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-rw-r--r--doc/classes/@GlobalScope.xml33
-rw-r--r--doc/classes/ArrayMesh.xml5
-rw-r--r--doc/classes/CPUParticles.xml30
-rw-r--r--doc/classes/CPUParticles2D.xml12
-rw-r--r--doc/classes/Color.xml2
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/MeshInstance.xml1
-rw-r--r--doc/classes/MeshInstance2D.xml5
-rw-r--r--doc/classes/MultiMeshInstance2D.xml27
-rw-r--r--doc/classes/Navigation.xml2
-rw-r--r--doc/classes/OS.xml4
-rw-r--r--doc/classes/PrimitiveMesh.xml5
-rw-r--r--doc/classes/ProjectSettings.xml7
-rw-r--r--doc/classes/QuadMesh.xml1
-rw-r--r--doc/classes/String.xml21
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--doc/classes/TriangleMesh.xml2
-rw-r--r--doc/classes/VehicleWheel.xml2
-rwxr-xr-xdoc/tools/makerst.py47
19 files changed, 157 insertions, 53 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 760287e1b8..eb612191e7 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1003,6 +1003,27 @@
<constant name="JOY_DS_Y" value="2" enum="JoystickList">
DualShock controller Y button
</constant>
+ <constant name="JOY_VR_GRIP" value="2" enum="JoystickList">
+ Grip (side) buttons on a VR controller
+ </constant>
+ <constant name="JOY_VR_PAD" value="14" enum="JoystickList">
+ Push down on the touchpad or main joystick on a VR controller
+ </constant>
+ <constant name="JOY_VR_TRIGGER" value="15" enum="JoystickList">
+ Trigger on a VR controller
+ </constant>
+ <constant name="JOY_OCULUS_AX" value="7" enum="JoystickList">
+ A button on the right Oculus Touch controller, X button on the left controller (also when used in OpenVR)
+ </constant>
+ <constant name="JOY_OCULUS_BY" value="1" enum="JoystickList">
+ B button on the right Oculus Touch controller, Y button on the left controller (also when used in OpenVR)
+ </constant>
+ <constant name="JOY_OCULUS_MENU" value="3" enum="JoystickList">
+ Menu button on either Oculus Touch controller.
+ </constant>
+ <constant name="JOY_OPENVR_MENU" value="1" enum="JoystickList">
+ Menu button in OpenVR (Except when Oculus Touch controllers are used)
+ </constant>
<constant name="JOY_SELECT" value="10" enum="JoystickList">
Joypad Button Select
</constant>
@@ -1085,6 +1106,18 @@
<constant name="JOY_ANALOG_R2" value="7" enum="JoystickList">
Joypad Right Analog Trigger
</constant>
+ <constant name="JOY_VR_ANALOG_TRIGGER" value="2" enum="JoystickList">
+ VR Controller Analog Trigger
+ </constant>
+ <constant name="JOY_VR_ANALOG_GRIP" value="4" enum="JoystickList">
+ VR Controller Analog Grip (side buttons)
+ </constant>
+ <constant name="JOY_OPENVR_TOUCHPADX" value="0" enum="JoystickList">
+ OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR controllers)
+ </constant>
+ <constant name="JOY_OPENVR_TOUCHPADY" value="1" enum="JoystickList">
+ OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR controllers)
+ </constant>
<constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MidiMessageList">
</constant>
<constant name="MIDI_MESSAGE_NOTE_ON" value="9" enum="MidiMessageList">
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 745d803a30..d44e3c54c9 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -1,6 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ArrayMesh" inherits="Mesh" category="Core" version="3.2">
<brief_description>
+ [Mesh] type that provides utility for constructing a surface from arrays.
</brief_description>
<description>
The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as arrays. The most basic example is the creation of a single triangle
@@ -30,6 +31,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Add name for a blend shape that will be added with [method add_surface_from_arrays]. Must be called before surface is added.
</description>
</method>
<method name="add_surface_from_arrays">
@@ -176,6 +178,7 @@
<argument index="2" name="data" type="PoolByteArray">
</argument>
<description>
+ Updates a specified region of mesh arrays on GPU. Warning: only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.
