diff options
Diffstat (limited to 'doc')
243 files changed, 2739 insertions, 2648 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 6b0dccd7fc..485c04da6d 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -442,9 +442,14 @@ <param index="0" name="variable" type="Variant" /> <description> Returns the integer hash of the passed [param variable]. - [codeblock] + [codeblocks] + [gdscript] print(hash("a")) # Prints 177670 - [/codeblock] + [/gdscript] + [csharp] + GD.Print(GD.Hash("a")); // Prints 177670 + [/csharp] + [/codeblocks] </description> </method> <method name="instance_from_id"> @@ -452,13 +457,29 @@ <param index="0" name="instance_id" type="int" /> <description> Returns the [Object] that corresponds to [param instance_id]. All Objects have a unique instance ID. See also [method Object.get_instance_id]. - [codeblock] + [codeblocks] + [gdscript] var foo = "bar" + func _ready(): var id = get_instance_id() var inst = instance_from_id(id) print(inst.foo) # Prints bar - [/codeblock] + [/gdscript] + [csharp] + public partial class MyNode : Node + { + public string Foo { get; set; } = "bar"; + + public override void _Ready() + { + ulong id = GetInstanceId(); + var inst = (MyNode)InstanceFromId(Id); + GD.Print(inst.Foo); // Prints bar + } + } + [/csharp] + [/codeblocks] </description> </method> <method name="inverse_lerp"> @@ -494,7 +515,7 @@ <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns whether [code]x[/code] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. + Returns whether [param x] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity. </description> </method> <method name="is_inf"> @@ -525,11 +546,36 @@ Returns [code]true[/code] if [param x] is a NaN ("Not a Number" or invalid) value. </description> </method> + <method name="is_same"> + <return type="bool" /> + <param index="0" name="a" type="Variant" /> + <param index="1" name="b" type="Variant" /> + <description> + Returns [code]true[/code], for value types, if [param a] and [param b] share the same value. Returns [code]true[/code], for reference types, if the references of [param a] and [param b] are the same. + [codeblock] + # Vector2 is a value type + var vec2_a = Vector2(0, 0) + var vec2_b = Vector2(0, 0) + var vec2_c = Vector2(1, 1) + is_same(vec2_a, vec2_a) # true + is_same(vec2_a, vec2_b) # true + is_same(vec2_a, vec2_c) # false + + # Array is a reference type + var arr_a = [] + var arr_b = [] + is_same(arr_a, arr_a) # true + is_same(arr_a, arr_b) # false + [/codeblock] + These are [Variant] value types: [code]null[/code], [bool], [int], [float], [String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], [RID], [Callable] and [Signal]. + These are [Variant] reference types: [Object], [Dictionary], [Array], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], [PackedVector2Array], [PackedVector3Array] and [PackedColorArray]. + </description> + </method> <method name="is_zero_approx"> <return type="bool" /> <param index="0" name="x" type="float" /> <description> - Returns [code]true[/code] if [param x] is zero or almost zero. + Returns [code]true[/code] if [param x] is zero or almost zero. The comparison is done using a tolerance calculation with a small internal epsilon. This function is faster than using [method is_equal_approx] with one value as zero. </description> </method> @@ -764,10 +810,16 @@ <method name="print" qualifiers="vararg"> <description> Converts one or more arguments of any type to string in the best way possible and prints them to the console. - [codeblock] + [codeblocks] + [gdscript] var a = [1, 2, 3] print("a", "b", a) # Prints ab[1, 2, 3] - [/codeblock] + [/gdscript] + [csharp] + var a = new Godot.Collections.Array { 1, 2, 3 }; + GD.Print("a", "b", a); // Prints ab[1, 2, 3] + [/csharp] + [/codeblocks] [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> @@ -775,9 +827,14 @@ <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] + [codeblocks] + [gdscript] print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b] - [/codeblock] + [/gdscript] + [csharp] + GD.PrintRich("[code][b]Hello world![/b][/code]"); // Prints out: [b]Hello world![/b] + [/csharp] + [/codeblocks] [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> @@ -789,53 +846,86 @@ <method name="printerr" qualifiers="vararg"> <description> Prints one or more arguments to strings in the best way possible to standard error line. - [codeblock] + [codeblocks] + [gdscript] printerr("prints to stderr") - [/codeblock] + [/gdscript] + [csharp] + GD.PrintErr("prints to stderr"); + [/csharp] + [/codeblocks] </description> </method> <method name="printraw" qualifiers="vararg"> <description> Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end. - [codeblock] + [codeblocks] + [gdscript] printraw("A") printraw("B") printraw("C") # Prints ABC to terminal - [/codeblock] + [/gdscript] + [csharp] + GD.PrintRaw("A"); + GD.PrintRaw("B"); + GD.PrintRaw("C"); + // Prints ABC to terminal + [/csharp] + [/codeblocks] </description> </method> <method name="prints" qualifiers="vararg"> <description> Prints one or more arguments to the console with a space between each argument. - [codeblock] + [codeblocks] + [gdscript] prints("A", "B", "C") # Prints A B C - [/codeblock] + [/gdscript] + [csharp] + GD.PrintS("A", "B", "C"); // Prints A B C + [/csharp] + [/codeblocks] </description> </method> <method name="printt" qualifiers="vararg"> <description> Prints one or more arguments to the console with a tab between each argument. - [codeblock] + [codeblocks] + [gdscript] printt("A", "B", "C") # Prints A B C - [/codeblock] + [/gdscript] + [csharp] + GD.PrintT("A", "B", "C"); // Prints A B C + [/csharp] + [/codeblocks] </description> </method> <method name="push_error" qualifiers="vararg"> <description> Pushes an error message to Godot's built-in debugger and to the OS terminal. - [codeblock] + [codeblocks] + [gdscript] push_error("test error") # Prints "test error" to debugger and terminal as error call - [/codeblock] + [/gdscript] + [csharp] + GD.PushError("test error"); // Prints "test error" to debugger and terminal as error call + [/csharp] + [/codeblocks] [b]Note:[/b] This function does not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead. </description> </method> <method name="push_warning" qualifiers="vararg"> <description> Pushes a warning message to Godot's built-in debugger and to the OS terminal. - [codeblock] + [codeblocks] + [gdscript] push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call - [/codeblock] + [/gdscript] + [csharp] + GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call + [/csharp] + [/codeblocks] </description> </method> <method name="rad_to_deg"> @@ -868,9 +958,14 @@ <return type="float" /> <description> Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive). - [codeblock] + [codeblocks] + [gdscript] randf() # Returns e.g. 0.375671 - [/codeblock] + [/gdscript] + [csharp] + GD.Randf(); // Returns e.g. 0.375671 + [/csharp] + [/codeblocks] </description> </method> <method name="randf_range"> @@ -879,10 +974,16 @@ <param index="1" name="to" type="float" /> <description> Returns a random floating point value between [param from] and [param to] (inclusive). - [codeblock] + [codeblocks] + [gdscript] randf_range(0, 20.5) # Returns e.g. 7.45315 randf_range(-10, 10) # Returns e.g. -3.844535 - [/codeblock] + [/gdscript] + [csharp] + GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315 + GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535 + [/csharp] + [/codeblocks] </description> </method> <method name="randfn"> @@ -897,12 +998,20 @@ <return type="int" /> <description> Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32). - [codeblock] + [codeblocks] + [gdscript] randi() # Returns random integer between 0 and 2^32 - 1 randi() % 20 # Returns random integer between 0 and 19 randi() % 100 # Returns random integer between 0 and 99 randi() % 100 + 1 # Returns random integer between 1 and 100 - [/codeblock] + [/gdscript] + [csharp] + GD.Randi(); // Returns random integer between 0 and 2^32 - 1 + GD.Randi() % 20; // Returns random integer between 0 and 19 + GD.Randi() % 100; // Returns random integer between 0 and 99 + GD.Randi() % 100 + 1; // Returns random integer between 1 and 100 + [/csharp] + [/codeblocks] </description> </method> <method name="randi_range"> @@ -911,10 +1020,16 @@ <param index="1" name="to" type="int" /> <description> Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped. - [codeblock] + [codeblocks] + [gdscript] randi_range(0, 1) # Returns either 0 or 1 randi_range(-10, 1000) # Returns random integer between -10 and 1000 - [/codeblock] + [/gdscript] + [csharp] + GD.RandRange(0, 1); // Returns either 0 or 1 + GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000 + [/csharp] + [/codeblocks] </description> </method> <method name="randomize"> @@ -985,14 +1100,24 @@ <param index="0" name="base" type="int" /> <description> Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions. - [codeblock] + [codeblocks] + [gdscript] var my_seed = "Godot Rocks".hash() seed(my_seed) var a = randf() + randi() seed(my_seed) var b = randf() + randi() # a and b are now identical - [/codeblock] + [/gdscript] + [csharp] + ulong mySeed = (ulong)GD.Hash("Godot Rocks"); + GD.Seed(mySeed); + var a = GD.Randf() + GD.Randi(); + GD.Seed(mySeed); + var b = GD.Randf() + GD.Randi(); + // a and b are now identical + [/csharp] + [/codeblocks] </description> </method> <method name="sign"> @@ -1154,11 +1279,18 @@ <param index="0" name="string" type="String" /> <description> Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant]. - [codeblock] + [codeblocks] + [gdscript] var a = '{ "a": 1, "b": 2 }' # a is a String var b = str_to_var(a) # b is a Dictionary print(b["a"]) # Prints 1 - [/codeblock] + [/gdscript] + [csharp] + string a = "{ \"a\": 1, \"b\": 2 }"; // a is a string + var b = GD.StrToVar(a).AsGodotDictionary(); // b is a Dictionary + GD.Print(b["a"]); // Prints 1 + [/csharp] + [/codeblocks] </description> </method> <method name="tan"> @@ -1218,15 +1350,21 @@ <param index="0" name="variable" type="Variant" /> <description> Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var]. - [codeblock] - a = { "a": 1, "b": 2 } + [codeblocks] + [gdscript] + var a = { "a": 1, "b": 2 } print(var_to_str(a)) - [/codeblock] + [/gdscript] + [csharp] + var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 }; + GD.Print(GD.VarToStr(a)); + [/csharp] + [/codeblocks] Prints: [codeblock] { - "a": 1, - "b": 2 + "a": 1, + "b": 2 } [/codeblock] </description> @@ -1767,30 +1905,15 @@ <constant name="KEY_KP_9" value="4194447" enum="Key"> Number 9 on the numeric keypad. </constant> - <constant name="KEY_SUPER_L" value="4194368" enum="Key"> - Left Super key (Windows key). - </constant> - <constant name="KEY_SUPER_R" value="4194369" enum="Key"> - Right Super key (Windows key). - </constant> <constant name="KEY_MENU" value="4194370" enum="Key"> Context menu key. </constant> - <constant name="KEY_HYPER_L" value="4194371" enum="Key"> - Left Hyper key. - </constant> - <constant name="KEY_HYPER_R" value="4194372" enum="Key"> - Right Hyper key. + <constant name="KEY_HYPER" value="4194371" enum="Key"> + Hyper key. (On Linux/X11 only). </constant> <constant name="KEY_HELP" value="4194373" enum="Key"> Help key. </constant> - <constant name="KEY_DIRECTION_L" value="4194374" enum="Key"> - Left Direction key. - </constant> - <constant name="KEY_DIRECTION_R" value="4194375" enum="Key"> - Right Direction key. - </constant> <constant name="KEY_BACK" value="4194376" enum="Key"> Media back key. Not to be confused with the Back button on an Android device. </constant> @@ -1812,21 +1935,6 @@ <constant name="KEY_VOLUMEUP" value="4194382" enum="Key"> Volume up key. </constant> - <constant name="KEY_BASSBOOST" value="4194383" enum="Key"> - Bass Boost key. - </constant> - <constant name="KEY_BASSUP" value="4194384" enum="Key"> - Bass up key. - </constant> - <constant name="KEY_BASSDOWN" value="4194385" enum="Key"> - Bass down key. - </constant> - <constant name="KEY_TREBLEUP" value="4194386" enum="Key"> - Treble up key. - </constant> - <constant name="KEY_TREBLEDOWN" value="4194387" enum="Key"> - Treble down key. - </constant> <constant name="KEY_MEDIAPLAY" value="4194388" enum="Key"> Media play key. </constant> @@ -1911,7 +2019,7 @@ <constant name="KEY_LAUNCHF" value="4194415" enum="Key"> Launch Shortcut F key. </constant> - <constant name="KEY_UNKNOWN" value="16777215" enum="Key"> + <constant name="KEY_UNKNOWN" value="8388607" enum="Key"> Unknown key. </constant> <constant name="KEY_SPACE" value="32" enum="Key"> @@ -2121,229 +2229,49 @@ <constant name="KEY_ASCIITILDE" value="126" enum="Key"> ~ key. </constant> - <constant name="KEY_NOBREAKSPACE" value="160" enum="Key"> - Non-breakable space key. - </constant> - <constant name="KEY_EXCLAMDOWN" value="161" enum="Key"> - ¡ key. - </constant> - <constant name="KEY_CENT" value="162" enum="Key"> - ¢ key. - </constant> - <constant name="KEY_STERLING" value="163" enum="Key"> - £ key. - </constant> - <constant name="KEY_CURRENCY" value="164" enum="Key"> - ¤ key. - </constant> <constant name="KEY_YEN" value="165" enum="Key"> Â¥ key. </constant> - <constant name="KEY_BROKENBAR" value="166" enum="Key"> - ¦ key. - </constant> <constant name="KEY_SECTION" value="167" enum="Key"> § key. </constant> - <constant name="KEY_DIAERESIS" value="168" enum="Key"> - ¨ key. - </constant> - <constant name="KEY_COPYRIGHT" value="169" enum="Key"> - © key. - </constant> - <constant name="KEY_ORDFEMININE" value="170" enum="Key"> - ª key. - </constant> - <constant name="KEY_GUILLEMOTLEFT" value="171" enum="Key"> - « key. - </constant> - <constant name="KEY_NOTSIGN" value="172" enum="Key"> - ¬ key. - </constant> - <constant name="KEY_HYPHEN" value="173" enum="Key"> - Soft hyphen key. + <constant name="KEY_GLOBE" value="4194416" enum="Key"> + "Globe" key on Mac / iPad keyboard. </constant> - <constant name="KEY_REGISTERED" value="174" enum="Key"> - ® key. + <constant name="KEY_KEYBOARD" value="4194417" enum="Key"> + "On-screen keyboard" key iPad keyboard. </constant> - <constant name="KEY_MACRON" value="175" enum="Key"> - ¯ key. + <constant name="KEY_JIS_EISU" value="4194418" enum="Key"> + 英数 key on Mac keyboard. </constant> - <constant name="KEY_DEGREE" value="176" enum="Key"> - ° key. + <constant name="KEY_JIS_KANA" value="4194419" enum="Key"> + ã‹ãª key on Mac keyboard. </constant> - <constant name="KEY_PLUSMINUS" value="177" enum="Key"> - ± key. - </constant> - <constant name="KEY_TWOSUPERIOR" value="178" enum="Key"> - ² key. - </constant> - <constant name="KEY_THREESUPERIOR" value="179" enum="Key"> - ³ key. - </constant> - <constant name="KEY_ACUTE" value="180" enum="Key"> - ´ key. - </constant> - <constant name="KEY_MU" value="181" enum="Key"> - µ key. - </constant> - <constant name="KEY_PARAGRAPH" value="182" enum="Key"> - ¶ key. - </constant> - <constant name="KEY_PERIODCENTERED" value="183" enum="Key"> - · key. - </constant> - <constant name="KEY_CEDILLA" value="184" enum="Key"> - ¸ key. - </constant> - <constant name="KEY_ONESUPERIOR" value="185" enum="Key"> - ¹ key. - </constant> - <constant name="KEY_MASCULINE" value="186" enum="Key"> - º key. - </constant> - <constant name="KEY_GUILLEMOTRIGHT" value="187" enum="Key"> - » key. - </constant> - <constant name="KEY_ONEQUARTER" value="188" enum="Key"> - ¼ key. - </constant> - <constant name="KEY_ONEHALF" value="189" enum="Key"> - ½ key. - </constant> - <constant name="KEY_THREEQUARTERS" value="190" enum="Key"> - ¾ key. - </constant> - <constant name="KEY_QUESTIONDOWN" value="191" enum="Key"> - ¿ key. - </constant> - <constant name="KEY_AGRAVE" value="192" enum="Key"> - À key. - </constant> - <constant name="KEY_AACUTE" value="193" enum="Key"> - à key. - </constant> - <constant name="KEY_ACIRCUMFLEX" value="194" enum="Key"> -  key. - </constant> - <constant name="KEY_ATILDE" value="195" enum="Key"> - à key. - </constant> - <constant name="KEY_ADIAERESIS" value="196" enum="Key"> - Ä key. - </constant> - <constant name="KEY_ARING" value="197" enum="Key"> - Ã… key. - </constant> - <constant name="KEY_AE" value="198" enum="Key"> - Æ key. - </constant> - <constant name="KEY_CCEDILLA" value="199" enum="Key"> - Ç key. - </constant> - <constant name="KEY_EGRAVE" value="200" enum="Key"> - È key. - </constant> - <constant name="KEY_EACUTE" value="201" enum="Key"> - É key. - </constant> - <constant name="KEY_ECIRCUMFLEX" value="202" enum="Key"> - Ê key. - </constant> - <constant name="KEY_EDIAERESIS" value="203" enum="Key"> - Ë key. - </constant> - <constant name="KEY_IGRAVE" value="204" enum="Key"> - ÃŒ key. - </constant> - <constant name="KEY_IACUTE" value="205" enum="Key"> - à key. - </constant> - <constant name="KEY_ICIRCUMFLEX" value="206" enum="Key"> - ÃŽ key. - </constant> - <constant name="KEY_IDIAERESIS" value="207" enum="Key"> - à key. - </constant> - <constant name="KEY_ETH" value="208" enum="Key"> - à key. - </constant> - <constant name="KEY_NTILDE" value="209" enum="Key"> - Ñ key. - </constant> - <constant name="KEY_OGRAVE" value="210" enum="Key"> - Ã’ key. - </constant> - <constant name="KEY_OACUTE" value="211" enum="Key"> - Ó key. - </constant> - <constant name="KEY_OCIRCUMFLEX" value="212" enum="Key"> - Ô key. - </constant> - <constant name="KEY_OTILDE" value="213" enum="Key"> - Õ key. - </constant> - <constant name="KEY_ODIAERESIS" value="214" enum="Key"> - Ö key. - </constant> - <constant name="KEY_MULTIPLY" value="215" enum="Key"> - × key. - </constant> - <constant name="KEY_OOBLIQUE" value="216" enum="Key"> - Ø key. - </constant> - <constant name="KEY_UGRAVE" value="217" enum="Key"> - Ù key. - </constant> - <constant name="KEY_UACUTE" value="218" enum="Key"> - Ú key. - </constant> - <constant name="KEY_UCIRCUMFLEX" value="219" enum="Key"> - Û key. - </constant> - <constant name="KEY_UDIAERESIS" value="220" enum="Key"> - Ãœ key. - </constant> - <constant name="KEY_YACUTE" value="221" enum="Key"> - à key. - </constant> - <constant name="KEY_THORN" value="222" enum="Key"> - Þ key. - </constant> - <constant name="KEY_SSHARP" value="223" enum="Key"> - ß key. - </constant> - <constant name="KEY_DIVISION" value="247" enum="Key"> - ÷ key. - </constant> - <constant name="KEY_YDIAERESIS" value="255" enum="Key"> - ÿ key. - </constant> - <constant name="KEY_CODE_MASK" value="8388607" enum="KeyModifierMask"> + <constant name="KEY_CODE_MASK" value="8388607" enum="KeyModifierMask" is_bitfield="true"> Key Code mask. </constant> - <constant name="KEY_MODIFIER_MASK" value="532676608" enum="KeyModifierMask"> + <constant name="KEY_MODIFIER_MASK" value="532676608" enum="KeyModifierMask" is_bitfield="true"> Modifier key mask. </constant> - <constant name="KEY_MASK_CMD_OR_CTRL" value="16777216" enum="KeyModifierMask"> + <constant name="KEY_MASK_CMD_OR_CTRL" value="16777216" enum="KeyModifierMask" is_bitfield="true"> Automatically remapped to [constant KEY_META] on macOS and [constant KEY_CTRL] on other platforms, this mask is never set in the actual events, and should be used for key mapping only. </constant> - <constant name="KEY_MASK_SHIFT" value="33554432" enum="KeyModifierMask"> + <constant name="KEY_MASK_SHIFT" value="33554432" enum="KeyModifierMask" is_bitfield="true"> Shift key mask. </constant> - <constant name="KEY_MASK_ALT" value="67108864" enum="KeyModifierMask"> + <constant name="KEY_MASK_ALT" value="67108864" enum="KeyModifierMask" is_bitfield="true"> Alt or Option (on macOS) key mask. </constant> - <constant name="KEY_MASK_META" value="134217728" enum="KeyModifierMask"> + <constant name="KEY_MASK_META" value="134217728" enum="KeyModifierMask" is_bitfield="true"> Command (on macOS) or Meta/Windows key mask. </constant> - <constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask"> + <constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask" is_bitfield="true"> Ctrl key mask. </constant> - <constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask"> + <constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask" is_bitfield="true"> Keypad key mask. </constant> - <constant name="KEY_MASK_GROUP_SWITCH" value="1073741824" enum="KeyModifierMask"> + <constant name="KEY_MASK_GROUP_SWITCH" value="1073741824" enum="KeyModifierMask" is_bitfield="true"> Group Switch key mask. </constant> <constant name="MOUSE_BUTTON_NONE" value="0" enum="MouseButton"> @@ -2376,19 +2304,19 @@ <constant name="MOUSE_BUTTON_XBUTTON2" value="9" enum="MouseButton"> Extra mouse button 2. This is sometimes present, usually to the sides of the mouse. </constant> - <constant name="MOUSE_BUTTON_MASK_LEFT" value="1" enum="MouseButton"> + <constant name="MOUSE_BUTTON_MASK_LEFT" value="1" enum="MouseButtonMask" is_bitfield="true"> Primary mouse button mask, usually for the left button. </constant> - <constant name="MOUSE_BUTTON_MASK_RIGHT" value="2" enum="MouseButton"> + <constant name="MOUSE_BUTTON_MASK_RIGHT" value="2" enum="MouseButtonMask" is_bitfield="true"> Secondary mouse button mask, usually for the right button. </constant> - <constant name="MOUSE_BUTTON_MASK_MIDDLE" value="4" enum="MouseButton"> + <constant name="MOUSE_BUTTON_MASK_MIDDLE" value="4" enum="MouseButtonMask" is_bitfield="true"> Middle mouse button mask. </constant> - <constant name="MOUSE_BUTTON_MASK_XBUTTON1" value="128" enum="MouseButton"> + <constant name="MOUSE_BUTTON_MASK_MB_XBUTTON1" value="128" enum="MouseButtonMask" is_bitfield="true"> Extra mouse button 1 mask. </constant> - <constant name="MOUSE_BUTTON_MASK_XBUTTON2" value="256" enum="MouseButton"> + <constant name="MOUSE_BUTTON_MASK_MB_XBUTTON2" value="256" enum="MouseButtonMask" is_bitfield="true"> Extra mouse button 2 mask. </constant> <constant name="JOY_BUTTON_INVALID" value="-1" enum="JoyButton"> @@ -2794,157 +2722,138 @@ </constant> <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="25" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="26" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="27" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="28" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="29" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="30" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="31" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="32" enum="PropertyHint"> + <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="25" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="33" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="26" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="34" enum="PropertyHint"> + <constant name="PROPERTY_HINT_SAVE_FILE" value="27" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_SAVE_FILE" value="35" enum="PropertyHint"> + <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="28" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="36" enum="PropertyHint"> + <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="29" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="37" enum="PropertyHint"> + <constant name="PROPERTY_HINT_INT_IS_POINTER" value="30" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_INT_IS_POINTER" value="38" enum="PropertyHint"> + <constant name="PROPERTY_HINT_ARRAY_TYPE" value="31" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint"> - </constant> - <constant name="PROPERTY_HINT_LOCALE_ID" value="40" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LOCALE_ID" value="32" 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="41" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="33" 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="42" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_TYPE" value="34" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="43" enum="PropertyHint"> + <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="35" enum="PropertyHint"> Hints that a quaternion property should disable the temporary euler editor. </constant> - <constant name="PROPERTY_HINT_PASSWORD" value="44" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PASSWORD" value="36" enum="PropertyHint"> Hints that a string property is a password, and every character is replaced with the secret character. </constant> - <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint"> + <constant name="PROPERTY_HINT_MAX" value="37" enum="PropertyHint"> </constant> - <constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags" is_bitfield="true"> The property is not stored, and does not display in the editor. This is the default for non-exported properties. </constant> - <constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags" is_bitfield="true"> The property is serialized and saved in the scene file (default). </constant> - <constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags" is_bitfield="true"> The property is shown in the [EditorInspector] (default). </constant> - <constant name="PROPERTY_USAGE_CHECKABLE" value="8" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_INTERNAL" value="8" enum="PropertyUsageFlags" is_bitfield="true"> + </constant> + <constant name="PROPERTY_USAGE_CHECKABLE" value="16" enum="PropertyUsageFlags" is_bitfield="true"> The property can be checked in the [EditorInspector]. </constant> - <constant name="PROPERTY_USAGE_CHECKED" value="16" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_CHECKED" value="32" enum="PropertyUsageFlags" is_bitfield="true"> The property is checked in the [EditorInspector]. </constant> - <constant name="PROPERTY_USAGE_INTERNATIONALIZED" value="32" enum="PropertyUsageFlags"> - The property is a translatable string. - </constant> - <constant name="PROPERTY_USAGE_GROUP" value="64" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_GROUP" value="64" enum="PropertyUsageFlags" is_bitfield="true"> Used to group properties together in the editor. See [EditorInspector]. </constant> - <constant name="PROPERTY_USAGE_CATEGORY" value="128" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_CATEGORY" value="128" enum="PropertyUsageFlags" is_bitfield="true"> Used to categorize properties together in the editor. </constant> - <constant name="PROPERTY_USAGE_SUBGROUP" value="256" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_SUBGROUP" value="256" enum="PropertyUsageFlags" is_bitfield="true"> Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector]. </constant> - <constant