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-rw-r--r--doc/classes/@GlobalScope.xml68
-rw-r--r--doc/classes/ArrayMesh.xml12
-rw-r--r--doc/classes/BaseMaterial3D.xml13
-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/Control.xml6
-rw-r--r--doc/classes/Curve3D.xml9
-rw-r--r--doc/classes/DirectionalLight2D.xml3
-rw-r--r--doc/classes/EditorInterface.xml12
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml2
-rw-r--r--doc/classes/EditorProperty.xml2
-rw-r--r--doc/classes/Engine.xml5
-rw-r--r--doc/classes/FileSystemDock.xml2
-rw-r--r--doc/classes/GeometryInstance3D.xml5
-rw-r--r--doc/classes/Node.xml4
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/PathFollow3D.xml13
-rw-r--r--doc/classes/PortableCompressedTexture2D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml32
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/XRInterfaceExtension.xml7
-rw-r--r--doc/classes/float.xml7
-rw-r--r--doc/classes/int.xml7
-rwxr-xr-xdoc/tools/make_rst.py169
23 files changed, 298 insertions, 88 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index ed404ea504..09713bce2f 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2734,17 +2734,10 @@
<constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="21" enum="PropertyHint">
Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="22" enum="PropertyHint">
- Hints that an image is compressed using lossy compression. The editor does not internally use this property hint.
+ <constant name="PROPERTY_HINT_OBJECT_ID" value="22" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="23" enum="PropertyHint">
- Hints that an image is compressed using lossless compression. The editor does not internally use this property hint.
- </constant>
- <constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint">
- </constant>
- <constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint">
- Hints that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types.
- [b]Example:[/b]
+ <constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint">
+ Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance:
[codeblock]
hint_string = "%s:" % [TYPE_INT] # Array of integers.
hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
@@ -2753,56 +2746,53 @@
[/codeblock]
[b]Note:[/b] The final colon is required for properly detecting built-in types.
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="27" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="25" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="28" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="26" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="29" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="27" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="30" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="28" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="31" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="29" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="32" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="30" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="33" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="31" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="34" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="32" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="35" enum="PropertyHint">
- Hints that a property's size (in bytes) is too big to be displayed, when debugging a running project. The debugger uses this hint internally.
+ <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="33" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="36" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="34" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_SAVE_FILE" value="35" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="38" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="36" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="37" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="38" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
- Hints that a [String] property is a locale code. Editing it will show a locale dialog for picking language and country.
+ <constant name="PROPERTY_HINT_LOCALE_ID" value="40" enum="PropertyHint">
+ Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
</constant>
- <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint">
- Hints that a [Dictionary] property is string translation map. Dictionary keys are locale codes and, values are translated strings.
+ <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="41" enum="PropertyHint">
+ Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
</constant>
- <constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_TYPE" value="42" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="45" enum="PropertyHint">
- Hints that a [Quaternion] property should disable the temporary euler editor.
+ <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="43" enum="PropertyHint">
+ Hints that a quaternion property should disable the temporary euler editor.
</constant>
- <constant name="PROPERTY_HINT_PASSWORD" value="46" enum="PropertyHint">
- Hints that a [String] property is a password. Every character of the string is displayed as the secret character (typically [code]*[/code]).
- An optional placeholder text can be shown on its input field, similarly to [constant PROPERTY_HINT_PLACEHOLDER_TEXT].
+ <constant name="PROPERTY_HINT_PASSWORD" value="44" enum="PropertyHint">
+ Hints that a string property is a password, and every character is replaced with the secret character.
</constant>
- <constant name="PROPERTY_HINT_MAX" value="47" enum="PropertyHint">
- Represents the size of the [enum PropertyHint] enum.
+ <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
The property is not stored, and does not display in the editor. This is the default for non-exported properties.
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index ab948dd0de..b9c8ab0f6c 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -25,10 +25,12 @@
m.mesh = arr_mesh
[/gdscript]
[csharp]
- var vertices = new Godot.Collections.Array&lt;Vector3&gt;();
- vertices.Add(new Vector3(0, 1, 0));
- vertices.Add(new Vector3(1, 0, 0));
- vertices.Add(new Vector3(0, 0, 1));
+ var vertices = new Vector3[]
+ {
+ new Vector3(0, 1, 0),
+ new Vector3(1, 0, 0),
+ new Vector3(0, 0, 1),
+ };
// Initialize the ArrayMesh.
var arrMesh = new ArrayMesh();
@@ -38,7 +40,7 @@
// Create the Mesh.