</description>
</method>
</methods>
@@ -183,7 +186,7 @@
<member name="blend_shape_mode" type="int" setter="set_blend_shape_mode" getter="get_blend_shape_mode" enum="Mesh.BlendShapeMode">
</member>
<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb">
- An overriding bounding box for this mesh.
+ Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.
</member>
</members>
<constants>
diff --git a/doc/classes/CPUParticles.xml b/doc/classes/CPUParticles.xml
index 599c067328..5458a87a9e 100644
--- a/doc/classes/CPUParticles.xml
+++ b/doc/classes/CPUParticles.xml
@@ -116,6 +116,12 @@
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot">
</member>
+ <member name="orbit_velocity" type="float" setter="set_param" getter="get_param">
+ </member>
+ <member name="orbit_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
+ </member>
+ <member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
+ </member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
</member>
<member name="radial_accel" type="float" setter="set_param" getter="get_param">
@@ -154,30 +160,34 @@
</constant>
<constant name="PARAM_ANGULAR_VELOCITY" value="1" enum="Parameter">
</constant>
- <constant name="PARAM_LINEAR_ACCEL" value="2" enum="Parameter">
+ <constant name="PARAM_ORBIT_VELOCITY" value="2" enum="Parameter">
</constant>
- <constant name="PARAM_RADIAL_ACCEL" value="3" enum="Parameter">
+ <constant name="PARAM_LINEAR_ACCEL" value="3" enum="Parameter">
</constant>
- <constant name="PARAM_TANGENTIAL_ACCEL" value="4" enum="Parameter">
+ <constant name="PARAM_RADIAL_ACCEL" value="4" enum="Parameter">
</constant>
- <constant name="PARAM_DAMPING" value="5" enum="Parameter">
+ <constant name="PARAM_TANGENTIAL_ACCEL" value="5" enum="Parameter">
</constant>
- <constant name="PARAM_ANGLE" value="6" enum="Parameter">
+ <constant name="PARAM_DAMPING" value="6" enum="Parameter">
</constant>
- <constant name="PARAM_SCALE" value="7" enum="Parameter">
+ <constant name="PARAM_ANGLE" value="7" enum="Parameter">
</constant>
- <constant name="PARAM_HUE_VARIATION" value="8" enum="Parameter">
+ <constant name="PARAM_SCALE" value="8" enum="Parameter">
</constant>
- <constant name="PARAM_ANIM_SPEED" value="9" enum="Parameter">
+ <constant name="PARAM_HUE_VARIATION" value="9" enum="Parameter">
</constant>
- <constant name="PARAM_ANIM_OFFSET" value="10" enum="Parameter">
+ <constant name="PARAM_ANIM_SPEED" value="10" enum="Parameter">
</constant>
- <constant name="PARAM_MAX" value="11" enum="Parameter">
+ <constant name="PARAM_ANIM_OFFSET" value="11" enum="Parameter">
+ </constant>
+ <constant name="PARAM_MAX" value="12" enum="Parameter">
</constant>
<constant name="FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="Flags">
</constant>
<constant name="FLAG_ROTATE_Y" value="1" enum="Flags">
</constant>
+ <constant name="FLAG_DISABLE_Z" value="2" enum="Flags">
+ </constant>
<constant name="FLAG_MAX" value="3" enum="Flags">
</constant>
<constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape">
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index e1f71e3600..17c68ccb87 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -111,6 +111,12 @@
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot">
</member>
+ <member name="orbit_velocity" type="float" setter="set_param" getter="get_param">
+ </member>
+ <member name="orbit_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
+ </member>
+ <member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
+ </member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
</member>
<member name="radial_accel" type="float" setter="set_param" getter="get_param">
@@ -173,7 +179,11 @@
</constant>
<constant name="FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="Flags">
</constant>
- <constant name="FLAG_MAX" value="1" enum="Flags">
+ <constant name="FLAG_ROTATE_Y" value="1" enum="Flags">
+ </constant>
+ <constant name="FLAG_DISABLE_Z" value="2" enum="Flags">
+ </constant>
+ <constant name="FLAG_MAX" value="3" enum="Flags">
</constant>
<constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape">
</constant>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index ab5d7a0a5d..30e80fa512 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -144,7 +144,7 @@
<return type="Color">
</return>
<description>
- Returns the inverted color [code](1 - r, 1 - g, 1 - b, 1 - a)[/code].
+ Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].
[codeblock]
var c = Color(0.3, 0.4, 0.9)
var inverted_color = c.inverted() # a color of an RGBA(178, 153, 26, 255)
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 8dfabdd884..75434b031e 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -361,7 +361,7 @@
<return type="void">
</return>
<description>
- Locks the data for writing access.
+ Locks the data for reading and writing access. Sends an error to the console if the image is not locked when reading or writing a pixel.
</description>
</method>
<method name="normalmap_to_xy">
diff --git a/doc/classes/MeshInstance.xml b/doc/classes/MeshInstance.xml
index c5c15e0ddc..f5868f51cb 100644
--- a/doc/classes/MeshInstance.xml
+++ b/doc/classes/MeshInstance.xml
@@ -43,6 +43,7 @@
<return type="int">
</return>
<description>
+ Returns the number of surface materials.
</description>
</method>
<method name="set_surface_material">
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index d18ba96a95..39a733fdb3 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshInstance2D" inherits="Node2D" category="Core" version="3.2">
<brief_description>
+ Node used for displaying a [Mesh] in 2D.
</brief_description>
<description>
+ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] use tool in Toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description>
<tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
@@ -11,10 +13,13 @@
</methods>
<members>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
+ The [Mesh] that will be drawn by the [MeshInstance2D].
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
+ The normal map that will be used if using the default [CanvasItemMaterial].
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
+ The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
</member>
</members>
<constants>
diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml
new file mode 100644
index 0000000000..0bf243ee24
--- /dev/null
+++ b/doc/classes/MultiMeshInstance2D.xml
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MultiMeshInstance2D" inherits="Node2D" category="Core" version="3.2">
+ <brief_description>
+ Node that instances a [MultiMesh] in 2D.
+ </brief_description>
+ <description>
+ [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D.
+ Usage is the same as [MultiMeshInstance].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">
+ The [MultiMesh] that will be drawn by the [MultiMeshInstance2D].
+ </member>
+ <member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
+ The normal map that will be used if using the default [CanvasItemMaterial].
+ </member>
+ <member name="texture" type="Texture" setter="set_texture" getter="get_texture">
+ The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml
index 3690c1d682..f0ae3fef99 100644
--- a/doc/classes/Navigation.xml
+++ b/doc/classes/Navigation.xml
@@ -59,7 +59,7 @@
<argument index="2" name="optimize" type="bool" default="true">
</argument>
<description>
- Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (raidus, height, etc.) are considered in the path calculation, otherwise they are ignored.
+ Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
</description>
</method>
<method name="navmesh_add">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index f7cd6c3e83..2592bc6775 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -818,6 +818,7 @@
</member>
<member name="window_borderless" type="bool" setter="set_borderless_window" getter="get_borderless_window">
If [code]true[/code], removes the window frame.
+ Note: Setting [code]window_borderless[/code] to [code]false[/code] disables per-pixel transparency.
</member>
<member name="window_fullscreen" type="bool" setter="set_window_fullscreen" getter="is_window_fullscreen">
If [code]true[/code], the window is fullscreen.
@@ -829,6 +830,9 @@
If [code]true[/code], the window is minimized.
</member>
<member name="window_per_pixel_transparency_enabled" type="bool" setter="set_window_per_pixel_transparency_enabled" getter="get_window_per_pixel_transparency_enabled">
+ If [code]true[/code], the window background is transparent and window frame is removed.
+ Use [code]get_tree().get_root().set_transparent_background(true)[/code] to disable main viewport background rendering.
+ Note: This property has no effect if "Project &gt; Project Settings &gt; Display &gt; Window &gt; Per-pixel transparency &gt; Allowed" setting is disabled.
