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-rw-r--r--doc/classes/@GlobalScope.xml2
-rw-r--r--doc/classes/AnimationNode.xml8
-rw-r--r--doc/classes/AudioServer.xml16
-rw-r--r--doc/classes/AudioStream.xml6
-rw-r--r--doc/classes/BaseMaterial3D.xml15
-rw-r--r--doc/classes/CharacterBody2D.xml19
-rw-r--r--doc/classes/CharacterBody3D.xml19
-rw-r--r--doc/classes/DisplayServer.xml2
-rw-r--r--doc/classes/Geometry2D.xml2
-rw-r--r--doc/classes/Line2D.xml3
-rw-r--r--doc/classes/Node.xml25
-rw-r--r--doc/classes/ProjectSettings.xml29
-rw-r--r--doc/classes/Sky.xml2
-rw-r--r--doc/classes/SpriteBase3D.xml2
-rw-r--r--doc/classes/String.xml6
-rw-r--r--doc/classes/SubViewportContainer.xml1
-rw-r--r--doc/classes/SurfaceTool.xml4
-rw-r--r--doc/classes/TreeItem.xml4
-rw-r--r--doc/classes/VoxelGI.xml1
-rw-r--r--doc/classes/XRController3D.xml6
-rw-r--r--doc/classes/XRPositionalTracker.xml3
21 files changed, 90 insertions, 85 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index e9fae91ddb..17cb50d1a4 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2405,7 +2405,7 @@
Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
</constant>
<constant name="PROPERTY_HINT_ENUM_SUGGESTION" value="3" enum="PropertyHint">
- Hints that a string property is can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
+ Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
</constant>
<constant name="PROPERTY_HINT_EXP_EASING" value="4" enum="PropertyHint">
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index f06bef4b74..99d21706ee 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -46,7 +46,7 @@
<method name="_has_filter" qualifiers="virtual const">
<return type="bool" />
<description>
- Returns [code]true[/code] whether you want the blend tree editor to display filter editing on this node.
+ Returns whether you want the blend tree editor to display filter editing on this node.
</description>
</method>
<method name="_process" qualifiers="virtual const">
@@ -127,7 +127,7 @@
<return type="bool" />
<argument index="0" name="path" type="NodePath" />
<description>
- Returns [code]true[/code] whether a given path is filtered.
+ Returns whether the given path is filtered.
</description>
</method>
<method name="remove_input">
@@ -150,7 +150,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
- Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
+ Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.
</description>
</method>
</methods>
@@ -162,7 +162,7 @@
<signals>
<signal name="removed_from_graph">
<description>
- Called when the node was removed from the graph.
+ Emitted when the node was removed from the graph.
</description>
</signal>
<signal name="tree_changed">
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index d878d8bb65..1e076654fb 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -29,25 +29,12 @@
Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at [code]at_position[/code].
</description>
</method>
- <method name="capture_get_device">
- <return type="String" />
- <description>
- Name of the current device for audio input (see [method capture_get_device_list]). The value [code]"Default"[/code] means that the system-wide default audio input is currently used.
- </description>
- </method>
<method name="capture_get_device_list">
<return type="Array" />
<description>
Returns the names of all audio input devices detected on the system.
</description>
</method>
- <method name="capture_set_device">
- <return type="void" />
- <argument index="0" name="name" type="String" />
- <description>
- Sets which audio input device is used for audio capture. On systems with multiple audio inputs (such as analog and USB), this can be used to select the audio input device. Setting the value [code]"Default"[/code] will record audio from the system-wide default audio input. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code].
- </description>
- </method>
<method name="generate_bus_layout" qualifiers="const">
<return type="AudioBusLayout" />
<description>
@@ -308,6 +295,9 @@
<member name="bus_count" type="int" setter="set_bus_count" getter="get_bus_count" default="1">
Number of available audio buses.
</member>
+ <member name="capture_device" type="String" setter="capture_set_device" getter="capture_get_device" default="&quot;Default&quot;">
+ Name of the current device for audio input (see [method get_device_list]). On systems with multiple audio inputs (such as analog, USB and HDMI audio), this can be used to select the audio input device. The value [code]"Default"[/code] will record audio on the system-wide default audio input. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code].
+ </member>
<member name="device" type="String" setter="set_device" getter="get_device" default="&quot;Default&quot;">
Name of the current device for audio output (see [method get_device_list]). On systems with multiple audio outputs (such as analog, USB and HDMI audio), this can be used to select the audio output device. The value [code]"Default"[/code] will play audio on the system-wide default audio output. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code].