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
- var m = new MeshInstance();
+ var m = new MeshInstance3D();
m.Mesh = arrMesh;
[/csharp]
[/codeblocks]
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index de980eab0c..fbb31cadcd 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -529,13 +529,13 @@
The material will use the texture's alpha values for transparency.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
- The material will cut off all values below a threshold, the rest will remain opaque.
+ The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
- The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass.
+ The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass.
</constant>
<constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.
@@ -613,13 +613,14 @@
Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
- Default depth draw mode. Depth is drawn only for opaque objects.
+ Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
- Depth draw is calculated for both opaque and transparent objects.
+ Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.
+ [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
- No depth draw.
+ Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
@@ -631,7 +632,7 @@
No culling is performed.
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags">
- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
+ Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags">
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 0111ef804e..7395556d05 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
- <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link>
+ <link title="Using CharacterBody2D">$DOCS_URL/tutorials/physics/using_character_body_2d.html</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index e1dd2819b2..8a38deeebe 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1010,6 +1010,10 @@
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
</member>
+ <member name="localize_numeral_system" type="bool" setter="set_localize_numeral_system" getter="is_localizing_numeral_system" default="true">
+ If [code]true[/code], automatically converts code line numbers, list indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the numeral systems used in current locale.
+ [b]Note:[/b] Numbers within the text are not automatically converted, it can be done manually, using [method TextServer.format_number].
+ </member>
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
@@ -1048,7 +1052,7 @@
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value.
- [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
+ [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
</member>
<member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml
index 3e4e05f51a..63134417b1 100644
--- a/doc/classes/Curve3D.xml
+++ b/doc/classes/Curve3D.xml
@@ -132,6 +132,15 @@
If the curve has no up vectors, the function sends an error to the console, and returns [code](0, 1, 0)[/code].
</description>
</method>
+ <method name="sample_baked_with_rotation" qualifiers="const">
+ <return type="Transform3D" />
+ <param index="0" name="offset" type="float" />
+ <param index="1" name="cubic" type="bool" default="false" />
+ <param index="2" name="apply_tilt" type="bool" default="false" />
+ <description>
+ Similar with [code]interpolate_baked()[/code]. The the return value is [code]Transform3D[/code], with [code]origin[/code] as point position, [code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, [code]basis.z[/code] as forward vector. When the curve length is 0, there is no reasonable way to caculate the rotation, all vectors aligned with global space axes.
+ </description>
+ </method>
<method name="samplef" qualifiers="const">
<return type="Vector3" />
<param index="0" name="fofs" type="float" />
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index a1b8ea86be..7a54980c19 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Directional light from a distance.
</brief_description>
<description>
+ A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
</description>
<tutorials>
</tutorials>
@@ -11,6 +13,7 @@
The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0">
+ Maximum distance this light covers. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (due to more objects being included in shadow rendering).
</member>
</members>
</class>
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index bb319cb5a3..5d4b83bc27 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -48,6 +48,12 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
+ <method name="get_current_directory" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ </description>
+ </method>
<method name="get_current_path" qualifiers="const">
<return type="String" />
<description>
@@ -131,10 +137,10 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
- <method name="get_selected_path" qualifiers="const">
- <return type="String" />
+ <method name="get_selected_paths" qualifiers="const">
+ <return type="PackedStringArray" />
<description>
- Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
</description>
</method>
<method name="get_selection">
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index 24e1a2da7c..3ab13ec5c0 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -8,7 +8,7 @@
To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first.
</description>
<tutorials>
- <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link>
+ <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/3d_gizmos.html</link>
</tutorials>
<methods>
<method name="_can_be_hidden" qualifiers="virtual const">
diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml
index 2aca19510b..e18bea1f67 100644
--- a/doc/classes/EditorProperty.xml
+++ b/doc/classes/EditorProperty.xml
@@ -150,7 +150,7 @@
<param index="1" name="pinned" type="bool" />
<description>
Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value.
- The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instancing chain, a script or a builtin class.
+ The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instantiation chain, a script or a builtin class.
</description>
</signal>
<signal name="resource_selected">
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 821fae37a6..d583e07f59 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -275,13 +275,16 @@
If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps].
