" getter=""> + </member> + <member name="input/ui_end" type="Array" setter="" getter=""> + </member> + <member name="input/ui_focus_next" type="Array" setter="" getter=""> + </member> + <member name="input/ui_focus_prev" type="Array" setter="" getter=""> + </member> + <member name="input/ui_home" type="Array" setter="" getter=""> + </member> + <member name="input/ui_left" type="Array" setter="" getter=""> + </member> + <member name="input/ui_page_down" type="Array" setter="" getter=""> + </member> + <member name="input/ui_page_up" type="Array" setter="" getter=""> + </member> + <member name="input/ui_right" type="Array" setter="" getter=""> + </member> + <member name="input/ui_select" type="Array" setter="" getter=""> + </member> + <member name="input/ui_up" type="Array" setter="" getter=""> + </member> + <member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter=""> + </member> + <member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_1" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_10" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_11" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_12" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_13" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_14" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_15" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_16" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_17" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_18" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_19" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_2" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_20" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_3" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_4" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_5" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_6" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_7" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_8" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_physics/layer_9" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_1" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_10" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_11" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_12" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_13" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_14" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_15" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_16" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_17" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_18" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_19" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_2" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_20" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_3" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_4" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_5" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_6" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_7" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_8" type="String" setter="" getter=""> + </member> + <member name="layer_names/2d_render/layer_9" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_1" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_10" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_11" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_12" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_13" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_14" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_15" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_16" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_17" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_18" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_19" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_2" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_20" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_3" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_4" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_5" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_6" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_7" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_8" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_physics/layer_9" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_1" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_10" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_11" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_12" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_13" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_14" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_15" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_16" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_17" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_18" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_19" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_2" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_20" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_3" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_4" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_5" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_6" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_7" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_8" type="String" setter="" getter=""> + </member> + <member