name="PROPERTY_USAGE_CLASS_IS_BITFIELD" value="512" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_CLASS_IS_BITFIELD" value="512" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="1024" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="1024" enum="PropertyUsageFlags" is_bitfield="true"> The property does not save its state in [PackedScene]. </constant> - <constant name="PROPERTY_USAGE_RESTART_IF_CHANGED" value="2048" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_RESTART_IF_CHANGED" value="2048" enum="PropertyUsageFlags" is_bitfield="true"> Editing the property prompts the user for restarting the editor. </constant> - <constant name="PROPERTY_USAGE_SCRIPT_VARIABLE" value="4096" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_SCRIPT_VARIABLE" value="4096" enum="PropertyUsageFlags" is_bitfield="true"> The property is a script variable which should be serialized and saved in the scene file. </constant> - <constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags" is_bitfield="true"> + </constant> + <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="16384" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="16384" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_ARRAY" value="262144" enum="PropertyUsageFlags" is_bitfield="true"> + The property is an array. </constant> - <constant name="PROPERTY_USAGE_INTERNAL" value="262144" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_ALWAYS_DUPLICATE" value="524288" enum="PropertyUsageFlags" is_bitfield="true"> + When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should always be duplicated, regardless of the [code]subresources[/code] bool parameter. </constant> - <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="524288" enum="PropertyUsageFlags"> - If the property is a [Resource], a new copy of it is always created when calling [method Node.duplicate] or [method Resource.duplicate]. + <constant name="PROPERTY_USAGE_NEVER_DUPLICATE" value="1048576" enum="PropertyUsageFlags" is_bitfield="true"> + When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter. </constant> - <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="1048576" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags" is_bitfield="true"> The property is only shown in the editor if modern renderers are supported (GLES3 is excluded). </constant> - <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="2097152" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="4194304" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="8388608" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="16777216" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="33554432" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="67108864" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags" is_bitfield="true"> </constant> - <constant name="PROPERTY_USAGE_READ_ONLY" value="134217728" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_READ_ONLY" value="268435456" enum="PropertyUsageFlags" is_bitfield="true"> The property is read-only in the [EditorInspector]. </constant> - <constant name="PROPERTY_USAGE_ARRAY" value="268435456" enum="PropertyUsageFlags"> - The property is an array. - </constant> - <constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags" is_bitfield="true"> Default usage (storage, editor and network). </constant> - <constant name="PROPERTY_USAGE_DEFAULT_INTL" value="38" enum="PropertyUsageFlags"> - Default usage for translatable strings (storage, editor, network and internationalized). - </constant> - <constant name="PROPERTY_USAGE_NO_EDITOR" value="2" enum="PropertyUsageFlags"> + <constant name="PROPERTY_USAGE_NO_EDITOR" value="2" enum="PropertyUsageFlags" is_bitfield="true"> Default usage but without showing the property in the editor (storage, network). </constant> - <constant name="METHOD_FLAG_NORMAL" value="1" enum="MethodFlags"> + <constant name="METHOD_FLAG_NORMAL" value="1" enum="MethodFlags" is_bitfield="true"> Flag for a normal method. </constant> - <constant name="METHOD_FLAG_EDITOR" value="2" enum="MethodFlags"> + <constant name="METHOD_FLAG_EDITOR" value="2" enum="MethodFlags" is_bitfield="true"> Flag for an editor method. </constant> - <constant name="METHOD_FLAG_CONST" value="4" enum="MethodFlags"> + <constant name="METHOD_FLAG_CONST" value="4" enum="MethodFlags" is_bitfield="true"> Flag for a constant method. </constant> - <constant name="METHOD_FLAG_VIRTUAL" value="8" enum="MethodFlags"> + <constant name="METHOD_FLAG_VIRTUAL" value="8" enum="MethodFlags" is_bitfield="true"> Flag for a virtual method. </constant> - <constant name="METHOD_FLAG_VARARG" value="16" enum="MethodFlags"> + <constant name="METHOD_FLAG_VARARG" value="16" enum="MethodFlags" is_bitfield="true"> Flag for a method with a variable number of arguments. </constant> - <constant name="METHOD_FLAG_STATIC" value="32" enum="MethodFlags"> + <constant name="METHOD_FLAG_STATIC" value="32" enum="MethodFlags" is_bitfield="true"> Flag for a static method. </constant> - <constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags"> + <constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags" is_bitfield="true"> Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API. </constant> - <constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags"> + <constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags" is_bitfield="true"> Default method flags (normal). </constant> <constant name="TYPE_NIL" value="0" enum="Variant.Type"> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index ca454cafa3..2c5337eea3 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -66,7 +66,7 @@ [/gdscript] [csharp] // position (-3, 2, 0), size (1, 1, 1) - var box = new AABB(new Vector3(-3, 2, 0), new Vector3(1, 1, 1)); + var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1)); // position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2) var box2 = box.Expand(new Vector3(0, -1, 2)); [/csharp] diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml index 32599d7f7d..b253a33377 100644 --- a/doc/classes/AStarGrid2D.xml +++ b/doc/classes/AStarGrid2D.xml @@ -17,11 +17,11 @@ [/gdscript] [csharp] AStarGrid2D astarGrid = new AStarGrid2D(); - astarGrid.Size = new Vector2i(32, 32); - astarGrid.CellSize = new Vector2i(16, 16); + astarGrid.Size = new Vector2I(32, 32); + astarGrid.CellSize = new Vector2I(16, 16); astarGrid.Update(); - GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4) - GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64) + GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4) + GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64) [/csharp] [/codeblocks] </description> diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml index 4da9e41ca8..c0e5d6ad07 100644 --- a/doc/classes/AcceptDialog.xml +++ b/doc/classes/AcceptDialog.xml @@ -53,7 +53,7 @@ <return type="void" /> <param index="0" name="button" type="Control" /> <description> - Removes the [param button] from the dialog. Does NOT free the [param button]. The [param button] must be a [Button] added with [method add_button] or [method add_cancel_button] method. After removal, pressing the [param button] will no longer emit this dialog's [signal custom_action] or [signal cancelled] signals. + Removes the [param button] from the dialog. Does NOT free the [param button]. The [param button] must be a [Button] added with [method add_button] or [method add_cancel_button] method. After removal, pressing the [param button] will no longer emit this dialog's [signal custom_action] or [signal canceled] signals. </description> </method> </methods> @@ -81,7 +81,7 @@ <member name="wrap_controls" type="bool" setter="set_wrap_controls" getter="is_wrapping_controls" overrides="Window" default="true" /> </members> <signals> - <signal name="cancelled"> + <signal name="canceled"> <description> Emitted when the dialog is closed or the button created with [method add_cancel_button] is pressed. </description> diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml index 2a08c4c8f1..0733780bf7 100644 --- a/doc/classes/AnimatableBody3D.xml +++ b/doc/classes/AnimatableBody3D.xml @@ -7,6 +7,7 @@ Animatable body for 3D physics. An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors. When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index e20fb71c7e..cd9c0cee98 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -7,7 +7,6 @@ [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor. To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index a33ec2f6dc..6e3345b675 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -49,6 +49,13 @@ When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this node. </description> </method> + <method name="_is_parameter_read_only" qualifiers="virtual const"> + <return type="bool" /> + <param index="0" name="parameter" type="StringName" /> + <description> + When inheriting from [AnimationRootNode], implement this virtual method to return whether the [param parameter] is read-only. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. + </description> + </method> <method name="_process" qualifiers="virtual const"> <return type="float" /> <param index="0" name="time" type="float" /> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 14abc34992..9e8193868c 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -28,6 +28,12 @@ </member> </members> <constants> + <constant name="ONE_SHOT_REQUEST_NONE" value="0" enum="OneShotRequest"> + </constant> + <constant name="ONE_SHOT_REQUEST_FIRE" value="1" enum="OneShotRequest"> + </constant> + <constant name="ONE_SHOT_REQUEST_ABORT" value="2" enum="OneShotRequest"> + </constant> <constant name="MIX_MODE_BLEND" value="0" enum="MixMode"> </constant> <constant name="MIX_MODE_ADD" value="1" enum="MixMode"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 8f53ef0dcf..17a946bb3e 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -38,6 +38,12 @@ Returns the playback position within the current animation state. </description> </method> + <method name="get_fading_from_node" qualifiers="const"> + <return type="StringName" /> + <description> + Returns the starting state of currently fading animation. + </description> + </method> <method name="get_travel_path" qualifiers="const"> <return type="PackedStringArray" /> <description> @@ -50,11 +56,19 @@ Returns [code]true[/code] if an animation is playing. </description> </method> + <method name="next"> + <return type="void" /> + <description> + If there is a next path by travel or auto advance, immediately transitions from the current state to the next state. + </description> + </method> <method name="start"> <return type="void" /> <param index="0" name="node" type="StringName" /> + <param index="1" name="reset" type="bool" default="true" /> <description> Starts playing the given animation. + If [param reset] is [code]true[/code], the animation is played from the beginning. </description> </method> <method name="stop"> @@ -66,8 +80,11 @@ <method name="travel"> <return type="void" /> <param index="0" name="to_node" type="StringName" /> + <param index="1" name="reset_on_teleport" type="bool" default="true" /> <description> Transitions from the current state to another one, following the shortest path. + If the path does not connect from the current state, the animation will play after the state teleports. + If [param reset_on_teleport] is [code]true[/code], the animation is played from the beginning when the travel cause a teleportation. </description> </method> </methods> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index 814b2d0052..bccab4613a 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -15,7 +15,7 @@ $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) [/gdscript] [csharp] - GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.x == 0)); + GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.X == 0)); [/csharp] [/codeblocks] </member> @@ -28,6 +28,9 @@ <member name="priority" type="int" setter="set_priority" getter="get_priority" default="1"> Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is set to [constant ADVANCE_MODE_AUTO]. </member> + <member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true"> + If [code]true[/code], the destination animation is played back from the beginning when switched. + </member> <member name="switch_mode" type="int" setter="set_switch_mode" getter="get_switch_mode" enum="AnimationNodeStateMachineTransition.SwitchMode" default="0"> The transition type. </member> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index f6e2fc5eb2..90bae41586 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -12,16 +12,25 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="find_input_caption" qualifiers="const"> + <return type="int" /> + <param index="0" name="caption" type="String" /> + <description> + Returns the input index which corresponds to [param caption]. If not found, returns [code]-1[/code]. + </description> + </method> <method name="get_input_caption" qualifiers="const"> <return type="String" /> <param index="0" name="input" type="int" /> <description> + Returns the name of the input at the given [param input] index. This name is displayed