</member>
+ <member name="max_physics_steps_per_frame" type="int" setter="set_max_physics_steps_per_frame" getter="get_max_physics_steps_per_frame" default="8">
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member max_physics_steps_per_frame] if you have increased [member physics_ticks_per_second] significantly above its default value.
+ </member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
- [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
+ [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value.
</member>
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml
index 5578f449b3..00f5c7ddff 100644
--- a/doc/classes/FileSystemDock.xml
+++ b/doc/classes/FileSystemDock.xml
@@ -46,7 +46,7 @@
<description>
</description>
</signal>
- <signal name="instance">
+ <signal name="instantiate">
<param index="0" name="files" type="PackedStringArray" />
<description>
</description>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 86d52ae9be..90a983d28b 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -13,6 +13,7 @@
<return type="Variant" />
<param index="0" name="name" type="StringName" />
<description>
+ Get the value of a shader parameter as set on this instance.
</description>
</method>
<method name="set_custom_aabb">
@@ -27,6 +28,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
+ Set the value of a shader parameter for this instance only.
</description>
</method>
</methods>
@@ -45,8 +47,11 @@
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
<member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
+ If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
</member>
<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
+ Useful for testing level of detail transitions in the editor.
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index b83bff5d5e..21fb9d139c 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -606,7 +606,7 @@
<return type="void" />
<param index="0" name="group" type="StringName" />
<description>
- Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
+ Removes a node from the [param group]. Does nothing if the node is not in the [param group]. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
@@ -991,7 +991,7 @@
<constant name="DUPLICATE_SCRIPTS" value="4" enum="DuplicateFlags">
Duplicate the node's scripts.
</constant>
- <constant name="DUPLICATE_USE_INSTANCING" value="8" enum="DuplicateFlags">
+ <constant name="DUPLICATE_USE_INSTANTIATION" value="8" enum="DuplicateFlags">
Duplicate using instancing.
An instance stays linked to the original so when the original changes, the instance changes too.
</constant>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index f4a5288481..ea9b83d2aa 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -467,7 +467,7 @@
<return type="bool" />
<param index="0" name="tag_name" type="String" />
<description>
- Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
+ Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
</description>
</method>
diff --git a/doc/classes/PathFollow3D.xml b/doc/classes/PathFollow3D.xml
index ba7207be8f..fa7580b7b6 100644
--- a/doc/classes/PathFollow3D.xml
+++ b/doc/classes/PathFollow3D.xml
@@ -9,6 +9,16 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="correct_posture" qualifiers="static">
+ <return type="Transform3D" />
+ <param index="0" name="transform" type="Transform3D" />
+ <param index="1" name="rotation_mode" type="int" enum="PathFollow3D.RotationMode" />
+ <description>
+ Correct the [code]transform[/code]. [code]rotation_mode[/code] implicitly specifies how posture (forward, up and sideway direction) is caculated.
+ </description>
+ </method>
+ </methods>
<members>
<member name="cubic_interp" type="bool" setter="set_cubic_interpolation" getter="get_cubic_interpolation" default="true">
If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise.
@@ -30,6 +40,9 @@
<member name="rotation_mode" type="int" setter="set_rotation_mode" getter="get_rotation_mode" enum="PathFollow3D.RotationMode" default="3">
Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used.
</member>
+ <member name="tilt_enabled" type="bool" setter="set_tilt_enabled" getter="is_tilt_enabled" default="true">
+ If [code]true[/code], the tilt property of [Curve3D] takes effect.
+ </member>
<member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0">
The node's offset perpendicular to the curve.
</member>
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml
index b64cda6df5..693eaafad3 100644
--- a/doc/classes/PortableCompressedTexture2D.xml
+++ b/doc/classes/PortableCompressedTexture2D.xml
@@ -21,7 +21,7 @@
<param index="3" name="lossy_quality" type="float" default="0.8" />
<description>
Initializes the compressed texture from a base image. The compression mode must be provided.
- If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality.
+ [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map.
If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality.
</description>
</method>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 015de62ec1..3478215f4f 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -208,7 +208,7 @@
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/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 left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
+ 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.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
@@ -235,7 +235,8 @@
[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/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 (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
+ 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.
</member>
<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
@@ -317,11 +318,13 @@
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
- <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0">
- The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
+ <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="0.5">
+ The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
+ The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
- <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0">
- The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
+ <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="0.5">
+ The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
+ The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
@@ -555,7 +558,7 @@
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="true">
- If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
+ If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
@@ -1811,6 +1814,10 @@
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
+ <member name="physics/common/max_physics_steps_per_frame" type="int" setter="" getter="" default="8">
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value.