name="layer_names/3d_render/layer_9" type="String" setter="" getter=""> + </member> + <member name="locale/fallback" type="String" setter="" getter=""> + </member> + <member name="locale/test" type="String" setter="" getter=""> + </member> + <member name="logging/file_logging/enable_file_logging" type="bool" setter="" getter=""> + Log all output to a file. + </member> + <member name="logging/file_logging/log_path" type="String" setter="" getter=""> + Path to logs withint he project. Using an user:// based path is recommended. + </member> + <member name="logging/file_logging/max_log_files" type="int" setter="" getter=""> + Amount of log files (used for rotation)/ + </member> + <member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter=""> + Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. + </member> + <member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter=""> + This is used by servers when used in multi threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number. + </member> + <member name="network/limits/debugger_stdout/max_chars_per_second" type="int" setter="" getter=""> + Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + </member> + <member name="network/limits/debugger_stdout/max_errors_per_frame" type="int" setter="" getter=""> + Maximum amount of errors allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + </member> + <member name="network/limits/debugger_stdout/max_messages_per_frame" type="int" setter="" getter=""> + Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + </member> + <member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter=""> + Default size of packet peer stream for deserializing godot data. Over this size, data is dropped. + </member> + <member name="network/remote_fs/max_pages" type="int" setter="" getter=""> + Maximum amount of pages used for remote filesystem (used by debugging). + </member> + <member name="network/remote_fs/page_read_ahead" type="int" setter="" getter=""> + Amount of read ahead used by remote filesystem. Improves latency. + </member> + <member name="network/remote_fs/page_size" type="int" setter="" getter=""> + Page size used by remote filesystem. + </member> + <member name="network/ssl/certificates" type="String" setter="" getter=""> + If your game or application uses HTTPS, a certificates file is needed. It must be set here. + </member> + <member name="node/name_casing" type="int" setter="" getter=""> + When creating nodes names automatically, set the type of casing in this project. This is mostly an editor setting. + </member> + <member name="node/name_num_separator" type="int" setter="" getter=""> + What to use to separate node name from number. This is mostly an editor setting. + </member> + <member name="physics/2d/physics_engine" type="String" setter="" getter=""> + </member> + <member name="physics/2d/thread_model" type="int" setter="" getter=""> + Set whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API Access to only physics process. + </member> + <member name="physics/3d/physics_engine" type="String" setter="" getter=""> + </member> + <member name="physics/common/physics_fps" type="int" setter="" getter=""> + Frames per second used in the physics. Physics always needs a fixed amount of frames per second. + </member> + <member name="physics/common/physics_jitter_fix" type="float" setter="" getter=""> + Fix to improve physics jitter, specially on monitors where refresh rate is different than physics FPS. + </member> + <member name="rendering/environment/default_clear_color" type="Color" setter="" getter=""> + Default background clear color. + </member> + <member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter=""> + Max buffer size for blend shapes. Any blend shape bigger than this will not work. + </member> + <member name="rendering/limits/buffers/canvas_polygon_buffer_size_kb" type="int" setter="" getter=""> + Max buffer size for drawing polygons. Any polygon bigger than this will not work. + </member> + <member name="rendering/limits/buffers/canvas_polygon_index_buffer_size_kb" type="int" setter="" getter=""> + Max index buffer size for drawing polygons. Any polygon bigger than this will not work. + </member> + <member name="rendering/limits/buffers/immediate_buffer_size_kb" type="int" setter="" getter=""> + Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work. + </member> + <member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter=""> + Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not mesh themselves. + </member> + <member name="rendering/limits/time/time_rollover_secs" type="int" setter="" getter=""> + Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when. + </member> + <member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter=""> + Force snapping of polygons to pixels in 2D rendering. May help in some pixel art styles. + </member> + <member name="rendering/quality/depth_prepass/disable_for_vendors" type="String" setter="" getter=""> + Disable depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this. + </member> + <member name="rendering/quality/depth_prepass/enable" type="bool" setter="" getter=""> + Do a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used. + </member> + <member name="rendering/quality/directional_shadow/size" type="int" setter="" getter=""> + Size in pixels of the directional shadow. + </member> + <member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter=""> + </member> + <member name="rendering/quality/driver/driver_name" type="String" setter="" getter=""> + </member> + <member