diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 4 | ||||
-rw-r--r-- | doc/classes/Input.xml | 7 | ||||
-rw-r--r-- | doc/classes/Node.xml | 9 | ||||
-rw-r--r-- | doc/classes/PackedScene.xml | 4 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 13 | ||||
-rw-r--r-- | doc/classes/ReferenceRect.xml | 2 |
6 files changed, 31 insertions, 8 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 9cfe494b7f..b1350c0241 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -248,9 +248,9 @@ - 1.0: Linear - Between -1.0 and 0.0 (exclusive): Ease out-in - 0.0: Constant - - Between 0.0 to 1.0 (exclusive): Ease in + - Between 0.0 to 1.0 (exclusive): Ease out - 1.0: Linear - - Greater than 1.0 (exclusive): Ease out + - Greater than 1.0 (exclusive): Ease in [/codeblock] [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url] See also [method smoothstep]. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer]. diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 4ee319f554..cd5ba2e17f 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -236,6 +236,13 @@ Returns [code]true[/code] if you are pressing the mouse button specified with [enum MouseButton]. </description> </method> + <method name="is_physical_key_pressed" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="keycode" type="int" enum="Key" /> + <description> + Returns [code]true[/code] if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [enum Key] constant. + </description> + </method> <method name="joy_connection_changed"> <return type="void" /> <argument index="0" name="device" type="int" /> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 423002d058..8a12314ba8 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -233,6 +233,14 @@ <description> Returns an array listing the groups that the node is a member of. [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. + [b]Note:[/b] The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over [method get_groups], use the following snippet: + [codeblock] + # Stores the node's non-internal groups only (as an array of Strings). + var non_internal_groups = [] + for group in get_groups(): + if not group.begins_with("_"): + non_internal_groups.push_back(group) + [/codeblock] </description> </method> <method name="get_index" qualifiers="const"> @@ -563,6 +571,7 @@ <description> Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost. If [code]keep_groups[/code] is [code]true[/code], the [code]node[/code] is added to the same groups that the replaced node is in. + Note that the replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using [method Object.free]. </description> </method> <method name="request_ready"> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index d0579c6f6f..d3a770b35b 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -5,7 +5,7 @@ </brief_description> <description> A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself. - Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [code]owner[/code] property on [Node]). + Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [member Node.owner] property). [b]Note:[/b] The node doesn't need to own itself. [b]Example of loading a saved scene:[/b] [codeblocks] @@ -22,7 +22,7 @@ AddChild(scene); [/csharp] [/codeblocks] - [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidDynamicBody2D[/code] ([code]body[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. + [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidDynamicBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblocks] [gdscript] # Create the objects. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index cb26d8d445..69ee51ca99 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -196,13 +196,17 @@ Background color for the boot splash. </member> <member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true"> - If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size. + If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size. </member> <member name="application/boot_splash/image" type="String" setter="" getter="" default=""""> - Path to an image used as the boot splash. + Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead. + [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code]. + </member> + <member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true"> + If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color]. </member> <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). + 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=""""> 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]). @@ -368,6 +372,9 @@ <member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> + <member name="debug/gdscript/warnings/shadowed_global_identifier" type="bool" setter="" getter="" default="true"> + If [code]true[/code], enables warnings when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it. + </member> <member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). </member> diff --git a/doc/classes/ReferenceRect.xml b/doc/classes/ReferenceRect.xml index 1db6879b45..99ad067469 100644 --- a/doc/classes/ReferenceRect.xml +++ b/doc/classes/ReferenceRect.xml @@ -16,7 +16,7 @@ Sets the border width of the [ReferenceRect]. The border grows both inwards and outwards with respect to the rectangle box. </member> <member name="editor_only" type="bool" setter="set_editor_only" getter="get_editor_only" default="true"> - If set to [code]true[/code], the [ReferenceRect] will only be visible while in editor. Otherwise, [ReferenceRect] will be visible in game. + If [code]true[/code], the [ReferenceRect] will only be visible while in editor. Otherwise, [ReferenceRect] will be visible in the running project. </member> </members> </class> |