summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/AudioStreamSample.xml12
-rw-r--r--doc/classes/File.xml4
-rw-r--r--doc/classes/Light3D.xml9
-rw-r--r--doc/classes/OptionButton.xml4
-rw-r--r--doc/classes/PhysicalBone3D.xml41
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml18
-rw-r--r--doc/classes/RenderingServer.xml12
-rw-r--r--doc/classes/RigidBody3D.xml2
9 files changed, 82 insertions, 22 deletions
diff --git a/doc/classes/AudioStreamSample.xml b/doc/classes/AudioStreamSample.xml
index 6d99433c90..c12e1bd05c 100644
--- a/doc/classes/AudioStreamSample.xml
+++ b/doc/classes/AudioStreamSample.xml
@@ -30,13 +30,13 @@
Audio format. See [enum Format] constants for values.
</member>
<member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0">
- Loop start in bytes.
+ The loop start point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.
</member>
<member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0">
- Loop end in bytes.
+ The loop end point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.
</member>
<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamSample.LoopMode" default="0">
- Loop mode. See [enum LoopMode] constants for values.
+ The loop mode. This information will be imported automatically from the WAV file if present. See [enum LoopMode] constants for values.
</member>
<member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100">
The sample rate for mixing this audio.
@@ -59,13 +59,13 @@
Audio does not loop.
</constant>
<constant name="LOOP_FORWARD" value="1" enum="LoopMode">
- Audio loops the data between [member loop_begin] and [member loop_end] playing forward only.
+ Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
</constant>
<constant name="LOOP_PING_PONG" value="2" enum="LoopMode">
- Audio loops the data between [member loop_begin] and [member loop_end] playing back and forth.
+ Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
</constant>
<constant name="LOOP_BACKWARD" value="3" enum="LoopMode">
- Audio loops the data between [member loop_begin] and [member loop_end] playing backward only.
+ Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.
</constant>
</constants>
</class>
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index e9477517cf..17c65731ff 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -297,6 +297,7 @@
</argument>
<description>
Stores an integer as 16 bits in the file.
+ [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code].
</description>
</method>
<method name="store_32">
@@ -306,6 +307,7 @@
</argument>
<description>
Stores an integer as 32 bits in the file.
+ [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code].
</description>
</method>
<method name="store_64">
@@ -315,6 +317,7 @@
</argument>
<description>
Stores an integer as 64 bits in the file.
+ [b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, 2^63 - 1][/code] (i.e. be a valid [int] value).
</description>
</method>
<method name="store_8">
@@ -324,6 +327,7 @@
</argument>
<description>
Stores an integer as 8 bits in the file.
+ [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code].
</description>
</method>
<method name="store_buffer">
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 4e48a24951..623b2a2bb0 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -35,6 +35,9 @@
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
+ <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
+ Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code].
+ </member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1">
The light's bake mode. See [enum BakeMode].
</member>
@@ -53,12 +56,18 @@
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
</member>
+ <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
+ The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s.
+ </member>
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light.
</member>
<member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.15">
Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed.
</member>
+ <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
+ Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
+ </member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )">
The color of shadows cast by this light.
</member>
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index 5cb2aaf314..39d974ec47 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -214,14 +214,14 @@
</members>
<signals>
<signal name="item_focused">
- <argument index="0" name="id" type="int">
+ <argument index="0" name="index" type="int">
</argument>
<description>
Emitted the when user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument.
</description>
</signal>
<signal name="item_selected">
- <argument index="0" name="id" type="int">
+ <argument index="0" name="index" type="int">
</argument>
<description>
Emitted when the current item has been changed by the user. The index of the item selected is passed as argument.
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index d45c72ee87..75f1f3eab4 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -45,21 +45,62 @@
</method>
</methods>
<members>
+ <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
+ Damps the body's rotation if greater than [code]0[/code].
+ </member>
+ <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's rotation in the X axis.
+ </member>
+ <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's rotation in the Y axis.
+ </member>
+ <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's rotation in the Z axis.
+ </member>
+ <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's movement in the X axis.
+ </member>
+ <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's movement in the Y axis.
+ </member>
+ <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's movement in the Z axis.
+ </member>
<member name="body_offset" type="Transform" setter="set_body_offset" getter="get_body_offset" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
+ Sets the body's transform.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
+ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
+ </member>
+ <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
+ If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awaken by an external force.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
+ The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
+ This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="joint_offset" type="Transform" setter="set_joint_offset" getter="get_joint_offset" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
+ Sets the joint's transform.
+ </member>
+ <member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation" default="Vector3( 0, 0, 0 )">
+ Sets the joint's rotation in radians.
+ </member>
+ <member name="joint_rotation_degrees" type="Vector3" setter="set_joint_rotation_degrees" getter="get_joint_rotation_degrees" default="Vector3( 0, 0, 0 )">
+ Sets the joint's rotation in degrees.
</member>
<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0">
+ Sets the joint type. See [enum JointType] for possible values.
+ </member>
+ <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
+ Damps the body's movement if greater than [code]0[/code].
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
+ The body's mass.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8">
+ The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b].
</member>
</members>
<constants>
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 09ee93732d..ea094dcd90 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -19,7 +19,7 @@
</argument>
<description>
Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
- If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
+ If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
</description>
</method>
<method name="collide_shape">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3a4e516d86..67a033daca 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -911,7 +911,7 @@
</member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
- "DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
+ "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
@@ -953,7 +953,7 @@
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
- "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
+ "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
@@ -994,6 +994,12 @@
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
+ Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
+ </member>
+ <member name="rendering/quality/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
+ Lower-end override for [member rendering/quality/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
+ </member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
The video driver to use ("GLES2" or "Vulkan").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
@@ -1098,11 +1104,11 @@
<member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/quality/shadows/filter_mode" type="int" setter="" getter="" default="1">
- Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest.
+ <member name="rendering/quality/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
+ Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
- <member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
- Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
+ <member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
+ Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index aa393877b2..bfdcf1bb79 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3282,18 +3282,18 @@
<constant name="LIGHT_PARAM_RANGE" value="3" enum="LightParam">
The light's range.
</constant>
- <constant name="LIGHT_PARAM_ATTENUATION" value="4" enum="LightParam">
+ <constant name="LIGHT_PARAM_SIZE" value="4" enum="LightParam">
+ The size of the light when using spot light or omni light. The angular size of the light when using directional light.
+ </constant>
+ <constant name="LIGHT_PARAM_ATTENUATION" value="5" enum="LightParam">
The light's attenuation.
</constant>
- <constant name="LIGHT_PARAM_SPOT_ANGLE" value="5" enum="LightParam">
+ <constant name="LIGHT_PARAM_SPOT_ANGLE" value="6" enum="LightParam">
The spotlight's angle.
</constant>
- <constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="6" enum="LightParam">
+ <constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="7" enum="LightParam">
The spotlight's attenuation.
</constant>
- <constant name="LIGHT_PARAM_CONTACT_SHADOW_SIZE" value="7" enum="LightParam">
- Scales the shadow color.
- </constant>
<constant name="LIGHT_PARAM_SHADOW_MAX_DISTANCE" value="8" enum="LightParam">
Max distance that shadows will be rendered.
</constant>
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 667bb2bbb8..1db818d6af 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -147,7 +147,7 @@
Lock the body's movement in the Z axis.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
- If [code]true[/code], the RigidBody3D will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
+ If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awaken by an external force.
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D.