in the editor next to the node input. </description> </method> <method name="is_input_set_as_auto_advance" qualifiers="const"> <return type="bool" /> <param index="0" name="input" type="int" /> <description> + Returns [code]true[/code] if auto-advance is enabled for the given [param input] index. </description> </method> <method name="set_input_as_auto_advance"> @@ -29,6 +38,7 @@ <param index="0" name="input" type="int" /> <param index="1" name="enable" type="bool" /> <description> + Enables or disables auto-advance for the given [param input] index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first. </description> </method> <method name="set_input_caption"> @@ -36,17 +46,19 @@ <param index="0" name="input" type="int" /> <param index="1" name="caption" type="String" /> <description> + Sets the name of the input at the given [param input] index. This name is displayed in the editor next to the node input. </description> </method> </methods> <members> <member name="enabled_inputs" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0"> - The number of enabled input ports for this node. + The number of enabled input ports for this node. The maximum is [code]31[/code]. </member> - <member name="from_start" type="bool" setter="set_from_start" getter="is_from_start" default="true"> + <member name="reset" type="bool" setter="set_reset" getter="is_reset" default="true"> If [code]true[/code], the destination animation is played back from the beginning when switched. </member> <member name="xfade_curve" type="Curve" setter="set_xfade_curve" getter="get_xfade_curve"> + Determines how cross-fading between animations is eased. If empty, the transition will be linear. </member> <member name="xfade_time" type="float" setter="set_xfade_time" getter="get_xfade_time" default="0.0"> Cross-fading time (in seconds) between each animation connected to the inputs. diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 9efd3ac939..c164fe4363 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -15,6 +15,17 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="_post_process_key_value" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="animation" type="Animation" /> + <param index="1" name="track" type="int" /> + <param index="2" name="value" type="Variant" /> + <param index="3" name="object" type="Object" /> + <param index="4" name="object_idx" type="int" /> + <description> + A virtual function for processing after key getting during playback. + </description> + </method> <method name="add_animation_library"> <return type="int" enum="Error" /> <param index="0" name="name" type="StringName" /> @@ -137,6 +148,13 @@ Returns [code]true[/code] if playing an animation. </description> </method> + <method name="pause"> + <return type="void" /> + <description> + Pauses the currently playing animation. The [member current_animation_position] will be kept and calling [method play] or [method play_backwards] without arguments or with the same animation name as [member assigned_animation] will resume the animation. + See also [method stop]. + </description> + </method> <method name="play"> <return type="void" /> <param index="0" name="name" type="StringName" default="""" /> @@ -201,10 +219,11 @@ </method> <method name="stop"> <return type="void" /> - <param index="0" name="reset" type="bool" default="true" /> + <param index="0" name="keep_state" type="bool" default="false" /> <description> - Stops or pauses the currently playing animation. If [param reset] is [code]true[/code], the animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. - If [param reset] is [code]false[/code], the [member current_animation_position] will be kept and calling [method play] or [method play_backwards] without arguments or with the same animation name as [member assigned_animation] will resume the animation. + Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. See also [method pause]. + If [param keep_state] is [code]true[/code], the animation state is not updated visually. + [b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method. </description> </method> </methods> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index a17a727d7e..3a3e8bb1fa 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -12,6 +12,17 @@ <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> + <method name="_post_process_key_value" qualifiers="virtual const"> + <return type="Variant" /> + <param index="0" name="animation" type="Animation" /> + <param index="1" name="track" type="int" /> + <param index="2" name="value" type="Variant" /> + <param index="3" name="object" type="Object" /> + <param index="4" name="object_idx" type="int" /> + <description> + A virtual function for processing after key getting during playback. + </description> + </method> <method name="advance"> <return type="void" /> <param index="0" name="delta" type="float" /> @@ -104,7 +115,7 @@ </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. - If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. + If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 8923ac8aae..d40bca99d8 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -7,6 +7,7 @@ 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. To give the area its shape, add a [CollisionShape3D] or a [CollisionPolygon3D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area. [b]Warning:[/b] See [ConcavePolygonShape3D] (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index ee21493434..1ac1c0745e 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -244,7 +244,7 @@ <param index="0" name="deep" type="bool" default="false" /> <description> Returns a copy of the array. - If [param deep] is [code]true[/code], a deep copy is performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array. + If [param deep] is [code]true[/code], a deep copy is performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array. Note that any [Object]-derived elements will be shallow copied regardless of the [param deep] setting. </description> </method> <method name="erase"> @@ -392,7 +392,7 @@ <method name="is_read_only" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the array is read-only. See [method set_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword. + Returns [code]true[/code] if the array is read-only. See [method make_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword. </description> </method> <method name="is_typed" qualifiers="const"> @@ -401,6 +401,12 @@ Returns [code]true[/code] if the array is typed. Typed arrays can only store elements of their associated type and provide type safety for the [code][][/code] operator. Methods of typed array still return [Variant]. </description> </method> + <method name="make_read_only"> + <return type="void" /> + <description> + Makes the array read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays. + </description> + </method> <method name="map" qualifiers="const"> <return type="Array" /> <param index="0" name="method" type="Callable" /> @@ -524,13 +530,6 @@ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. </description> </method> - <method name="set_read_only"> - <return type="void" /> - <param index="0" name="enable" type="bool" /> - <description> - Makes the [Array] read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays. - </description> - </method> <method name="set_typed"> <return type="void" /> <param index="0" name="type" type="int" /> @@ -679,7 +678,7 @@ </description> </operator> <operator name="operator []"> - <return type="void" /> + <return type="Variant" /> <param index="0" name="index" type="int" /> <description> Returns a reference to the element of type [Variant] at the specified location. Arrays start at index 0. [param index] can be a zero or positive value to start from the beginning, or a negative value to start from the end. Out-of-bounds array access causes a run-time error, which will result in an error being printed and the project execution pausing if run from the editor. diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 70ce4ad516..6dc66194b8 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -65,11 +65,15 @@ <param index="1" name="arrays" type="Array" /> <param index="2" name="blend_shapes" type="Array[]" default="[]" /> <param index="3" name="lods" type="Dictionary" default="{}" /> - <param index="4" name="compress_flags" type="int" default="0" /> + <param index="4" name="flags" type="int" enum="Mesh.ArrayFormat" default="0" /> <description> - Creates a new surface. - Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType]. + The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code]. + The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used. + The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]. + [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles. </description> </method> <method name="clear_blend_shapes"> @@ -141,7 +145,7 @@ </description> </method> <method name="surface_get_format" qualifiers="const"> - <return type="int" /> + <return type="int" enum="Mesh.ArrayFormat" /> <param index="0" name="surf_idx" type="int" /> <description> Returns the format mask of the requested surface (see [method add_surface_from_arrays]). @@ -202,6 +206,7 @@ Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices. </member> <member name="shadow_mesh" type="ArrayMesh" setter="set_shadow_mesh" getter="get_shadow_mesh"> + An optional mesh which is used for rendering shadows and can be used for the depth prepass. Can be used to increase performance of shadow rendering by using a mesh that only contains vertex position data (without normals, UVs, colors, etc.). </member> </members> </class> diff --git a/doc/classes/AudioStreamPlaybackPolyphonic.xml b/doc/classes/AudioStreamPlaybackPolyphonic.xml new file mode 100644 index 0000000000..8b0951153b --- /dev/null +++ b/doc/classes/AudioStreamPlaybackPolyphonic.xml @@ -0,0 +1,61 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AudioStreamPlaybackPolyphonic" inherits="AudioStreamPlayback" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Playback instance for [AudioStreamPolyphonic]. + </brief_description> + <description> + Playback instance for [AudioStreamPolyphonic]. After setting the [code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], or [AudioStreamPlayer3D], the playback instance can be obtained by calling [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] methods. + </description> + <tutorials> + </tutorials> + <methods> + <method name="is_stream_playing" qualifiers="const"> + <return type="bool" /> + <param index="0" name="stream" type="int" /> + <description> + Return true whether the stream associated with an integer ID is still playing. Check [method play_stream] for information on when this ID becomes invalid. + </description> + </method> + <method name="play_stream"> + <return type="int" /> + <param index="0" name="stream" type="AudioStream" /> + <param index="1" name="from_offset" type="float" default="0" /> + <param index="2" name="volume_db" type="float" default="0" /> + <param index="3" name="pitch_scale" type="float" default="1.0" /> + <description> + Play an [AudioStream] at a given offset, volume and pitch scale. Playback starts immediately. + The return value is an unique integer ID that is associated to this playback stream and which can be used to control it. + This ID becomes invalid when the stream ends (if it does not loop), when the [AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is called. + This function returns [constant INVALID_ID] if the amount of streams currently playing equals [member AudioStreamPolyphonic.polyphony]. If you need a higher amount of maximum polyphony, raise this value. + </description> + </method> + <method name="set_stream_pitch_scale"> + <return type="void" /> + <param index="0" name="stream" type="int" /> + <param index="1" name="pitch_scale" type="float" /> + <description> + Change the stream pitch scale. The [param stream] argument is an integer ID returned by [method play_stream]. + </description> + </method> + <method name="set_stream_volume"> + <return type="void" /> + <param index="0" name="stream" type="int" /> + <param index="1" name="volume_db" type="float" /> + <description> + Change the stream volume (in db). The [param stream] argument is an integer ID returned by [method play_stream]. + </description> + </method> + <method name="stop_stream"> + <return type="void" /> + <param index="0" name="stream" type="int" /> + <description> + Stop a stream. The [param stream] argument is an integer ID returned by [method play_stream], which becomes invalid after calling this function. + </description> + </method> + </methods> + <constants> + <constant name="INVALID_ID" value="-1"> + Returned by [method play_stream] in case it could not allocate a stream for playback. + </constant> + </constants> +</class> diff --git a/doc/classes/AudioStreamPolyphonic.xml b/doc/classes/AudioStreamPolyphonic.xml new file mode 100644 index 0000000000..baa1fc7037 --- /dev/null +++ b/doc/classes/AudioStreamPolyphonic.