name="rendering/quality/filters/anisotropic_filter_level" type="int" setter="" getter=""> + Maximum Anisotropic filter level used for textures when anisotropy enabled. + </member> + <member name="rendering/quality/filters/use_nearest_mipmap_filter" type="bool" setter="" getter=""> + Force to use nearest mipmap filtering when using mipmaps. This may increase performance in mobile as less memory bandwidth is used. + </member> + <member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter=""> + Strategy used for framebuffer allocation. The simpler it is, the less memory it uses (but the least features it supports). + </member> + <member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter=""> + </member> + <member name="rendering/quality/intended_usage/framebuffer_mode" type="int" setter="" getter=""> + </member> + <member name="rendering/quality/reflections/high_quality_ggx" type="bool" setter="" getter=""> + For reflection probes and panorama backgrounds (sky), use a high amount of samples to create ggx blurred versions (used for roughness). + </member> + <member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter=""> + </member> + <member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter=""> + For reflection probes and panorama backgrounds (sky), use a texure array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory. + </member> + <member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter=""> + </member> + <member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter=""> + Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile. + </member> + <member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter=""> + </member> + <member name="rendering/quality/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter=""> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/quality/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter=""> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/quality/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter=""> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/quality/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter=""> + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + </member> + <member name="rendering/quality/shadow_atlas/size" type="int" setter="" getter=""> + Size for shadow atlas (used for point and omni lights). See documentation. + </member> + <member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter=""> + </member> + <member name="rendering/quality/shadows/filter_mode" type="int" setter="" getter=""> + Shadow filter mode. The more complex the filter, the more memory bandwidth required. + </member> + <member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter=""> + </member> + <member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter=""> + Improves quality of subsurface scattering, but cost significantly increases. + </member> + <member name="rendering/quality/subsurface_scattering/quality" type="int" setter="" getter=""> + Quality setting for subsurface scaterring (samples taken). + </member> + <member name="rendering/quality/subsurface_scattering/scale" type="int" setter="" getter=""> + </member> + <member name="rendering/quality/subsurface_scattering/weight_samples" type="bool" setter="" getter=""> + Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen. + </member> + <member name="rendering/quality/voxel_cone_tracing/high_quality" type="bool" setter="" getter=""> + Use high quality voxel cone tracing (looks better, but requires a higher end GPU). + </member> + <member name="rendering/threads/thread_model" type="int" setter="" getter=""> + Thread model for rendering. Rendering on a thread can vastly improve performance, but syncinc to the main thread can cause a bit more jitter. + </member> + <member name="rendering/vram_compression/import_etc" type="bool" setter="" getter=""> + If the project uses this compression (usually low end mobile), texture importer will import these. + </member> + <member name="rendering/vram_compression/import_etc2" type="bool" setter="" getter=""> + If the project uses this compression (usually high end mobile), texture importer will import these. + </member> + <member name="rendering/vram_compression/import_pvrtc" type="bool" setter="" getter=""> + If the project uses this compression (usually iOS), texture importer will import these. + </member> + <member name="rendering/vram_compression/import_s3tc" type="bool" setter="" getter=""> + If the project uses this compression (usually Desktop and Consoles), texture importer will import these. + </member> + <member name="script" type="Script" setter="" getter=""> + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 589f7d00c6..c755e6b02a 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -6,12 +6,11 @@ <description> A unit quaternion used for representing 3D rotations. It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating point errors. - Quaternions need to be (re)normalized. </description> <tutorials> - http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions - http://docs.godotengine.org/en/latest/tutorials/math/rotations.html + <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link>http://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 1961aee8b5..1eea940da9 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -7,7 +7,7 @@ Rect2 consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link> </tutorials> <demos> </demos> @@ -42,6 +42,7 @@ <return type="Rect2"> </return> <description> + Returns a [code]Rect2[/code] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive. </description> </method> <method name="clip"> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 36a0c9cfda..a9a897ebaf 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/reflection_probes.