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-rw-r--r--doc/classes/AudioStreamSample.xml4
-rw-r--r--doc/classes/EditorSpatialGizmoPlugin.xml6
-rw-r--r--doc/classes/Light2D.xml1
-rw-r--r--doc/classes/LightOccluder2D.xml1
-rw-r--r--doc/classes/MeshInstance2D.xml1
-rw-r--r--doc/classes/MultiMesh.xml1
-rw-r--r--doc/classes/MultiMeshInstance.xml2
-rw-r--r--doc/classes/Particles.xml1
-rw-r--r--doc/classes/ShaderMaterial.xml1
-rw-r--r--doc/classes/Skeleton2D.xml1
10 files changed, 18 insertions, 1 deletions
diff --git a/doc/classes/AudioStreamSample.xml b/doc/classes/AudioStreamSample.xml
index 77d5f14ab7..fdaa942018 100644
--- a/doc/classes/AudioStreamSample.xml
+++ b/doc/classes/AudioStreamSample.xml
@@ -12,11 +12,13 @@
</demos>
<methods>
<method name="save_to_wav">
- <return type="void">
+ <return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
+ Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
+ Note that a [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
</description>
</method>
</methods>
diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml
index a6c0413c19..d49a50893d 100644
--- a/doc/classes/EditorSpatialGizmoPlugin.xml
+++ b/doc/classes/EditorSpatialGizmoPlugin.xml
@@ -137,6 +137,12 @@
Override this method to provide the name that will appear in the gizmo visibility menu.
</description>
</method>
+ <method name="get_priority" qualifiers="virtual">
+ <return type="String">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="has_gizmo" qualifiers="virtual">
<return type="bool">
</return>
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 0d754f1d4e..3cb785e7b8 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -7,6 +7,7 @@
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index 38b9054411..c7dfe9606b 100644
--- a/doc/classes/LightOccluder2D.xml
+++ b/doc/classes/LightOccluder2D.xml
@@ -7,6 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 7f0136bf77..c26665b6b5 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 0cc9764e36..9bee8e2100 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -10,6 +10,7 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index 5e021dfe9b..866ffffb5f 100644
--- a/doc/classes/MultiMeshInstance.xml
+++ b/doc/classes/MultiMeshInstance.xml
@@ -8,6 +8,8 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree in a forest or grass strands).
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index b6e31d3576..5d80f32bc2 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -8,6 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 7491d22479..9b15c6e8b4 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -7,6 +7,7 @@
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
</tutorials>
<demos>
</demos>
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index d40b8a2fc7..258525c396 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials>
<demos>
</demos>