</member>
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 1e6f700c7c..6343da6eed 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -39,6 +39,12 @@
Returns the length of the audio stream in seconds.
</description>
</method>
+ <method name="instance_playback">
+ <return type="AudioStreamPlayback" />
+ <description>
+ Returns an AudioStreamPlayback. Useful for when you want to extend `_instance_playback` but call `instance_playback` from an internally held AudioStream subresource. An example of this can be found in the source files for `AudioStreamRandomPitch::instance_playback`.
+ </description>
+ </method>
<method name="is_monophonic" qualifiers="const">
<return type="bool" />
<description>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 9abdddfa5e..ae7b0afaa7 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -132,8 +132,8 @@
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
[b]Note:[/b] Clearcoat rendering is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
</member>
- <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss" default="0.5">
- Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
+ <member name="clearcoat_roughness" type="float" setter="set_clearcoat_roughness" getter="get_clearcoat_roughness" default="0.5">
+ Sets the roughness of the clearcoat pass. A higher value results in a rougher clearcoat while a lower value results in a smoother clearcoat.
</member>
<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
@@ -319,6 +319,7 @@
</member>
<member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0">
The method for rendering the specular blob. See [enum SpecularMode].
+ [b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes.
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
@@ -664,16 +665,10 @@
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
Default specular blob.
</constant>
- <constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
+ <constant name="SPECULAR_TOON" value="1" enum="SpecularMode">
Toon blob which changes size based on roughness.
</constant>
- <constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
+ <constant name="SPECULAR_DISABLED" value="2" enum="SpecularMode">
No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 75237f8df0..28060f6579 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -55,7 +55,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -131,9 +131,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
@@ -163,7 +162,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -171,9 +170,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector2" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector2(0, 0)">
- Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -189,6 +185,9 @@
<member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)">
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
+ <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
+ Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
+ </member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
</member>
@@ -201,10 +200,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 2d18a18eac..4895e2cff7 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -56,7 +56,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector3" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -117,9 +117,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
</description>
@@ -148,7 +147,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -156,9 +155,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
- Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -174,6 +170,9 @@
<member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)">
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
+ <member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
+ Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
+ </member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].
</member>
@@ -186,10 +185,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 8e9bedc831..be8811d629 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -515,7 +515,7 @@
<method name="virtual_keyboard_show">
<return type="void" />
<argument index="0" name="existing_text" type="String" />
- <argument index="1" name="position" type="Rect2" default="Rect2i(0, 0, 0, 0)" />
+ <argument index="1" name="position" type="Rect2" default="Rect2(0, 0, 0, 0)" />
<argument index="2" name="multiline" type="bool" default="false" />
<argument index="3" name="max_length" type="int" default="-1" />
<argument index="4" name="cursor_start" type="int" default="-1" />
diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml
index 446a90463d..cbd83e8d7d 100644
--- a/doc/classes/Geometry2D.xml
+++ b/doc/classes/Geometry2D.xml
@@ -209,7 +209,7 @@
<return type="PackedInt32Array" />
<argument index="0" name="polygon" type="PackedVector2Array" />
<description>
- Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
+ Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
</description>
</method>
</methods>
diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml
index 41c9ea5df5..88574c0028 100644
--- a/doc/classes/Line2D.xml
+++ b/doc/classes/Line2D.xml
@@ -79,7 +79,8 @@
The points that form the lines. The line is drawn between every point set in this array. Points are interpreted as local vectors.
</member>
<member name="round_precision" type="int" setter="set_round_precision" getter="get_round_precision" default="8">
- The smoothness of the rounded joints and caps. This is only used if a cap or joint is set as round.
+ The smoothness of the rounded joints and caps. Higher values result in smoother corners, but are more demanding to render and update. This is only used if a cap or joint is set as round.
+ [b]Note:[/b] The default value is tuned for lines with the default [member width]. For thin lines, this value should be reduced to a number between [code]2[/code] and [code]4[/code] to improve performance.
</member>
<member name="sharp_limit" type="float" setter="set_sharp_limit" getter="get_sharp_limit" default="2.0">
The direction difference in radians between vector points. This value is only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP].
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 5ae50f86d4..5291ecab08 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -181,16 +181,19 @@
[b]Note:[/b] It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.