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AudioStreamPolyphonic" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player. + </brief_description> + <description> + AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player. + Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set inside the player, which can be obtained via [method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the playback instance is only valid after the [code]stream[/code] property is set as an [AudioStreamPolyphonic] in those players. + </description> + <tutorials> + </tutorials> + <members> + <member name="polyphony" type="int" setter="set_polyphony" getter="get_polyphony" default="32"> + Maximum amount of simultaneous streams that can be played. + </member> + </members> +</class> diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml index b2c5a1756f..be4a649b50 100644 --- a/doc/classes/BackBufferCopy.xml +++ b/doc/classes/BackBufferCopy.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BackBufferCopy" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function. + Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``). </brief_description> <description> - Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer. + Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer. [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children. </description> <tutorials> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index c92e39e08a..68f62d1c00 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -50,7 +50,7 @@ <member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group"> The [ButtonGroup] associated with the button. Not to be confused with node groups. </member> - <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1"> + <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButtonMask" default="1"> Binary mask to choose which mouse buttons this button will respond to. To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code]. </member> @@ -70,7 +70,7 @@ [Shortcut] associated to the button. </member> <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true"> - If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button. + If [code]true[/code], the button will highlight for a short amount of time when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate without any visual feedback. </member> <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true"> If [code]true[/code], the button will add information about its shortcut in the tooltip. diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml index f29525038e..dd01de3607 100644 --- a/doc/classes/BoneAttachment3D.xml +++ b/doc/classes/BoneAttachment3D.xml @@ -16,19 +16,6 @@ Returns the [NodePath] to the external [Skeleton3D] node, if one has been set. </description> </method> - <method name="get_override_mode" qualifiers="const" is_deprecated="true"> - <return type="int" /> - <description> - Deprecated. Local pose overrides will be removed. - Returns the override mode for the BoneAttachment3D node (0=global / 1=local). - </description> - </method> - <method name="get_override_pose" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the BoneAttachment3D node is overriding the bone pose of the bone it's attached to. - </description> - </method> <method name="get_use_external_skeleton" qualifiers="const"> <return type="bool" /> <description> @@ -49,21 +36,6 @@ Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code]. </description> </method> - <method name="set_override_mode" is_deprecated="true"> - <return type="void" /> - <param index="0" name="override_mode" type="int" /> - <description> - Deprecated. Local pose overrides will be removed. - Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override. - </description> - </method> - <method name="set_override_pose"> - <return type="void" /> - <param index="0" name="override_pose" type="bool" /> - <description> - Sets whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. - </description> - </method> <method name="set_use_external_skeleton"> <return type="void" /> <param index="0" name="use_external_skeleton" type="bool" /> @@ -79,5 +51,8 @@ <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default=""""> The name of the attached bone. </member> + <member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false"> + Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform. + </member> </members> </class> diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 5c845ba57e..8fc44d7536 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -14,21 +14,23 @@ func test(): var callable = Callable(self, "print_args") callable.call("hello", "world") # Prints "hello world ". - callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(Node.gd)::print_args". + callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(node.gd)::print_args". callable.call("invalid") # Invalid call, should have at least 2 arguments. [/gdscript] [csharp] - public void PrintArgs(object arg1, object arg2, object arg3 = null) + // Default parameter values are not supported. + public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default) { GD.PrintS(arg1, arg2, arg3); } public void Test() { - Callable callable = new Callable(this, nameof(PrintArgs)); - callable.Call("hello", "world"); // Prints "hello world null". + // Invalid calls fail silently. + Callable callable = new Callable(this, MethodName.PrintArgs); + callable.Call("hello", "world"); // Default parameter values are not supported, should have 3 arguments. callable.Call(Vector2.Up, 42, callable); // Prints "(0, -1) 42 Node(Node.cs)::PrintArgs". - callable.Call("invalid"); // Invalid call, should have at least 2 arguments. + callable.Call("invalid"); // Invalid call, should have 3 arguments. } [/csharp] [/codeblocks] @@ -107,6 +109,18 @@ Calls the method represented by this [Callable]. Unlike [method call], this method expects all arguments to be contained inside the [param arguments] [Array]. </description> </method> + <method name="get_bound_arguments" qualifiers="const"> + <return type="Array" /> + <description> + Return the bound arguments (as long as [method get_bound_arguments_count] is greater than zero), or empty (if [method get_bound_arguments_count] is less than or equal to zero). + </description> + </method> + <method name="get_bound_arguments_count" qualifiers="const"> + <return type="int" /> + <description> + Returns the total amount of arguments bound (or unbound) via successive [method bind] or [method unbind] calls. If the amount of arguments unbound is greater than the ones bound, this function returns a value less than zero. + </description> + </method> <method name="get_method" qualifiers="const"> <return type="StringName" /> <description> diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml index 37827defec..6eeff8fef3 100644 --- a/doc/classes/CanvasGroup.xml +++ b/doc/classes/CanvasGroup.xml @@ -9,8 +9,10 @@ [codeblock] shader_type canvas_item; + uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 5171e0acbe..c3c768c12d 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -42,10 +42,12 @@ <param index="3" name="end_angle" type="float" /> <param index="4" name="point_count" type="int" /> <param index="5" name="color" type="Color" /> - <param index="6" name="width" type="float" default="1.0" /> + <param index="6" name="width" type="float" default="-1.0" /> <param index="7" name="antialiased" type="bool" default="false" /> <description> - Draws a unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + Draws an unfilled arc between the given angles with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + If [param width] is negative, then the arc is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. + The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself). </description> </method> <method name="draw_char" qualifiers="const"> @@ -95,10 +97,12 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="color" type="Color" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="dash" type="float" default="2.0" /> + <param index="5" name="aligned" type="bool" default="true" /> <description> Draws a dashed line from a 2D point to another, with a given color and width. See also [method draw_multiline] and [method draw_polyline]. + If [param width] is negative, then a two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the line parts will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_end_animation"> @@ -129,10 +133,11 @@ <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> <param index="2" name="color" type="Color" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="antialiased" type="bool" default="false" /> <description> Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also [method draw_multiline] and [method draw_polyline]. + If [param width] is negative, then a two-point primitive will be drawn instead of a four-point one. This means that when the CanvasItem is scaled, the line will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_mesh"> @@ -164,18 +169,20 @@ <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="color" type="Color" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <description> Draws multiple disconnected lines with a uniform [param color]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline] instead. + If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_multiline_colors"> <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="colors" type="PackedColorArray" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <description> Draws multiple disconnected lines with a uniform [param width] and segment-by-segment coloring. Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline_colors] instead. + If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_multiline_string" qualifiers="const"> @@ -237,20 +244,22 @@ <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="color" type="Color" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <param index="3" name="antialiased" type="bool" default="false" /> <description> - Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + Draws interconnected line segments with a uniform [param color] and [param width] and optional antialiasing (supported only for positive [param width]). When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + If [param width] is negative, the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_polyline_colors"> <return type="void" /> <param index="0" name="points" type="PackedVector2Array" /> <param index="1" name="colors" type="PackedColorArray" /> - <param index="2" name="width" type="float" default="1.0" /> + <param index="2" name="width" type="float" default="-1.0" /> <param index="3" name="antialiased" type="bool" default="false" /> <description> - Draws interconnected line segments with a uniform [param width] and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + Draws interconnected line segments with a uniform [param width] and segment-by-segment coloring, and optional antialiasing (supported only for positive [param width]). Colors assigned to line segments match by index between [param points] and [param colors]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + If [param width] is negative, then the polyline is drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. </description> </method> <method name="draw_primitive"> @@ -259,7 +268,6 @@ <param index="1" name="colors" type="PackedColorArray" /> <param index="2" name="uvs" type="PackedVector2Array" /> <param index="3" name="texture" type="Texture2D" default="null" /> - <param index="4" name="width" type="float" default="1.0" /> <description> Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also [method draw_line], [method draw_polyline], [method draw_polygon], and [method draw_rect]. </description> @@ -269,10 +277,12 @@ <param index="0" name="rect" type="Rect2" /> <param index="1" name="color" type="Color" /> <param index="2" name="filled" type="bool" default="true" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <description> Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will be filled with the [param color] specified. If [param filled] is [code]false[/code], the rectangle will be drawn as a stroke with the [param color] and [param width] specified. + If [param width] is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive [param width] like [code]1.0[/code]. [b]Note:[/b] [param width] is only effective if [param filled] is [code]false[/code]. + [b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not display perfectly. For example, corners may be missing or brighter due to overlapping lines (for a translucent [param color]). </description> </method> <method name="draw_set_transform"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 821117122c..2ff207acb7 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -5,8 +5,9 @@ </brief_description> <description> Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody3D]. However, they have two main uses: - [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. - [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. + [i]Kinematic characters:[/i] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. + [i]Kinematic motion:[/i] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 