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/reflection_probes.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 4ec4bbee4f..618f2f42b2 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -8,7 +8,7 @@ Note that assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/gui/bbcode_in_richtextlabel.html + <link>http://docs.godotengine.org/en/3.0/tutorials/gui/bbcode_in_richtextlabel.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 3190aed5ed..4253560f67 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -10,7 +10,7 @@ If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index b2cde861c8..f5a19ede0c 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -7,8 +7,8 @@ As one of the most important classes, the [code]SceneTree[/code] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once. </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html - http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html + <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html</link> </tutorials> <demos> </demos> @@ -269,6 +269,10 @@ <member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer"> The default [MultiplayerAPI] instance for this SceneTree. </member> + <member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled"> + If [code]true[/code] (default) enable the automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame]. + When [code]false[/code] you need to manually call [method MultiplayerAPI.poll] for processing network packets and delivering RPCs/RSETs. This allows to run RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protecion when accessing the [MultiplayerAPI] from threads. + </member> <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals. </member> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 97f6a60f01..09c60afc2f 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The 'new' method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting.html + <link>http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/ScriptCreateDialog.xml b/doc/classes/ScriptCreateDialog.xml new file mode 100644 index 0000000000..f09d282026 --- /dev/null +++ b/doc/classes/ScriptCreateDialog.xml @@ -0,0 +1,45 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ScriptCreateDialog" inherits="ConfirmationDialog" category="Core" version="3.1"> + <brief_description> + The Editor's popup dialog for creating new [Script] files. + </brief_description> + <description> + The ScriptCreateDialog creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling a [method popup]() method. + [codeblock] + func _ready(): + dialog.config("Node", "res://new_node.gd") # for in-engine types + dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # for script types + dialog.popup_centered() + [/codeblock] + </description> + <tutorials> + </tutorials> + <demos> + </demos> + <methods> + <method name="config"> + <return type="void"> + </return> + <argument index="0" name="inherits" type="String"> + The dialog's "Inherits" field content. + </argument> + <argument index="1" name="path" type="String"> + The dialog's "Path" field content. + </argument> + <description> + Prefills required fields to configure the ScriptCreateDialog for use. + </description> + </method> + </methods> + <signals> + <signal name="script_created"> + <argument index="0" name="script" type="Object"> + </argument> + <description> + Emitted when the user clicks the OK button. + </description> + </signal> + </signals> + <constants> + </constants> +</class> diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml index 3a99a203ae..02f58a88cb 100644 --- a/doc/classes/ScrollContainer.xml +++ b/doc/classes/ScrollContainer.xml @@ -11,6 +11,18 @@ <demos> </demos> <methods> + <method name="get_h_scrollbar"> + <return type="HScrollBar"> + </return> + <description> + </description> + </method> + <method name="get_v_scrollbar"> + <return type="VScrollBar"> + </return> + <description> + </description> + </method> </methods> <members> <member name="scroll_deadzone" type="int" setter="set_deadzone" getter="get_deadzone"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 7c07778a05..76049d8947 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,7 +7,7 @@ This class allows you to define a custom shader program that can be used for various materials to render objects. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/shading/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/shading/index.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index 582e4f80c3..fcd01bc25a 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. All 3D shapes that inherit from this can be set into a [PhysicsBody] or [Area]. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index ad20bf607a..6c13496fc4 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D Shapes. All 2D shape types inherit from this. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton.xml index 0f96ee01ff..4d826002fe 100644 --- a/doc/classes/Skeleton.xml +++ b/doc/classes/Skeleton.xml @@ -5,6 +5,8 @@ </brief_description> <description> Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future. + The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. + Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. </description> <tutorials> </tutorials> @@ -60,6 +62,7 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Return the custom pose of the specified bone. Custom pose is applied on top of the rest pose. </description> </method> <method name="get_bone_global_pose" qualifiers="const"> @@ -68,6 +71,7 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Return the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone. </description> </method> <method name="get_bone_name" qualifiers="const"> @@ -76,7 +80,7 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> - Return the name of the bone at index "index" + Return the name of the bone at index "index". </description> </method> <method name="get_bone_parent" qualifiers="const"> @@ -94,7 +98,7 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> - Return the pose transform for bone "bone_idx". + Return the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. </description> </method> <method name="get_bone_rest" qualifiers="const"> @@ -112,6 +116,7 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Return the combination of custom pose and pose. The returned transform is in skeleton's reference frame. </description> </method> <method name="get_bound_child_nodes_to_bone" qualifiers="const"> diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml index 554842b50e..a0ab4fe878 100644 --- a/doc/classes/Slider.xml +++ b/doc/classes/Slider.xml @@ -15,6 +15,8 @@ <members> <member name="editable" type="bool" setter="set_editable" getter="is_editable"> </member> + <member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable"> + </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode"> </member> <member name="tick_count" type="int" setter="set_ticks" getter="get_ticks"> diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 9ef60109de..d9242d8c42 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -5,11 +5,10 @@ </brief_description> <description> Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use Spatial as a parent node to move, scale, rotate and show/hide children in a 3D project. - Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html</link> </tutorials> <demos> </demos> @@ -284,7 +283,6 @@ </member> <member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation"> Rotation part of the local transformation, specified in terms of YXZ-Euler angles in the format (X-angle, Y-angle, Z-angle), in radians. - Note that in the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three indepdent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. </member> <member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees"> diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 5feaf70e9d..b45f2a13d4 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 57a802d325..1f81e9e5c2 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -7,7 +7,7 @@ A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 5eb4eb09af..fd4b583928 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -11,6 +11,12 @@ <demos> </demos> <methods> + <method name="generate_triangle_mesh" qualifiers="const"> + <return type="TriangleMesh"> + </return> + <description> + </description> + </method> <method name="get_item_rect" qualifiers="const"> <return type="Rect2"> </return> diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index e806547b7d..68373ebc4f 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -17,7 +17,7 @@ <argument index="0" name="anim" type="String"> </argument> <description> - Adds a new animation to the the library. + Adds a new animation to the library. </description> </method> <method name="add_frame"> @@ -127,6 +127,13 @@ Changes the animation's name to [code]newname[/code]. </description> </method> + <method name="get_animation_names"> + <return type="PoolStringArray"> + </return> + <description> + Returns an array containing the names associated to each animation. Values are placed in alphabetical order. + </description> + </method> <method name="set_animation_loop"> <return type="void"> </return> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index d7350ac1d5..3081abd5c4 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -7,7 +7,7 @@ SSL Stream peer. This object can be used to connect to SSL servers. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html + <link>http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index ee9b7383e5..36408663f6 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -132,6 +132,13 @@ <description> </description> </method> + <method name="get_breakpoints" qualifiers="const"> + <return type="Array"> + </return> + <description> + Return an array containing the line number of each breakpoint. + </description> + </method> <method name="get_keyword_color" qualifiers="const"> <return type="Color"> </return> @@ -220,6 +227,12 @@ Insert a given text at the cursor position. </description> </method> + <method name="is_breakpoint_gutter_enabled" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> <method name="is_folded" qualifiers="const"> <return type="bool"> </return> @@ -265,6 +278,13 @@ Perform redo operation. </description> </method> + <method name="remove_breakpoints"> + <return type="void"> + </return> + <description> + Removes all the breakpoints (without firing "breakpoint_toggled" signal). + </description> + </method> <method name="search" qualifiers="const"> <return type="PoolIntArray"> </return> @@ -302,6 +322,14 @@ Select all the text. </description> </method> + <method name="set_breakpoint_gutter_enabled"> + <return type="void"> + </return> + <argument index="0" name="enable" type="bool"> + </argument> + <description> + </description> + </method> <method