+ [b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
+ </member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
@@ -1819,7 +1826,7 @@
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member application/run/max_fps].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
- [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
+ [b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value.
</member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
</member>
@@ -2229,9 +2236,6 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
- <member name="rendering/textures/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2">
- The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.
- </member>
<member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
@@ -2248,6 +2252,12 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
+ <member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2">
+ The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings.
+ </member>
+ <member name="rendering/textures/webp_compression/lossless_compression_factor" type="float" setter="" getter="" default="25">
+ The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
+ </member>
<member name="rendering/transparent_background" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed].
</member>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index b0b4f74b46..999913b1ac 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -80,7 +80,7 @@
<method name="c_unescape" qualifiers="const">
<return type="String" />
<description>
- Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
+ Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
</description>
</method>
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index c6b215daa3..0fe54e947f 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -141,13 +141,6 @@
Returns [code]true[/code] if this interface has been initialized.
</description>
</method>
- <method name="_notification" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="what" type="int" />
- <description>
- Informs the interface of an applicable system notification.
- </description>
- </method>
<method name="_post_draw_viewport" qualifiers="virtual">
<return type="void" />
<param index="0" name="render_target" type="RID" />
diff --git a/doc/classes/float.xml b/doc/classes/float.xml
index e3938fb5d5..a196021249 100644
--- a/doc/classes/float.xml
+++ b/doc/classes/float.xml
@@ -28,6 +28,13 @@
</constructor>
<constructor name="float">
<return type="float" />
+ <param index="0" name="from" type="String" />
+ <description>
+ Converts a [String] to a [float], following the same rules as [method String.to_float].
+ </description>
+ </constructor>
+ <constructor name="float">
+ <return type="float" />
<param index="0" name="from" type="bool" />
<description>
Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0.
diff --git a/doc/classes/int.xml b/doc/classes/int.xml
index 65ab5d4656..93fc8386c6 100644
--- a/doc/classes/int.xml
+++ b/doc/classes/int.xml
@@ -54,6 +54,13 @@
</constructor>
<constructor name="int">
<return type="int" />
+ <param index="0" name="from" type="String" />
+ <description>
+ Converts a [String] to an [int], following the same rules as [method String.to_int].
+ </description>
+ </constructor>
+ <constructor name="int">
+ <return type="int" />
<param index="0" name="from" type="bool" />
<description>
Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0.
diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py
index 492a438d9b..4f41baebf7 100755
--- a/doc/tools/make_rst.py
+++ b/doc/tools/make_rst.py
@@ -29,6 +29,10 @@ MARKUP_ALLOWED_SUBSEQUENT = " -.,:;!?\\/'\")]}>"
# write in this script (check `translate()` uses), and also hardcoded in
# `doc/translations/extract.py` to include them in the source POT file.
BASE_STRINGS = [
+ "Objects",
+ "Nodes",
+ "Resources",
+ "Globals",
"Description",
"Tutorials",
"Properties",
@@ -63,6 +67,13 @@ strings_l10n: Dict[str, str] = {}
STYLES: Dict[str, str] = {}
+CLASS_GROUPS: Dict[str, str] = {
+ "global": "Globals",
+ "node": "Nodes",
+ "resource": "Resources",
+ "class": "Objects",
+}
+
class State:
def __init__(self) -> None:
@@ -329,7 +340,7 @@ class State:
return cast
def sort_classes(self) -> None:
- self.classes = OrderedDict(sorted(self.classes.items(), key=lambda t: t[0]))
+ self.classes = OrderedDict(sorted(self.classes.items(), key=lambda t: t[0].lower()))
class TypeName:
@@ -601,12 +612,25 @@ def main() -> None:
print("Generating the RST class reference...")
+ grouped_classes: Dict[str, List[str]] = {}
+
for class_name, class_def in state.classes.items():
if args.filter and not pattern.search(class_def.filepath):
continue
state.current_class = class_name
make_rst_class(class_def, state, args.dry_run, args.output)
+ group_name = get_class_group(class_def, state)
+
+ if group_name not in grouped_classes:
+ grouped_classes[group_name] = []
+ grouped_classes[group_name].append(class_name)
+
+ print("")
+ print("Generating the index file...")