3ceb8967a0..df40d2a4cf 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -132,12 +132,6 @@ Perform an indent as if the user activated the "ui_text_indent" action. </description> </method> - <method name="do_unindent"> - <return type="void" /> - <description> - Perform an unindent as if the user activated the "ui_text_unindent" action. - </description> - </method> <method name="fold_all_lines"> <return type="void" /> <description> @@ -423,7 +417,7 @@ <method name="unindent_lines"> <return type="void" /> <description> - Unindents selected lines, or in the case of no selection the caret line by one. + Unindents selected lines, or in the case of no selection the caret line by one. Same as performing "ui_text_unindent" action. </description> </method> <method name="update_code_completion_options"> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index c302963b92..01b0d88326 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> </tutorials> @@ -216,13 +217,13 @@ <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> </signals> @@ -232,7 +233,7 @@ Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode"> diff --git a/doc/classes/CollisionPolygon3D.xml b/doc/classes/CollisionPolygon3D.xml index 7d718cff27..29e55367a8 100644 --- a/doc/classes/CollisionPolygon3D.xml +++ b/doc/classes/CollisionPolygon3D.xml @@ -6,6 +6,7 @@ <description> Allows editing a concave or convex collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates several [ConvexPolygonShape3D]s at run-time to represent the original polygon using convex decomposition. [b]Note:[/b] Since this is an editor-only helper, properties modified during gameplay will have no effect. + [b]Warning:[/b] A non-uniformly scaled CollisionPolygon3D node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change its [member polygon]'s vertices instead. </description> <tutorials> </tutorials> diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 304b46ba27..c5d05670e9 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -6,6 +6,7 @@ <description> Editor facility for creating and editing collision shapes in 3D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. + [b]Warning:[/b] A non-uniformly scaled CollisionShape3D node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size of its [member shape] resource instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index d1387d088d..57278d9241 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -101,7 +101,7 @@ <return type="Color" /> <param index="0" name="over" type="Color" /> <description> - Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this colour (including alpha). + Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this color (including alpha). [codeblocks] [gdscript] var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50% diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml index 48b4df9126..ac2ea5be17 100644 --- a/doc/classes/ConfirmationDialog.xml +++ b/doc/classes/ConfirmationDialog.xml @@ -8,10 +8,10 @@ To get cancel action, you can use: [codeblocks] [gdscript] - get_cancel_button().pressed.connect(self.cancelled) + get_cancel_button().pressed.connect(self.canceled) [/gdscript] [csharp] - GetCancelButton().Pressed += Cancelled; + GetCancelButton().Pressed += Canceled; [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index b0351559ee..0d675112b8 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -180,14 +180,14 @@ [codeblocks] [gdscript] func _make_custom_tooltip(for_text): - var tooltip = preload("res://SomeTooltipScene.tscn").instantiate() + var tooltip = preload("res://some_tooltip_scene.tscn").instantiate() tooltip.get_node("Label").text = for_text return tooltip [/gdscript] [csharp] public override Godot.Control _MakeCustomTooltip(String forText) { - Node tooltip = ResourceLoader.Load<PackedScene>("res://SomeTooltipScene.tscn").Instantiate(); + Node tooltip = ResourceLoader.Load<PackedScene>("res://some_tooltip_scene.tscn").Instantiate(); tooltip.GetNode<Label>("Label").Text = forText; return tooltip; } @@ -196,12 +196,12 @@ </description> </method> <method name="_structured_text_parser" qualifiers="virtual const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="args" type="Array" /> <param index="1" name="text" type="String" /> <description> User defined BiDi algorithm override function. - Returns an [Array] of [Vector2i] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. + Returns an [Array] of [Vector3i] text ranges and text base directions, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately. </description> </method> <method name="accept_event"> @@ -383,7 +383,9 @@ <method name="get_global_rect" qualifiers="const"> <return type="Rect2" /> <description> - Returns the position and size of the control relative to the [CanvasLayer]. See [member global_position] and [member size]. + Returns the position and size of the control relative to the containing canvas. See [member global_position] and [member size]. + [b]Note:[/b] If the node itself or any parent [CanvasItem] between the node and the canvas have a non default rotation or skew, the resulting size is likely not meaningful. + [b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to [code]true[/code] can lead to rounding inaccuracies between the displayed control and the returned [Rect2]. </description> </method> <method name="get_minimum_size" qualifiers="const"> @@ -414,7 +416,9 @@ <method name="get_rect" qualifiers="const"> <return type="Rect2" /> <description> - Returns the position and size of the control relative to the top-left corner of the parent Control. See [member position] and [member size]. + Returns the position and size of the control in the coordinate system of the containing node. See [member position], [member scale] and [member size]. + [b]Note:[/b] If [member rotation] is not the default rotation, the resulting size is not meaningful. + [b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to [code]true[/code] can lead to rounding inaccuracies between the displayed control and the returned [Rect2]. </description> </method> <method name="get_screen_position" qualifiers="const"> @@ -780,67 +784,13 @@ </method> <method name="set_drag_forwarding"> <return type="void" /> - <param index="0" name="target" type="Object" /> + <param index="0" name="drag_func" type="Callable" /> + <param index="1" name="can_drop_func" type="Callable" /> + <param index="2" name="drop_func" type="Callable" /> <description> - Forwards the handling of this control's drag and drop to [param target] object. - Forwarding can be implemented in the target object similar to the methods [method _get_drag_data], [method _can_drop_data], and [method _drop_data] but with two differences: - 1. The function name must be suffixed with [b]_fw[/b] - 2. The function must take an extra argument that is the control doing the forwarding - [codeblocks] - [gdscript] - # ThisControl.gd - extends Control - export(Control) var target_control - - func _ready(): - set_drag_forwarding(target_control) - - # TargetControl.gd - extends Control - - func _can_drop_data_fw(position, data, from_control): - return true - - func _drop_data_fw(position, data, from_control): - my_handle_data(data) # Your handler method. - - func _get_drag_data_fw(position, from_control): - set_drag_preview(my_preview) - return my_data() - [/gdscript] - [csharp] - // ThisControl.cs - public class ThisControl : Control - { - [Export] - public Control TargetControl { get; set; } - public override void _Ready() - { - SetDragForwarding(TargetControl); - } - } - - // TargetControl.cs - public class TargetControl : Control - { - public void CanDropDataFw(Vector2 position, object data, Control fromControl) - { - return true; - } - - public void DropDataFw(Vector2 position, object data, Control fromControl) - { - MyHandleData(data); // Your handler method. - } - - public void GetDragDataFw(Vector2 position, Control fromControl) - { - SetDragPreview(MyPreview); - return MyData(); - } - } - [/csharp] - [/codeblocks] + Forwards the handling of this control's [method _get_drag_data], [method _can_drop_data] and [method _drop_data] virtual functions to delegate callables. + For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used. + The function format for each callable should be exactly the same as the virtual functions described above. </description> </method> <method name="set_drag_preview"> @@ -949,6 +899,7 @@ <param index="0" name="position" type="Vector2" /> <description> Moves the mouse cursor to [param position], relative to [member position] of this [Control]. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> </methods> @@ -1045,7 +996,7 @@ By default, the node's pivot is its top-left corner. When you change its [member rotation] or [member scale], it will rotate or scale around this pivot. Set this property to [member size] / 2 to pivot around the Control's center. </member> <member name="position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2(0, 0)"> - The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset]. + The node's position, relative to its containing node. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset]. </member> <member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0"> The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position. @@ -1062,15 +1013,15 @@ The [Node] which must be a parent of the focused [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused. </member> <member name="size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)"> - The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically. + The size of the node's bounding rectangle, in the node's coordinate system. [Container] nodes update this property automatically. </member> - <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" default="1"> + <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" enum="Control.SizeFlags" default="1"> Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does. </member> <member name="size_flags_stretch_ratio" type="float" setter="set_stretch_ratio" getter="get_stretch_ratio" default="1.0"> If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbor a ratio of 1, this node will take two thirds of the available space. </member> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" default="1"> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" enum="Control.SizeFlags" default="1"> Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does. </member> <member name="theme" type="Theme" setter="set_theme" getter="get_theme"> @@ -1315,23 +1266,23 @@ <constant name="PRESET_MODE_KEEP_SIZE" value="3" enum="LayoutPresetMode"> The control's size will not change. </constant> - <constant name="SIZE_SHRINK_BEGIN" value="0" enum="SizeFlags"> + <constant name="SIZE_SHRINK_BEGIN" value="0" enum="SizeFlags" is_bitfield="true"> Tells the parent [Container] to align the node with its start, either the top or the left edge. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical]. [b]Note:[/b] Setting this flag is equal to not having any size flags. </constant> - <constant name="SIZE_FILL" value="1" enum="SizeFlags"> + <constant name="SIZE_FILL" value="1" enum="SizeFlags" is_bitfield="true"> Tells the parent [Container] to expand the bounds of this node to fill all the available space without pushing any other node. It is mutually exclusive with shrink size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical]. </constant> - <constant name="SIZE_EXPAND" value="2" enum="SizeFlags"> + <constant name="SIZE_EXPAND" value="2" enum="SizeFlags" is_bitfield="true"> Tells the parent [Container] to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See [member size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and [member size_flags_vertical]. </constant> - <constant name="SIZE_EXPAND_FILL" value="3" enum="SizeFlags"> + <constant name="SIZE_EXPAND_FILL" value="3" enum="SizeFlags" is_bitfield="true"> Sets the node's size flags to both fill and expand. See [constant SIZE_FILL] and [constant SIZE_EXPAND] for more information. </constant> - <constant name="SIZE_SHRINK_CENTER" value="4" enum="SizeFlags"> + <constant name="SIZE_SHRINK_CENTER" value="4" enum="SizeFlags" is_bitfield="true"> Tells the parent [Container] to center the node in the available space. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical]. </constant> - <constant name="SIZE_SHRINK_END" value="8" enum="SizeFlags"> + <constant name="SIZE_SHRINK_END" value="8" enum="SizeFlags" is_bitfield="true"> Tells the parent [Container] to align the node with its end, either the bottom or the right edge. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical]. </constant> <constant name="MOUSE_FILTER_STOP" value="0" enum="MouseFilter"> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index 32dc8f673b..66d2280280 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -4,7 +4,7 @@ Convex polygon shape resource for 3D physics. </brief_description> <description> - 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. + 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time. [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index 46ddede9b1..01ec4c40d7 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -11,4 +11,12 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderCubemap]). + </description> + </method> + </methods> </class> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 2fd55b66c6..1b410671c1 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -12,4 +12,12 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderCubemapArray]). + </description> + </method> + </methods> </class> diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml index b5e75dff68..fe597d0955 100644 --- a/doc/classes/Curve2D.xml +++ b/doc/classes/Curve2D.xml @@ -162,6 +162,8 @@ <param index="0" name="max_stages" type="int" default="5" /> <param index="1" name="tolerance_length" type="float" default="20.0" /> <description> + Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! + [param tolerance_length] controls the maximal distance between two neighboring points, before the segment has to be subdivided. </description> </method> </methods> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 362d792b39..72ac95a700 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -198,7 +198,7 @@ <param index="1" name="tolerance_length" type="float" default="0.2" /> <description> Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! - [param tolerance_length] controls the maximal distance between two neighbouring points, before the segment has to be subdivided. + [param tolerance_length] controls the maximal distance between two neighboring points, before the segment has to be subdivided. </description> </method> </methods> diff --git a/doc/classes/DTLSServer.xml b/doc/classes/DTLSServer.xml index 9af8be99ef..457513b8aa 100644 --- a/doc/classes/DTLSServer.xml +++ b/doc/classes/DTLSServer.xml @@ -8,7 +8,7 @@ Below a small example of how to use it: [codeblocks] [gdscript] - # ServerNode.gd + # server_node.gd extends Node var dtls := DTLSServer.new() @@ -86,7 +86,7 @@ [/codeblocks] [codeblocks] [gdscript] - # ClientNode.gd + # client_node.gd extends Node var dtls := PacketPeerDTLS.new() diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 5f99ba82b8..ea0bcc5cbb 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -42,7 +42,7 @@ You can access a dictionary's value by referencing its corresponding key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). [codeblocks] [gdscript] - @export(String, "White", "Yellow", "Orange") var my_color + @export_enum("White", "Yellow", "Orange") var my_color: String var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} func _ready(): # We can't use dot syntax here as `my_color` is a variable. @@ -271,12 +271,24 @@ Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/code]). See also [method size]. </description> </method> + <method name="is_read_only" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if the dictionary is read-only. See [method make_read_only]. Dictionaries are automatically read-only if declared with [code]const[/code] keyword. + </description> + </method> <method name="keys" qualifiers="const"> <return type="Array" /> <description> Returns the list of keys in the dictionary. </description> </method> + <method name="make_read_only"> + <return type="void" /> + <description> + Makes the dictionary read-only, i.e. disabled modifying of the dictionary's contents. Does not apply to nested content, e.g. content of nested dicitonaries. + </description> + </method> <method name="merge"> <return type="void" /> <param index="0" name="dictionary" type="Dictionary" /> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 98e53b86f9..b0657cab90 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -785,7 +785,7 @@ </description> </method> <method name="mouse_get_button_state" qualifiers="const"> - <return type="int" enum="MouseButton" /> + <return type="int" enum="MouseButtonMask" /> <description> Returns the current state of mouse buttons (whether each button is pressed) as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method Input.get_mouse_button_mask]. </description> @@ -1090,6 +1090,7 @@ <param index="0" name="position" type="Vector2i" /> <description> Sets the mouse cursor position to the given [param position] relative to an origin at the upper left corner of the currently focused game Window Manager window. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> <method name="window_can_draw" qualifiers="const"> @@ -1434,9 +1435,9 @@ <param index="0" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" /> <param index="1" name="window_id" type="int" default="0" /> <description> - Sets the V-Sync mode of the given window. + Sets the V-Sync mode of the given window. See also [member ProjectSettings.display/window/vsync/vsync_mode]. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. - Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED], if the desired mode is not supported. + Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED] if the desired mode is not supported. </description> </method> <method name="window_set_window_buttons_offset"> @@ -1525,7 +1526,7 @@ Makes the mouse cursor hidden if it is visible. </constant> <constant name="MOUSE_MODE_CAPTURED" value="2" enum="MouseMode"> - Captures the mouse. The mouse will be hidden and its position locked at the center of the screen. + Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window. [b]Note:[/b] If you want to process the mouse's movement in this mode, you need to use [member InputEventMouseMotion.relative]. </constant> <constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode"> @@ -1694,7 +1695,10 @@ Use [method window_get_safe_title_margins] to determine area under the title bar that is not covered by decorations. [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags"> + <constant name="WINDOW_FLAG_MOUSE_PASSTHROUGH" value="7" enum="WindowFlags"> + All mouse events are passed to the underlying window of the same application. + </constant> + <constant name="WINDOW_FLAG_MAX" value="8" enum="WindowFlags"> Max value of the [enum WindowFlags]. </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml index 380c79fc1a..448a622ae4 100644 --- a/doc/classes/EditorCommandPalette.xml +++ b/doc/classes/EditorCommandPalette.xml @@ -16,7 +16,7 @@ [csharp] EditorCommandPalette commandPalette = GetEditorInterface().GetCommandPalette(); // ExternalCommand is a function that will be called with the command is executed. - Callable commandCallable = new Callable(this, nameof(ExternalCommand)); + Callable commandCallable = new Callable(this, MethodName.ExternalCommand); commandPalette.AddCommand("command", "test/command", commandCallable) [/csharp] [/codeblocks] diff --git a/doc/classes/EditorExportPlatform.xml b/doc/classes/EditorExportPlatform.xml index 1d63af9233..f2b39ab134 100644 --- a/doc/classes/EditorExportPlatform.xml +++ b/doc/classes/EditorExportPlatform.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorExportPlatform" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Identifies a supported export platform, and internally provides the functionality of exporting to that platform. </brief_description> <description> + Base resource that provides the functionality of exporting a release build of a project to a platform, from the editor. Stores platform-specific metadata such as the name and supported features of the platform, and performs the exporting of projects, PCK files, and ZIP files. Uses an export template for the platform provided at the time of project exporting. + Used in scripting by [EditorExportPlugin] to configure platform-specific customization of scenes and resources. See [method EditorExportPlugin._begin_customize_scenes] and [method EditorExportPlugin._begin_customize_resources] for more details. </description> <tutorials> </tutorials> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index e8df6ae7fe..5f33c68a7d 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -71,12 +71,6 @@ This will not import the file. To reimport, call [method reimport_files] or [method scan] methods. </description> </method> - <method name="update_script_classes"> - <return type="void" /> - <description> - Scans the script files and updates the list of custom class names. - </description> - </method> </methods> <signals> <signal name="filesystem_changed"> @@ -96,6 +90,11 @@ Emitted if at least one resource is reloaded when the filesystem is scanned. </description> </signal> + <signal name="script_classes_updated"> + <description> + Emitted when the list of global script classes gets updated. + </description> + </signal> <signal name="sources_changed"> <param index="0" name="exist" type="bool" /> <description> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index adcc87d062..326c4f6456 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -41,6 +41,7 @@ <param index="0" name="object" type="Variant" /> <description> This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object. + [param object] can be [code]null[/code] if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state. </description> </method> <method name="_enable_plugin" qualifiers="virtual"> @@ -143,7 +144,7 @@ [gdscript] func _forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. - overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white) + overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE) func _forward_canvas_gui_input(event): if event is InputEventMouseMotion: @@ -347,7 +348,7 @@ [codeblock] func _set_state(data): zoom = data.get("zoom", 1.0) - preferred_color = data.get("my_color", Color.white) + preferred_color = data.get("my_color", Color.WHITE) [/codeblock] </description> </method> @@ -359,7 +360,7 @@ [codeblock] func _set_window_layout(configuration): $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2()) - $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white) + $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE) [/codeblock] </description> </method> @@ -467,6 +468,14 @@ See [method add_inspector_plugin] for an example of how to register a plugin. </description> </method> + <method name="add_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins are used to add custom resource converters to the editor inspector. + See [EditorResourceConversionPlugin] for an example of how to create a resource conversion plugin. + </description> + </method> <method name="add_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -632,6 +641,13 @@ Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]. </description> </method> + <method name="remove_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Removes a resource conversion plugin registered by [method add_resource_conversion_plugin]. + </description> + </method> <method name="remove_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -664,7 +680,7 @@ <return type="void" /> <param index="0" name="callable" type="Callable" /> <description> - Removes a callback previsously added by [method add_undo_redo_inspector_hook_callback]. + Removes a callback previously added by [method add_undo_redo_inspector_hook_callback]. </description> </method> <method name="set_force_draw_over_forwarding_enabled"> diff --git a/doc/classes/EditorResourceConversionPlugin.xml b/doc/classes/EditorResourceConversionPlugin.xml index c40bb1d91e..6bdfbbe40c 100644 --- a/doc/classes/EditorResourceConversionPlugin.xml +++ b/doc/classes/EditorResourceConversionPlugin.xml @@ -1,8 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorResourceConversionPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a [StandardMaterial3D] to a [ShaderMaterial]. </brief_description> <description> + [EditorResourceConversionPlugin] is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type. + Below shows an example of a basic plugin that will convert an [ImageTexture] to a [PortableCompressedTexture2D]. + [codeblocks] + [gdscript] + extends EditorResourceConversionPlugin + + func _handles(resource : Resource): + return resource is ImageTexture + + func _converts_to(): + return "PortableCompressedTexture2D" + + func _convert(itex : Resource): + var ptex = PortableCompressedTexture2D.new() + ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS) + return ptex + [/gdscript] + [/codeblocks] + To use an [EditorResourceConversionPlugin], register it using the [method EditorPlugin.add_resource_conversion_plugin] method first. </description> <tutorials> </tutorials> @@ -11,17 +31,20 @@ <return type="Resource" /> <param index="0" name="resource" type="Resource" /> <description> + Takes an input [Resource] and converts it to the type given in [method _converts_to]. The returned [Resource] is the result of the conversion, and the input [Resource] remains unchanged. </description> </method> <method name="_converts_to" qualifiers="virtual const"> <return type="String" /> <description> + Returns the class name of the target type of [Resource] that this plugin converts source resources to. </description> </method> <method name="_handles" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="resource" type="Resource" /> <description> + Called to determine whether a particular [Resource] can be converted to the target resource type by this