</description>
</method>
- <method name="find_node" qualifiers="const">
- <return type="Node" />
+ <method name="find_nodes" qualifiers="const">
+ <return type="Node[]" />
<argument index="0" name="mask" type="String" />
- <argument index="1" name="recursive" type="bool" default="true" />
- <argument index="2" name="owned" type="bool" default="true" />
+ <argument index="1" name="type" type="String" default="&quot;&quot;" />
+ <argument index="2" name="recursive" type="bool" default="true" />
+ <argument index="3" name="owned" type="bool" default="true" />
<description>
- Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). Returns [code]null[/code] if no matching [Node] is found.
- [b]Note:[/b] It does not match against the full path, just against individual node names.
+ Finds descendants of this node whose, name matches [code]mask[/code] as in [method String.match], and/or type matches [code]type[/code] as in [method Object.is_class].
+ [code]mask[/code] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
+ [code]type[/code] will check equality or inheritance. It is case-sensitive, [code]"Object"[/code] will match a node whose type is [code]"Node"[/code] but not the other way around.
If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
- [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.
+ Returns an empty array, if no matching nodes are found.
+ [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get references to other nodes. To avoid using [method find_nodes] too often, consider caching the node references into variables.
</description>
</method>
<method name="find_parent" qualifiers="const">
@@ -853,6 +856,14 @@
</constant>
<constant name="NOTIFICATION_WM_SIZE_CHANGED" value="1008">
</constant>
+ <constant name="NOTIFICATION_WM_DPI_CHANGE" value="1009">
+ </constant>
+ <constant name="NOTIFICATION_VP_MOUSE_ENTER" value="1010">
+ Notification received when the mouse enters the viewport.
+ </constant>
+ <constant name="NOTIFICATION_VP_MOUSE_EXIT" value="1011">
+ Notification received when the mouse leaves the viewport.
+ </constant>
<constant name="NOTIFICATION_OS_MEMORY_WARNING" value="2009">
Notification received from the OS when the application is exceeding its allocated memory.
Specific to the iOS platform.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 805f897b63..a3810bb575 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1776,10 +1776,10 @@
<member name="rendering/reflections/sky_reflections/fast_filter_high_quality" type="bool" setter="" getter="" default="false">
Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
</member>
- <member name="rendering/reflections/sky_reflections/ggx_samples" type="int" setter="" getter="" default="1024">
+ <member name="rendering/reflections/sky_reflections/ggx_samples" type="int" setter="" getter="" default="32">
Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
</member>
- <member name="rendering/reflections/sky_reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128">
+ <member name="rendering/reflections/sky_reflections/ggx_samples.mobile" type="int" setter="" getter="" default="16">
Lower-end override for [member rendering/reflections/sky_reflections/ggx_samples] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/reflections/sky_reflections/roughness_layers" type="int" setter="" getter="" default="8">
@@ -1813,12 +1813,6 @@
</member>
<member name="rendering/shader_compiler/shader_cache/use_zstd_compression" type="bool" setter="" getter="" default="true">
</member>
- <member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
- If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
- </member>
- <member name="rendering/shading/overrides/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
- Lower-end override for [member rendering/shading/overrides/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
- </member>
<member name="rendering/shading/overrides/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
</member>
@@ -1921,8 +1915,23 @@
</member>
<member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
</member>
- <member name="rendering/xr/enabled" type="bool" setter="" getter="" default="false">
- If [code]true[/code], XR support is enabled in Godot, this ensures required shaders are compiled.
+ <member name="xr/openxr/default_action_map" type="String" setter="" getter="" default="&quot;res://default_action_map.tres&quot;">
+ Action map configuration to load by default.
+ </member>
+ <member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
+ If [code]true[/code] Godot will setup and initialise OpenXR on startup.
+ </member>
+ <member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
+ Specify whether OpenXR should be configured for an HMD or a hand held device.
+ </member>
+ <member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
+ Specify the default reference space.
+ </member>
+ <member name="xr/openxr/view_configuration" type="int" setter="" getter="" default="&quot;1&quot;">
+ Specify the view configuration with which to configure OpenXR settting up either Mono or Stereo rendering.
+ </member>
+ <member name="xr/shaders/enabled" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], Godot will compile shaders required for XR.
</member>
</members>
</class>
diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml
index 20e3896b17..e14e57a1c4 100644
--- a/doc/classes/Sky.xml
+++ b/doc/classes/Sky.xml
@@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<members>
- <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="3">
+ <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="0">
Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See [enum ProcessMode] for options.