+
+ make_rst_index(grouped_classes, args.dry_run, args.output)
+
print("")
if state.num_warnings >= 2:
@@ -655,6 +679,39 @@ def translate(string: str) -> str:
return strings_l10n.get(string, string)
+def get_git_branch() -> str:
+ if hasattr(version, "docs") and version.docs != "latest":
+ return version.docs
+
+ return "master"
+
+
+def get_class_group(class_def: ClassDef, state: State) -> str:
+ group_name = "class"
+ class_name = class_def.name
+
+ if class_name.startswith("@"):
+ group_name = "global"
+ elif class_def.inherits:
+ inherits = class_def.inherits.strip()
+
+ while inherits in state.classes:
+ if inherits == "Node":
+ group_name = "node"
+ break
+ if inherits == "Resource":
+ group_name = "resource"
+ break
+
+ inode = state.classes[inherits].inherits
+ if inode:
+ inherits = inode.strip()
+ else:
+ break
+
+ return group_name
+
+
# Generator methods.
@@ -672,10 +729,7 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
# Warn contributors not to edit this file directly.
# Also provide links to the source files for reference.
- git_branch = "master"
- if hasattr(version, "docs") and version.docs != "latest":
- git_branch = version.docs
-
+ git_branch = get_git_branch()
source_xml_path = os.path.relpath(class_def.filepath, root_directory).replace("\\", "/")
source_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/{source_xml_path}"
generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py"
@@ -723,15 +777,30 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
f.write(make_type(child, state))
f.write("\n\n")
+ has_description = False
+
# Brief description
- if class_def.brief_description is not None:
+ if class_def.brief_description is not None and class_def.brief_description.strip() != "":
+ has_description = True
+
f.write(f"{format_text_block(class_def.brief_description.strip(), class_def, state)}\n\n")
# Class description
if class_def.description is not None and class_def.description.strip() != "":
+ has_description = True
+
f.write(make_heading("Description", "-"))
f.write(f"{format_text_block(class_def.description.strip(), class_def, state)}\n\n")
+ if not has_description:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this class. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
+
# Online tutorials
if len(class_def.tutorials) > 0:
f.write(make_heading("Tutorials", "-"))
@@ -872,6 +941,14 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this annotation. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -904,6 +981,14 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
if property_def.text is not None and property_def.text.strip() != "":
f.write(f"{format_text_block(property_def.text.strip(), property_def, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -925,6 +1010,14 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this constructor. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -945,6 +1038,14 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this method. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -967,6 +1068,14 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this operator. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -992,6 +1101,14 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
if theme_item_def.text is not None and theme_item_def.text.strip() != "":
f.write(f"{format_text_block(theme_item_def.text.strip(), theme_item_def, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this theme property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -1142,6 +1259,46 @@ def make_link(url: str, title: str) -> str:
return f"`{url} <{url}>`__"
+def make_rst_index(grouped_classes: Dict[str, List[str]], dry_run: bool, output_dir: str) -> None:
+
+ if dry_run:
+ f = open(os.devnull, "w", encoding="utf-8")
+ else:
+ f = open(os.path.join(output_dir, "index.rst"), "w", encoding="utf-8")
+
+ # Remove the "Edit on Github" button from the online docs page.
+ f.write(":github_url: hide\n\n")
+
+ # Warn contributors not to edit this file directly.
+ # Also provide links to the source files for reference.
+
+ git_branch = get_git_branch()
+ generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py"
+
+ f.write(".. DO NOT EDIT THIS FILE!!!\n")
+ f.write(".. Generated automatically from Godot engine sources.\n")
+ f.write(f".. Generator: {generator_github_url}.\n\n")
+
+ f.write(".. _doc_class_reference:\n\n")
+
+ for group_name in CLASS_GROUPS:
+ if group_name in grouped_classes:
+ group_title = translate(CLASS_GROUPS[group_name])
+
+ f.write(f"{group_title}\n")
+ f.write(f"{'=' * len(group_title)}\n\n")
+
+ f.write(".. toctree::\n")
+ f.write(" :maxdepth: 1\n")
+ f.write(" :name: toc-class-ref-globals\n")
+ f.write("\n")
+
+ for class_name in grouped_classes[group_name]:
+ f.write(f" class_{class_name.lower()}\n")
+
+ f.write("\n")
+
+
# Formatting helpers.