</member>
<member name="window_position" type="Vector2" setter="set_window_position" getter="get_window_position">
The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index c9c3643edb..2214357308 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -4,7 +4,7 @@
Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
</brief_description>
<description>
- Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
+ Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
</description>
<tutorials>
</tutorials>
@@ -13,13 +13,16 @@
<return type="Array">
</return>
<description>
+ Returns mesh arrays used to constitute surface of [Mesh]. Mesh array can be used with [ArrayMesh] to create new surface.
</description>
</method>
</methods>
<members>
<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb">
+ Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.
</member>
<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces">
+ If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn. Result is the same as using *CULL_BACK* in [SpatialMaterial]. Default is false.
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5bcd39a8d6..196fcbfaaa 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -374,11 +374,10 @@
Default orientation on mobile devices.
</member>
<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="">
- If [code]true[/code], allows per-pixel transparency in a desktop window. This affects performance if not needed, so leave it on [code]false[/code] unless you need it.
+ If [code]true[/code], allows per-pixel transparency in a desktop window. This affects performance, so leave it on [code]false[/code] unless you need it.
</member>
<member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="">
- </member>
- <member name="display/window/per_pixel_transparency/splash" type="bool" setter="" getter="">
+ Set the window background to transparent when it starts.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="">
Force the window to be always on top.
@@ -723,7 +722,7 @@
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="">
- Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913][/url] for details.
+ Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
diff --git a/doc/classes/QuadMesh.xml b/doc/classes/QuadMesh.xml
index 779ce11180..cf7e56f895 100644
--- a/doc/classes/QuadMesh.xml
+++ b/doc/classes/QuadMesh.xml
@@ -12,6 +12,7 @@
</methods>
<members>
<member name="size" type="Vector2" setter="set_size" getter="get_size">
+ Size in the X and Y axes. Default is [code]Vector2(1, 1)[/code].
</member>
</members>
<constants>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index a5a8766ca0..af7e5a395a 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -662,16 +662,17 @@
<method name="rsplit">
<return type="PoolStringArray">
</return>
- <argument index="0" name="divisor" type="String">
+ <argument index="0" name="delimiter" type="String">
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
<argument index="2" name="maxsplit" type="int" default="0">
</argument>
<description>
- Splits the string by a [code]divisor[/code] string and returns an array of the substrings, starting from right.
- [b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two","Three"][/code] if split by [code]","[/code].
- If [code]maxsplit[/code] is specified, then it is number of splits to do, default is 0 which splits all the items.
+ Splits the string by a [code]delimiter[/code] string and returns an array of the substrings, starting from right.
+ The splits in the returned array are sorted in the same order as the original string, from left to right.
+ If [code]maxsplit[/code] is specified, it defines the number of splits to do from the right up to [code]maxsplit[/code]. The default value of 0 means that all items are split, thus giving the same result as [method split].
+ [b]Example:[/b] [code]"One,Two,Three,Four"[/code] will return [code]["Three","Four"][/code] if split by [code]","[/code] with [code]maxsplit[/code] of 2.
</description>
</method>
<method name="rstrip">
@@ -709,27 +710,27 @@
<method name="split">
<return type="PoolStringArray">
</return>
- <argument index="0" name="divisor" type="String">
+ <argument index="0" name="delimiter" type="String">
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
<argument index="2" name="maxsplit" type="int" default="0">
</argument>
<description>
- Splits the string by a divisor string and returns an array of the substrings.
- [b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two","Three"][/code] if split by [code]","[/code].
- If [code]maxsplit[/code] is given, at most maxsplit number of splits occur, and the remainder of the string is returned as the final element of the list (thus, the list will have at most maxsplit+1 elements)
+ Splits the string by a [code]delimiter[/code] string and returns an array of the substrings.
+ If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of 0 means that all items are split.
+ [b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two"][/code] if split by [code]","[/code] with [code]maxsplit[/code] of 2.
</description>
</method>
<method name="split_floats">
<return type="PoolRealArray">
</return>
- <argument index="0" name="divisor" type="String">
+ <argument index="0" name="delimiter" type="String">
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
<description>
- Splits the string in floats by using a divisor string and returns an array of the substrings.
+ Splits the string in floats by using a delimiter string and returns an array of the substrings.
[b]Example:[/b] [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code].
