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-rw-r--r--doc/classes/@GlobalScope.xml1
-rw-r--r--doc/classes/CharacterBody2D.xml8
-rw-r--r--doc/classes/CharacterBody3D.xml8
-rw-r--r--doc/classes/ProjectSettings.xml52
-rw-r--r--doc/classes/SceneTree.xml4
5 files changed, 60 insertions, 13 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 8db668af0a..12b5493589 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2773,6 +2773,7 @@
The property is shown in the [EditorInspector] (default).
</constant>
<constant name="PROPERTY_USAGE_INTERNAL" value="8" enum="PropertyUsageFlags" is_bitfield="true">
+ The property is excluded from the class reference.
</constant>
<constant name="PROPERTY_USAGE_CHECKABLE" value="16" enum="PropertyUsageFlags" is_bitfield="true">
The property can be checked in the [EditorInspector].
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index ce7d1e18d7..c0cfc31407 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -15,6 +15,12 @@
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials>
<methods>
+ <method name="apply_floor_snap">
+ <return type="void" />
+ <description>
+ Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when [method is_on_floor] returns [code]true[/code].
+ </description>
+ </method>
<method name="get_floor_angle" qualifiers="const">
<return type="float" />
<param index="0" name="up_direction" type="Vector2" default="Vector2(0, -1)" />
@@ -152,7 +158,7 @@
</member>
<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="1.0">
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
- As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping.
+ As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use [method apply_floor_snap].
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 2ff207acb7..8b511e5a72 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -17,6 +17,12 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
+ <method name="apply_floor_snap">
+ <return type="void" />
+ <description>
+ Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when [method is_on_floor] returns [code]true[/code].
+ </description>
+ </method>
<method name="get_floor_angle" qualifiers="const">
<return type="float" />
<param index="0" name="up_direction" type="Vector3" default="Vector3(0, 1, 0)" />
@@ -144,7 +150,7 @@
</member>
<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.1">
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
- As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping.
+ As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use [method apply_floor_snap].
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index ed227047e5..120dda92c4 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -241,6 +241,9 @@
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
+ <member name="application/config/auto_accept_quit" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the application automatically accepts quitting requests.
+ </member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
@@ -248,9 +251,6 @@
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
</member>
- <member name="application/config/features" type="PackedStringArray" setter="" getter="">
- List of internal features associated with the project, like [code]Double Precision[/code] or [code]C#[/code]. Not to be confused with feature tags.
- </member>
<member name="application/config/icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
</member>
@@ -268,6 +268,9 @@
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
+ <member name="application/config/quit_on_go_back" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
+ </member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/code].
See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
@@ -308,6 +311,9 @@
<member name="application/run/low_processor_mode_sleep_usec" type="int" setter="" getter="" default="6900">
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
</member>
+ <member name="application/run/main_loop_type" type="String" setter="" getter="" default="&quot;SceneTree&quot;">
+ The name of the type implementing the engine's main loop.
+ </member>
<member name="application/run/main_scene" type="String" setter="" getter="" default="&quot;&quot;">
Path to the main scene file that will be loaded when the project runs.
</member>
@@ -701,6 +707,15 @@
On desktop platforms, overrides the game's initial window width. See also [member display/window/size/window_height_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
[b]Note:[/b] By default, or when set to [code]0[/code], the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and Web.
</member>
+ <member name="display/window/stretch/aspect" type="String" setter="" getter="" default="&quot;keep&quot;">
+ </member>
+ <member name="display/window/stretch/mode" type="String" setter="" getter="" default="&quot;disabled&quot;">
+ </member>
+ <member name="display/window/stretch/scale" type="float" setter="" getter="" default="1.0">
+ </member>
+ <member name="display/window/subwindows/embed_subwindows" type="bool" setter="" getter="" default="true">
+ If [code]true[/code] subwindows are embedded in the main window.
+ </member>
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
Sets the V-Sync mode for the main game window.
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
@@ -715,6 +730,14 @@
Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
</member>
+ <member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true">
+ If [code]true[/code] text resources are converted to binary format on export.
+ </member>
+ <member name="editor/import/reimport_missing_imported_files" type="bool" setter="" getter="" default="true">
+ </member>
+ <member name="editor/import/use_multiple_threads" type="bool" setter="" getter="" default="true">
+ If [code]true[/code] importing of resources is run on multiple threads.
+ </member>
<member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
@@ -770,6 +793,10 @@
<member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
</member>
+ <member name="editor/version_control/autoload_on_startup" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="editor/version_control/plugin_name" type="String" setter="" getter="" default="&quot;&quot;">
+ </member>
<member name="filesystem/import/blender/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
@@ -793,6 +820,8 @@
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
+ <member name="gui/common/snap_controls_to_pixels" type="bool" setter="" getter="" default="true">
+ </member>
<member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="">
If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows and UWP to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
@@ -800,6 +829,8 @@
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
Maximum undo/redo history size for [TextEdit] fields.
</member>
+ <member name="gui/fonts/dynamic_fonts/use_oversampling" type="bool" setter="" getter="" default="true">
+ </member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Theme] resource file to use for the project ([code].theme[/code] or generic [code].tres[/code]/[code].res[/code] extension).
</member>
@@ -1164,12 +1195,6 @@
<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
- <member name="internationalization/locale/translation_remaps" type="PackedStringArray" setter="" getter="">
- Locale-dependent resource remaps. Edit them in the "Localization" tab of Project Settings editor.
- </member>
- <member name="internationalization/locale/translations" type="PackedStringArray" setter="" getter="">
- List of translation files available in the project. Edit them in the "Localization" tab of Project Settings editor.
- </member>
<member name="internationalization/pseudolocalization/double_vowels" type="bool" setter="" getter="" default="false">
Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization.
</member>
@@ -2321,6 +2346,12 @@
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
[b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
</member>
+ <member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
+ The default texture filtering mode to use on [CanvasItem]s.
+ </member>
+ <member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
+ The default texture repeating mode to use on [CanvasItem]s.
+ </member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
</member>
@@ -2400,6 +2431,9 @@
<member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
Specify the default reference space.
</member>
+ <member name="xr/openxr/startup_alert" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], Godot will display an alert modal when OpenXR initialization fails on startup.
+ </member>
<member name="xr/openxr/submit_depth_buffer" type="bool" setter="" getter="" default="false">
If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature.
</member>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 0466d6f281..2e72be5558 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -218,7 +218,7 @@
</methods>
<members>
<member name="auto_accept_quit" type="bool" setter="set_auto_accept_quit" getter="is_auto_accept_quit" default="true">
- If [code]true[/code], the application automatically accepts quitting.
+ If [code]true[/code], the application automatically accepts quitting requests.
For mobile platforms, see [member quit_on_go_back].
</member>
<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene">
@@ -249,7 +249,7 @@
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</member>
<member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
- If [code]true[/code], the application quits automatically on going back (e.g. on Android).
+ If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
</member>
<member name="root" type="Window" setter="" getter="get_root">