name="set_line_as_hidden"> <return type="void"> </return> @@ -344,6 +372,9 @@ </method> </methods> <members> + <member name="breakpoint_gutter" type="bool" setter="set_breakpoint_gutter_enabled" getter="is_breakpoint_gutter_enabled"> + If [code]true[/code] the breakpoint gutter is visible. + </member> <member name="caret_blink" type="bool" setter="cursor_set_blink_enabled" getter="cursor_get_blink_enabled"> If [code]true[/code] the caret (visual cursor) blinks. </member> diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml index 3d3ceca150..eb7cfac87b 100644 --- a/doc/classes/Texture.xml +++ b/doc/classes/Texture.xml @@ -5,6 +5,7 @@ </brief_description> <description> A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control]. + Textures are often created by loading them from a file. See [method @GDScript.load]. </description> <tutorials> </tutorials> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 5af29d96cd..3486b721ca 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html</link> </tutorials> <demos> </demos> @@ -153,6 +153,8 @@ Sets the tile index for the cell given by a Vector2. An index of [code]-1[/code] clears the cell. Optionally, the tile can also be flipped, transposed, or given autotile coordinates. + Note that data such as navigation polygons and collision shapes are not immediately updated for performance reasons. + If you need these to be immediately updated, you can call [method update_dirty_quadrants]. </description> </method> <method name="set_cellv"> @@ -172,6 +174,8 @@ Sets the tile index for the given cell. An index of [code]-1[/code] clears the cell. Optionally, the tile can also be flipped or transposed. + Note that data such as navigation polygons and collision shapes are not immediately updated for performance reasons. + If you need these to be immediately updated, you can call [method update_dirty_quadrants]. </description> </method> <method name="set_collision_layer_bit"> @@ -217,6 +221,13 @@ Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap. </description> </method> + <method name="update_dirty_quadrants"> + <return type="void"> + </return> + <description> + Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified. + </description> + </method> <method name="world_to_map" qualifiers="const"> <return type="Vector2"> </return> diff --git a/doc/classes/ToolButton.xml b/doc/classes/ToolButton.xml index 1dbfd63010..d8db95a854 100644 --- a/doc/classes/ToolButton.xml +++ b/doc/classes/ToolButton.xml @@ -5,7 +5,6 @@ </brief_description> <description> This is a helper class to generate a flat [Button] (see [method Button.set_flat]), creating a ToolButton is equivalent to: - [codeblock] var btn = Button.new() btn.set_flat(true) diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 4567f1681c..0dd8038b36 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -7,8 +7,8 @@ Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [Basis] "basis" and an [Vector3] "origin". It is similar to a 3x4 matrix. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/math/index.html - http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link> + <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index 6448b26972..57e0f2825a 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -308,7 +308,7 @@ <argument index="0" name="child" type="Object"> </argument> <description> - Removes the child TreeItem at index [code]index[/code]. + Removes the given child TreeItem. </description> </method> <method name="select"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 2332c1a7aa..d82694d328 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -181,6 +181,12 @@ Returns [code]true[/code] if any tweens are currently running. Note that this method doesn't consider tweens that have ended. </description> </method> + <method name="is_stopped" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> <method name="remove"> <return type="bool"> </return> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 923be94db9..6ffeddf5c1 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -7,7 +7,7 @@ 2-element structure that can be used to represent positions in 2d space or any other pair of numeric values. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link> </tutorials> <demos> </demos> @@ -76,6 +76,7 @@ <return type="Vector2"> </return> <description> + Returns the vector with all components rounded up. </description> </method> <method name="clamped"> @@ -142,7 +143,7 @@ <return type="Vector2"> </return> <description> - Remove the fractional part of x and y. + Returns the vector with all components rounded down. </description> </method> <method name="is_normalized"> @@ -206,6 +207,7 @@ <return type="Vector2"> </return> <description> + Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. </description> </method> <method name="slerp"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index edd0965b64..62a480166a 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -7,7 +7,7 @@ Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/math/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link> </tutorials> <demos> </demos> @@ -208,6 +208,7 @@ <return type="Vector3"> </return> <description> + Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. </description> </method> <method name="slerp"> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 4878f7d932..af0712d357 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -6,14 +6,14 @@ <description> A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too. Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports. - If a viewport is a child of a [Control], it will automatically take up its same rect and position, otherwise they must be set manually. + If a viewport is a child of a [ViewportContainer], it will automatically take up its size, otherwise it must be set manually. Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. Also, viewports can be assigned to different screens in case the devices have multiple screens. Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html - http://docs.godotengine.org/en/3.0/tutorials/viewports/index.html + <link>http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html</link> + <link>http://docs.godotengine.org/en/3.0/tutorials/viewports/index.html</link> </tutorials> <demos> </demos> @@ -276,7 +276,7 @@ Do not update the render target. </constant> <constant name="UPDATE_ONCE" value="1" enum="UpdateMode"> - Update the render target once, then switch to [code]UPDATE_DISABLED[/code] + Update the render target once, then switch to [code]UPDATE_DISABLED[/code]. </constant> <constant name="UPDATE_WHEN_VISIBLE" value="2" enum="UpdateMode"> Update the render target only when it is visible. This is the default value. @@ -329,6 +329,7 @@ Objects are displayed without light information. </constant> <constant name="DEBUG_DRAW_OVERDRAW" value="2" enum="DebugDraw"> + Objected are displayed semi-transparent with additive blending so you can see where they intersect. </constant> <constant name="DEBUG_DRAW_WIREFRAME" value="3" enum="DebugDraw"> Objects are displayed in wireframe style. @@ -353,10 +354,13 @@ <constant name="USAGE_3D_NO_EFFECTS" value="3" enum="Usage"> </constant> <constant name="CLEAR_MODE_ALWAYS" value="0" enum="ClearMode"> + Always clear the render target before drawing. </constant> <constant name="CLEAR_MODE_NEVER" value="1" enum="ClearMode"> + Never clear the render target. </constant> <constant name="CLEAR_MODE_ONLY_NEXT_FRAME" value="2" enum="ClearMode"> + Clear the render target next frame, then switch to [code]CLEAR_MODE_NEVER[/code]. </constant> </constants> </class> diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml index 83ffc6bcfd..67f1e09c75 100644 --- a/doc/classes/ViewportTexture.xml +++ b/doc/classes/ViewportTexture.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ViewportTexture" inherits="Texture" category="Core" version="3.1"> <brief_description> + Texture which displays the content of a [Viewport]. </brief_description> <description> + Displays the content of a [Viewport] node as a dynamic [Texture]. This can be used to mix controls, 2D, and 3D elements in the same scene. + To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport. </description> <tutorials> </tutorials> @@ -12,6 +15,7 @@ </methods> <members> <member name="viewport_path" type="NodePath" setter="set_viewport_path_in_scene" getter="get_viewport_path_in_scene"> + The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture. </member> </members> <constants> diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 9fc0e139b5..540848e40a 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 5f6a5b8ad4..780cdd181a 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link> </tutorials> <demos> </demos> diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 422ca3a558..e68ad2800e 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [code]WorldEnvironment[/code] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. </description> <tutorials> - http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html + <link>http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html</link> </tutorials> <demos> </demos> diff --git a/doc/tools/makerst.py b/doc/tools/makerst.py index 289e967a93..93ad823d42 100755 --- a/doc/tools/makerst.py +++ b/doc/tools/makerst.py @@ -4,11 +4,15 @@ import codecs import sys import os +import re import xml.etree.ElementTree as ET input_list = [] cur_file = "" +# http(s)://docs.godotengine.org/<langcode>/<tag>/path/to/page.html(#fragment-tag) +godot_docs_pattern = re.compile('^http(?:s)?:\/\/docs\.godotengine\.org\/(?:[a-zA-Z0-9\.\-_]*)\/(?:[a-zA-Z0-9\.\-_]*)\/(.*)\.html(#.*)?$') + for arg in sys.argv[1:]: if arg.endswith(os.sep): arg = arg[:-1] @@ -588,6 +592,32 @@ def make_rst_class(node): f.write(make_heading('Description', '-')) f.write(rstize_text(descr.text.strip(), name) + "\n\n") + global godot_docs_pattern + tutorials = node.find('tutorials') + if tutorials != None and len(tutorials) > 0: + f.write(make_heading('Tutorials', '-')) + for t in tutorials: + link = t.text.strip() + match = godot_docs_pattern.search(link); + if match: + groups = match.groups() + if match.lastindex == 2: + # Doc reference with fragment identifier: emit direct link to section with reference to page, for example: + # `#calling-javascript-from-script in Exporting For Web` + f.write("- `" + groups[1] + " <../" + groups[0] + ".html" + groups[1] + ">`_ in :doc:`../" + groups[0] + "`\n") + # Commented out alternative: Instead just emit: + # `Subsection in Exporting For Web` + # f.write("- `Subsection <../" + groups[0] + ".html" + groups[1] + ">`_ in :doc:`../" + groups[0] + "`\n") + elif match.lastindex == 1: + # Doc reference, for example: + # `Math` + f.write("- :doc:`../" + groups[0] + "`\n") + else: + # External link, for example: + # `http://enet.bespin.org/usergroup0.html` + f.write("- `" + link + " <" + link + ">`_\n") + f.write("\n") + methods = node.find('methods') if methods != None and len(list(methods)) > 0: f.write(make_heading('Member Function Description', '-')) |