</description>
</method>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index 62e8a2c34f..8ca553ccb8 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -391,7 +391,7 @@
<member name="fold_gutter" type="bool" setter="set_draw_fold_gutter" getter="is_drawing_fold_gutter">
If [code]true[/code], the fold gutter is visible. This enables folding groups of indented lines.
</member>
- <member name="hiding_enabled" type="int" setter="set_hiding_enabled" getter="is_hiding_enabled">
+ <member name="hiding_enabled" type="bool" setter="set_hiding_enabled" getter="is_hiding_enabled">
</member>
<member name="highlight_all_occurrences" type="bool" setter="set_highlight_all_occurrences" getter="is_highlight_all_occurrences_enabled">
</member>
diff --git a/doc/classes/TriangleMesh.xml b/doc/classes/TriangleMesh.xml
index 9600a1d196..2125aa5e17 100644
--- a/doc/classes/TriangleMesh.xml
+++ b/doc/classes/TriangleMesh.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TriangleMesh" inherits="Reference" category="Core" version="3.2">
<brief_description>
+ Internal mesh type.
</brief_description>
<description>
+ Mesh type used internally for collision calculations.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml
index c3b668c170..0bc0e351e4 100644
--- a/doc/classes/VehicleWheel.xml
+++ b/doc/classes/VehicleWheel.xml
@@ -19,7 +19,7 @@
<return type="float">
</return>
<description>
- Returns a value between 0.0 and 1.0 that indicates whether this wheel is skidding. 0.0 is not skidding, 1.0 means the wheel has lost grip.
+ Returns a value between 0.0 and 1.0 that indicates whether this wheel is skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 means not skidding (the wheel has full grip, e.g. dry asphalt road).
</description>
</method>
<method name="is_in_contact" qualifiers="const">
diff --git a/doc/tools/makerst.py b/doc/tools/makerst.py
index c3e15b2f9a..454c71d3c7 100755
--- a/doc/tools/makerst.py
+++ b/doc/tools/makerst.py
@@ -478,24 +478,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
f.write(make_heading('Tutorials', '-'))
for t in class_def.tutorials:
link = t.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\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\n")
- elif match.lastindex == 1:
- # Doc reference, for example:
- # `Math`
- f.write("- :doc:`../" + groups[0] + "`\n\n")
- else:
- # External link, for example:
- # `http://enet.bespin.org/usergroup0.html`
- f.write("- `" + link + " <" + link + ">`_\n\n")
+ f.write("- " + make_url(link) + "\n\n")
# Property descriptions
if len(class_def.properties) > 0:
@@ -802,15 +785,16 @@ def rstize_text(text, state): # type: (str, State) -> str
tag_text = "" # '![](' + cmd[6:] + ')'
elif cmd.find('url=') == 0:
url_link = cmd[4:]
- tag_text = ':ref:`'
+ tag_text = '`'
tag_depth += 1
- url_has_name = False
inside_url = True
+ url_has_name = False
elif cmd == '/url':
- tag_text = ('' if url_has_name else url_link) + '<' + url_link + ">`"
+ tag_text = ('' if url_has_name else url_link) + " <" + url_link + ">`_"
tag_depth -= 1
escape_post = True
inside_url = False
+ url_has_name = False
elif cmd == 'center':
tag_depth += 1
tag_text = ''
@@ -996,5 +980,26 @@ def make_heading(title, underline): # type: (str, str) -> str
return title + '\n' + (underline * len(title)) + "\n\n"
+def make_url(link): # type: (str) -> str
+ 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`
+ return "`" + groups[1] + " <../" + groups[0] + ".html" + groups[1] + ">`_ in :doc:`../" + groups[0] + "`"
+ # Commented out alternative: Instead just emit:
+ # `Subsection in Exporting For Web`
+ # return "`Subsection <../" + groups[0] + ".html" + groups[1] + ">`__ in :doc:`../" + groups[0] + "`"
+ elif match.lastindex == 1:
+ # Doc reference, for example:
+ # `Math`
+ return ":doc:`../" + groups[0] + "`"
+ else:
+ # External link, for example:
+ # `http://enet.bespin.org/usergroup0.html`
+ return "`" + link + " <" + link + ">`_"
+
+
if __name__ == '__main__':
main()