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-rw-r--r--doc/classes/@GlobalScope.xml97
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml6
-rw-r--r--doc/classes/AnimationTree.xml3
-rw-r--r--doc/classes/Expression.xml1
-rw-r--r--doc/classes/Tween.xml40
-rw-r--r--doc/classes/Vector2.xml10
-rw-r--r--doc/classes/Vector3.xml10
7 files changed, 121 insertions, 46 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 863ea899ee..1943221309 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -106,6 +106,17 @@
[/codeblock]
</description>
</method>
+ <method name="bezier_interpolate">
+ <return type="float" />
+ <argument index="0" name="start" type="float" />
+ <argument index="1" name="control_1" type="float" />
+ <argument index="2" name="control_2" type="float" />
+ <argument index="3" name="end" type="float" />
+ <argument index="4" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bytes2var">
<return type="Variant" />
<argument index="0" name="bytes" type="PackedByteArray" />
@@ -646,6 +657,16 @@
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
+ <method name="print_rich" qualifiers="vararg">
+ <description>
+ Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output.
+ When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough.
+ [codeblock]
+ print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b]
+ [/codeblock]
+ [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
+ </description>
+ </method>
<method name="print_verbose" qualifiers="vararg">
<description>
If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
@@ -1040,6 +1061,27 @@
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
+ <method name="wrap">
+ <return type="Variant" />
+ <argument index="0" name="value" type="Variant" />
+ <argument index="1" name="min" type="Variant" />
+ <argument index="2" name="max" type="Variant" />
+ <description>
+ Wraps the [Variant] [code]value[/code] between [code]min[/code] and [code]max[/code].
+ Usable for creating loop-alike behavior or infinite surfaces.
+ Variant types [int] and [float] (real) are supported. If any of the argument is [float] the result will be [float], otherwise it is [int].
+ [codeblock]
+ var a = wrap(4, 5, 10)
+ # a is 9 (int)
+
+ var a = wrap(7, 5, 10)
+ # a is 7 (int)
+
+ var a = wrap(10.5, 5, 10)
+ # a is 5.5 (float)
+ [/codeblock]
+ </description>
+ </method>
<method name="wrapf">
<return type="float" />
<argument index="0" name="value" type="float" />
@@ -2521,21 +2563,24 @@
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="20" enum="PropertyHint">
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
</constant>
- <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="21" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_EXPRESSION" value="21" enum="PropertyHint">
+ Hints that a string property is an [Expression].
+ </constant>
+ <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="22" enum="PropertyHint">
Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
</constant>
- <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="22" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="23" enum="PropertyHint">
Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="23" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="24" enum="PropertyHint">
Hints that an image is compressed using lossy compression.
</constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="24" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="25" enum="PropertyHint">
Hints that an image is compressed using lossless compression.
</constant>
- <constant name="PROPERTY_HINT_OBJECT_ID" value="25" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_OBJECT_ID" value="26" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_TYPE_STRING" value="26" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_TYPE_STRING" value="27" 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 inteters.
@@ -2545,47 +2590,47 @@
[/codeblock]
[b]Note:[/b] The final colon is required to specify for properly detecting built-in types.
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="27" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="28" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="28" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="29" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="29" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="30" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="30" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="31" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="31" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="32" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="32" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="33" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="33" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="34" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="34" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="35" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="35" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="36" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="36" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="37" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="37" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="38" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_SAVE_FILE" value="38" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_SAVE_FILE" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="39" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="40" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="41" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="42" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="43" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="42" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_LOCALE_ID" value="43" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LOCALE_ID" value="44" 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="44" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="45" 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="45" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_TYPE" value="46" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_MAX" value="46" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_MAX" value="47" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
</constant>
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 94e6a2f23d..206164d675 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -19,6 +19,12 @@
[/csharp]
[/codeblocks]
</member>
+ <member name="advance_expression" type="String" setter="set_advance_expression" getter="get_advance_expression" default="&quot;&quot;">
+ Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
+ </member>
+ <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;&quot;)">
+ The path to the [Node] used to evaluate an [Expression] if one is not explictly specified internally.
+ </member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
</member>
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 67e64c6bee..ecac228a26 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -37,6 +37,9 @@
<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the [AnimationTree] will be processing.
</member>
+ <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;.&quot;)">
+ The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explictly specified internally.
+ </member>
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
</member>
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index b37de09e04..50979c9b68 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -56,6 +56,7 @@
<argument index="0" name="inputs" type="Array" default="[]" />
<argument index="1" name="base_instance" type="Object" default="null" />
<argument index="2" name="show_error" type="bool" default="true" />
+ <argument index="3" name="const_calls_only" type="bool" default="false" />
<description>
Executes the expression that was previously parsed by [method parse] and returns the result. Before you use the returned object, you should check if the method failed by calling [method has_execute_failed].
If you defined input variables in [method parse], you can specify their values in the inputs array, in the same order.
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index f9ec0d115d..b18232f5c3 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -4,41 +4,41 @@
Lightweight object used for general-purpose animation via script, using [Tweener]s.
</brief_description>
<description>
- Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them.
+ Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. Animating something with a [Tween] is called tweening.
[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay.
A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid and can't be used for tweening values.
- A [Tween] animation is composed of a sequence of [Tweener]s, which by default are executed one after another. You can create a sequence by appending [Tweener]s to the [Tween]. Animating something with a [Tweener] is called tweening. Example tweening sequence looks like this:
+ A tween animation is created by adding [Tweener]s to the [Tween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]:
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- This sequence will make the [code]$Sprite[/code] node turn red, then shrink and finally the [method Node.queue_free] is called to remove the sprite. See methods [method tween_property], [method tween_interval], [method tween_callback] and [method tween_method] for more usage information.
