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-rw-r--r--doc/classes/@GlobalScope.xml4
-rw-r--r--doc/classes/EditorInspector.xml10
-rw-r--r--doc/classes/RenderingServer.xml4
-rw-r--r--doc/classes/Viewport.xml4
4 files changed, 13 insertions, 9 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index a2b310ca82..da6513a08b 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2546,13 +2546,13 @@
The property is a translatable string.
</constant>
<constant name="PROPERTY_USAGE_GROUP" value="128" enum="PropertyUsageFlags">
- Used to group properties together in the editor.
+ Used to group properties together in the editor. See [EditorInspector].
</constant>
<constant name="PROPERTY_USAGE_CATEGORY" value="256" enum="PropertyUsageFlags">
Used to categorize properties together in the editor.
</constant>
<constant name="PROPERTY_USAGE_SUBGROUP" value="512" enum="PropertyUsageFlags">
- Used to group properties together in the editor in a subgroup (under a group).
+ Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
</constant>
<constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="2048" enum="PropertyUsageFlags">
The property does not save its state in [PackedScene].
diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml
index cd249ed319..365e1f13a9 100644
--- a/doc/classes/EditorInspector.xml
+++ b/doc/classes/EditorInspector.xml
@@ -1,11 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A tab used to edit properties of the selected node.
+ A control used to edit properties of an object.
</brief_description>
<description>
- The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as the Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
- [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
+ This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector].
+ [EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list].
+ If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
+ If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section.
+ If a property has [constant @GlobalScope.PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
+ [b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index f1a15a08dd..a83db1386f 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3932,10 +3932,10 @@
[FogVolume] will have no shape, will cover the whole world and will not be culled.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_BILINEAR" value="0" enum="ViewportScaling3DMode">
- Enables bilinear scaling on 3D viewports. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
+ Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_FSR" value="1" enum="ViewportScaling3DMode">
- Enables FSR upscaling on 3D viewports. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear supersampling will be used instead. A value of [code]1.0[/code] disables scaling.
+ Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="2" enum="ViewportScaling3DMode">
</constant>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index b5916f8c17..6f4720491d 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -332,10 +332,10 @@
Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
</constant>
<constant name="SCALING_3D_MODE_BILINEAR" value="0" enum="Scaling3DMode">
- Enables bilinear scaling on 3D viewports. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
+ Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode">
- Enables FSR upscaling on 3D viewports. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear supersampling will be used instead. A value of [code]1.0[/code] disables scaling.
+ Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_MAX" value="2" enum="Scaling3DMode">
Represents the size of the [enum Scaling3DMode] enum.