</member>
<member name="radiance_size" type="int" setter="set_radiance_size" getter="get_radiance_size" enum="Sky.RadianceSize" default="3">
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 298f5bc8c2..405fff0ce8 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -61,7 +61,7 @@
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light.
- [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function.
+ [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The texture's drawing offset.
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index c1a7a2edda..5f133169f2 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -265,6 +265,8 @@
<return type="String" />
<argument index="0" name="size" type="int" />
<description>
+ Converts an integer representing a number of bytes into a human-readable form.
+ Note that this output is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], and includes [code]B[/code], [code]KiB[/code], [code]MiB[/code], [code]GiB[/code], [code]TiB[/code], [code]PiB[/code], and [code]EiB[/code].
</description>
</method>
<method name="indent" qualifiers="const">
@@ -420,14 +422,14 @@
<return type="bool" />
<argument index="0" name="expr" type="String" />
<description>
- Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]).
+ Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
</description>
</method>
<method name="matchn" qualifiers="const">
<return type="bool" />
<argument index="0" name="expr" type="String" />
<description>
- Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]).
+ Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
</description>
</method>
<method name="md5_buffer" qualifiers="const">
diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml
index bd48f2b6db..050186a883 100644
--- a/doc/classes/SubViewportContainer.xml
+++ b/doc/classes/SubViewportContainer.xml
@@ -6,6 +6,7 @@
<description>
A [Container] node that holds a [SubViewport], automatically setting its size.
[b]Note:[/b] Changing a SubViewportContainer's [member Control.rect_scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
+ [b]Note:[/b] The SubViewportContainer forwards mouse-enter and mouse-exit notifications to its sub-viewports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 9d0962f337..43d34d3890 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -11,14 +11,14 @@
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_color(Color(1, 0, 0))
st.set_uv(Vector2(0, 0))
- st.set_vertex(Vector3(0, 0, 0))
+ st.add_vertex(Vector3(0, 0, 0))
[/gdscript]
[csharp]
var st = new SurfaceTool();
st.Begin(Mesh.PrimitiveType.Triangles);
st.SetColor(new Color(1, 0, 0));
st.SetUv(new Vector2(0, 0));
- st.SetVertex(new Vector3(0, 0, 0));
+ st.AddVertex(new Vector3(0, 0, 0));
[/csharp]
[/codeblocks]
The above [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calling [method set_uv] or [method set_color], then the last values would be used.
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index b6a2909ce7..c909a35ab5 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -18,7 +18,7 @@
<argument index="3" name="disabled" type="bool" default="false" />
<argument index="4" name="tooltip" type="String" default="&quot;&quot;" />
<description>
- Adds a button with [Texture2D] [code]button[/code] at column [code]column[/code]. The [code]id[/code] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code].
+ Adds a button with [Texture2D] [code]button[/code] at column [code]column[/code]. The [code]id[/code] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code].
</description>
</method>
<method name="call_recursive" qualifiers="vararg">
@@ -92,7 +92,7 @@
<return type="int" />
<argument index="0" name="column" type="int" />
<description>
- Returns the number of buttons in column [code]column[/code]. May be used to get the most recently added button's index, if no index was specified.
+ Returns the number of buttons in column [code]column[/code].
</description>
</method>
<method name="get_button_id" qualifiers="const">
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index 788b4e1f17..55ba1c4934 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -21,6 +21,7 @@
<description>
Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either [constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring.
[b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
+ [b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [VoxelGI], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
</description>
</method>
<method name="debug_bake">
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index a77f8cf9ca..deea888b8f 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -41,12 +41,6 @@
</description>
</method>
</methods>
- <members>
- <member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
- The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member XRPositionalTracker.rumble] accordingly.
- This is a useful property to animate if you want the controller to vibrate for a limited duration.
- </member>
- </members>
<signals>
<signal name="button_pressed">
<argument index="0" name="name" type="String" />
diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml
index c544ef3cfa..da378759d8 100644
--- a/doc/classes/XRPositionalTracker.xml
+++ b/doc/classes/XRPositionalTracker.xml
@@ -72,9 +72,6 @@
- [code]left_hand[/code] identifies the controller held in the players left hand
- [code]right_hand[/code] identifies the controller held in the players right hand
</member>
- <member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
- The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].
- </member>
<member name="type" type="int" setter="set_tracker_type" getter="get_tracker_type" enum="XRServer.TrackerType" default="128">
The type of tracker.
</member>