- When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set different transition type in the above example, you can do:
+ This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel].
+ When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set a different transition type in the above example, you can use [method set_trans]:
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE)
tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- Most of the [Tween] methods can be chained this way too. In this example the [Tween] is bound and have set a default transition:
+ Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s:
[codeblock]
var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC)
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- Another interesting use for [Tween]s is animating arbitrary set of objects:
+ Another interesting use for [Tween]s is animating arbitrary sets of objects:
[codeblock]
var tween = create_tween()
for sprite in get_children():
- tween.tween_property(sprite, "position", Vector2(), 1)
+ tween.tween_property(sprite, "position", Vector2(0, 0), 1)
[/codeblock]
In the example above, all children of a node are moved one after another to position (0, 0).
- Some [Tweener]s use transitions and eases. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
+ Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
- [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it was created.
+ [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
</description>
<tutorials>
</tutorials>
@@ -67,15 +67,15 @@
<return type="bool" />
<argument index="0" name="delta" type="float" />
<description>
- Processes the [Tween] by given [code]delta[/code] value, in seconds. Mostly useful when the [Tween] is paused, for controlling it manually. Can also be used to end the [Tween] animation immediately, by using [code]delta[/code] longer than the whole duration.
+ Processes the [Tween] by the given [code]delta[/code] value, in seconds. This is mostly useful for manual control when the [Tween] is paused. It can also be used to end the [Tween] animation immediately, by setting [code]delta[/code] longer than the whole duration of the [Tween] animation.
Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't finished.
- [b]Note:[/b] The [Tween] will become invalid after finished, but you can call [method stop] after the step, to keep it and reset.
+ [b]Note:[/b] The [Tween] will become invalid in the next processing frame after its animation finishes. Calling [method stop] after performing [method custom_step] instead keeps and resets the [Tween].
</description>
</method>
<method name="get_total_elapsed_time" qualifiers="const">
<return type="float" />
<description>
- Returns the total time in seconds the [Tween] has been animating (i.e. time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale] and [method stop] will reset it to [code]0[/code].
+ Returns the total time in seconds the [Tween] has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale], and [method stop] will reset it to [code]0[/code].
[b]Note:[/b] As it results from accumulating frame deltas, the time returned after the [Tween] has finished animating will be slightly greater than the actual [Tween] duration.
</description>
</method>
@@ -105,7 +105,7 @@
<method name="is_valid">
<return type="bool" />
<description>
- Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). [Tween] might become invalid when it has finished tweening or was killed, also when created with [code]Tween.new()[/code]. Invalid [Tween] can't have [Tweener]s appended, because it can't animate them.
+ Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). A [Tween] might become invalid when it has finished tweening, is killed, or when created with [code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended.
</description>
</method>
<method name="kill">
@@ -152,8 +152,8 @@
<argument index="0" name="loops" type="int" default="0" />
<description>
Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice.
- Calling this method without arguments will make the [Tween] run infinitely, until it is either killed by [method kill] or by freeing bound node, or all the animated objects have been freed (which makes further animation impossible).
- [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] with no delay or [PropertyTweener] with invalid node) are equivalent to infinite [code]while[/code] loops and will freeze your game. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
+ Calling this method without arguments will make the [Tween] run infinitely, until either it is killed with [method kill], the [Tween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).
+ [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
</description>
</method>
<method name="set_parallel">
@@ -221,7 +221,7 @@
<return type="IntervalTweener" />
<argument index="0" name="time" type="float" />
<description>
- Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative for using the delay in other [Tweener]s or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds.
+ Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds.
Example: creating an interval in code execution.
[codeblock]
# ... some code
@@ -271,7 +271,7 @@
<argument index="2" name="final_val" type="Variant" />
<argument index="3" name="duration" type="float" />
<description>
- Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is a value at the time the tweening of the [PropertyTweener] start. For example:
+ Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example:
[codeblock]
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
@@ -292,19 +292,19 @@
<signal name="finished">
<description>
Emitted when the [Tween] has finished all tweening. Never emitted when the [Tween] is set to infinite looping (see [method set_loops]).
- [b]Note:[/b] The [Tween] is removed (invalidated) after this signal is emitted, but it doesn't happen immediately, but on the next processing frame. Calling [method stop] inside the signal callback will preserve the [Tween].
+ [b]Note:[/b] The [Tween] is removed (invalidated) in the next processing frame after this signal is emitted. Calling [method stop] inside the signal callback will prevent the [Tween] from being removed.
</description>
</signal>
<signal name="loop_finished">
<argument index="0" name="loop_count" type="int" />
<description>
- Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after final loop, use [signal finished] instead for this case.
+ Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after the final loop, use [signal finished] instead for this case.
</description>
</signal>
<signal name="step_finished">
<argument index="0" name="idx" type="int" />
<description>
- Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running parallelly.
+ Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running in parallel.
</description>
</signal>
</signals>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 6ccc0fc6a6..454db51919 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -85,6 +85,16 @@
Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
</description>
</method>
+ <method name="bezier_interpolate" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="control_1" type="Vector2" />
+ <argument index="1" name="control_2" type="Vector2" />
+ <argument index="2" name="end" type="Vector2" />
+ <argument index="3" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bounce" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="n" type="Vector2" />
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index d907ceb52b..c181720a66 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -61,6 +61,16 @@
Returns the unsigned minimum angle to the given vector, in radians.
</description>
</method>
+ <method name="bezier_interpolate" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="control_1" type="Vector3" />
+ <argument index="1" name="control_2" type="Vector3" />
+ <argument index="2" name="end" type="Vector3" />
+ <argument index="3" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bounce" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="n" type="Vector3" />