plugin. </description> </method> </methods> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 98f4789163..9015a12b43 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -433,12 +433,24 @@ The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically. </member> <member name="filesystem/directories/autoscan_project_path" type="String" setter="" getter=""> - The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b]button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience. + The folder where projects should be scanned for (recursively), in a way similar to the project manager's [b]Scan[/b] button. This can be set to the same value as [member filesystem/directories/default_project_path] for convenience. [b]Note:[/b] Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible. </member> <member name="filesystem/directories/default_project_path" type="String" setter="" getter=""> The folder where new projects should be created by default when clicking the project manager's [b]New Project[/b] button. This can be set to the same value as [member filesystem/directories/autoscan_project_path] for convenience. </member> + <member name="filesystem/external_programs/3d_model_editor" type="String" setter="" getter=""> + The program that opens 3D model scene files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> + <member name="filesystem/external_programs/audio_editor" type="String" setter="" getter=""> + The program that opens audio files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> + <member name="filesystem/external_programs/raster_image_editor" type="String" setter="" getter=""> + The program that opens raster image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> + <member name="filesystem/external_programs/vector_image_editor" type="String" setter="" getter=""> + The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. + </member> <member name="filesystem/file_dialog/display_mode" type="int" setter="" getter=""> The display mode to use in the editor's file dialogs. - [b]Thumbnails[/b] takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them. @@ -499,7 +511,7 @@ </member> <member name="interface/editor/editor_language" type="String" setter="" getter=""> The language to use for the editor interface. - Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] + Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url] </member> <member name="interface/editor/expand_to_title" type="bool" setter="" getter=""> Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]. @@ -741,7 +753,7 @@ </member> <member name="text_editor/behavior/indent/type" type="int" setter="" getter=""> The indentation style to use (tabs or spaces). - [b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. + [b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation. </member> <member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter=""> If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor. @@ -782,7 +794,7 @@ If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line. </member> <member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter=""> - If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). + If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]). </member> <member name="text_editor/help/class_reference_examples" type="int" setter="" getter=""> Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help. diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml index d270d32df7..1aef79f6e5 100644 --- a/doc/classes/EditorSpinSlider.xml +++ b/doc/classes/EditorSpinSlider.xml @@ -22,7 +22,7 @@ <member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false"> If [code]true[/code], the slider can't be interacted with. </member> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="1" /> <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default=""""> The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed. diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml index cd96e740e8..4d6938e6aa 100644 --- a/doc/classes/EditorUndoRedoManager.xml +++ b/doc/classes/EditorUndoRedoManager.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="EditorUndoRedoManager" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="EditorUndoRedoManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Manages undo history of scenes opened in the editor. </brief_description> diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml index 4670e0c382..2c7d83a811 100644 --- a/doc/classes/Expression.xml +++ b/doc/classes/Expression.xml @@ -28,7 +28,7 @@ public override void _Ready() { - GetNode("LineEdit").TextSubmitted += OnTextEntered; + GetNode<LineEdit>("LineEdit").TextSubmitted += OnTextEntered; } private void OnTextEntered(string command) diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index 00f5c7ddff..f76bc2c279 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -51,5 +51,10 @@ <description> </description> </signal> + <signal name="resource_removed"> + <param index="0" name="resource" type="Resource" /> + <description> + </description> + </signal> </signals> </class> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index c7d10078e8..29779e4a77 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate. - Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + Use the [member process_material] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + 2D particles can optionally collide with [LightOccluder2D] nodes (note: they don't collide with [PhysicsBody2D] nodes). </description> <tutorials> <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link> @@ -42,6 +43,7 @@ Number of particles emitted in one emission cycle. </member> <member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="1.0"> + Multiplier for particle's collision radius. [code]1.0[/code] corresponds to the size of the sprite. </member> <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="1"> Particle draw order. Uses [enum DrawOrder] values. diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 1ae4718536..127c5daf95 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -21,7 +21,10 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Set the value of a shader parameter for this instance only. + Set the value of a shader uniform for this instance only ([url=$DOCS_URL/tutorials/shaders/shader_reference/shading_language.html#per-instance-uniforms]per-instance uniform[/url]). See also [method ShaderMaterial.set_shader_parameter] to assign a uniform on all instances using the same [ShaderMaterial]. + [b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than [code]uniform ...[/code] in the shader code. + [b]Note:[/b] [param name] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). + [b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, so there is no 2D equivalent of this method. </description> </method> </methods> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 16386ff81b..3f0080ac15 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -280,11 +280,6 @@ Emitted when the GraphNode is requested to be closed. Happens on clicking the close button (see [member show_close]). </description> </signal> - <signal name="deselected"> - <description> - Emitted when the GraphNode is deselected. - </description> - </signal> <signal name="dragged"> <param index="0" name="from" type="Vector2" /> <param index="1" name="to" type="Vector2" /> @@ -292,6 +287,16 @@ Emitted when the GraphNode is dragged. </description> </signal> + <signal name="node_deselected"> + <description> + Emitted when the GraphNode is deselected. + </description> + </signal> + <signal name="node_selected"> + <description> + Emitted when the GraphNode is selected. + </description> + </signal> <signal name="position_offset_changed"> <description> Emitted when the GraphNode is moved. @@ -308,11 +313,6 @@ Emitted when the GraphNode is requested to be resized. Happens on dragging the resizer handle (see [member resizable]). </description> </signal> - <signal name="selected"> - <description> - Emitted when the GraphNode is selected. - </description> - </signal> <signal name="slot_updated"> <param index="0" name="idx" type="int" /> <description> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index c504e26d58..3dbc024b14 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -69,7 +69,7 @@ } // Called when the HTTP request is completed. - private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + private void HttpRequestCompleted(int result, int responseCode, string[] headers, byte[] body) { var json = new JSON(); json.Parse(body.GetStringFromUTF8()); @@ -128,7 +128,7 @@ } // Called when the HTTP request is completed. - private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + private void HttpRequestCompleted(int result, int responseCode, string[] headers, byte[] body) { if (result != (int)HTTPRequest.Result.Success) { diff --git a/doc/classes/HeightMapShape3D.xml b/doc/classes/HeightMapShape3D.xml index 206981e547..f34870c500 100644 --- a/doc/classes/HeightMapShape3D.xml +++ b/doc/classes/HeightMapShape3D.xml @@ -14,10 +14,10 @@ Height map data, pool array must be of [member map_width] * [member map_depth] size. </member> <member name="map_depth" type="int" setter="set_map_depth" getter="get_map_depth" default="2"> - Depth of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the depth of the height map. Changing this will resize the [member map_data]. </member> <member name="map_width" type="int" setter="set_map_width" getter="get_map_width" default="2"> - Width of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the width of the height map. Changing this will resize the [member map_data]. </member> </members> </class> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index ed1b40488e..b13564cfef 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -489,7 +489,7 @@ var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixel(1, 2, Color.red) # Sets the color at (1, 2) to red. + img.set_pixel(1, 2, Color.RED) # Sets the color at (1, 2) to red. [/gdscript] [csharp] int imgWidth = 10; @@ -517,7 +517,7 @@ var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixelv(Vector2i(1, 2), Color.red) # Sets the color at (1, 2) to red. + img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red. [/gdscript] [csharp] int imgWidth = 10; @@ -525,7 +525,7 @@ var img = new Image(); img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8); - img.SetPixelv(new Vector2i(1, 2), Colors.Red); // Sets the color at (1, 2) to red. + img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to red. [/csharp] [/codeblocks] This is the same as [method set_pixel], but with a [Vector2i] argument instead of two integer arguments. diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index b80857a7bf..10479dfcfe 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -27,9 +27,13 @@ <param index="5" name="name" type="String" default="""" /> <param index="6" name="flags" type="int" default="0" /> <description> - Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays]. - Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType]. + The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code]. + The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used. + The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]. + [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles. </description> </method> <method name="clear"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index be8c8ff83f..70e629974d 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -155,7 +155,7 @@ </description> </method> <method name="get_mouse_button_mask" qualifiers="const"> - <return type="int" enum="MouseButton" /> + <return type="int" enum="MouseButtonMask" /> <description> Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method DisplayServer.mouse_get_button_state]. </description> @@ -224,11 +224,18 @@ Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them. </description> </method> + <method name="is_key_label_pressed" qualifiers="const"> + <return type="bool" /> + <param index="0" name="keycode" type="int" enum="Key" /> + <description> + Returns [code]true[/code] if you are pressing the key with the [param keycode] printed on it. You can pass a [enum Key] constant or any Unicode character code. + </description> + </method> <method name="is_key_pressed" qualifiers="const"> <return type="bool" /> <param index="0" name="keycode" type="int" enum="Key" /> <description> - Returns [code]true[/code] if you are pressing the key in the current keyboard layout. You can pass a [enum Key] constant. + Returns [code]true[/code] if you are pressing the Latin key in the current keyboard layout. You can pass a [enum Key] constant. [method is_key_pressed] is only recommended over [method is_physical_key_pressed] in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use [method is_physical_key_pressed]. [b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. </description> @@ -297,6 +304,7 @@ [param hotspot] must be within [param image]'s size. [b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If using an [AnimatedTexture], only the first frame will be displayed. [b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] compression mode can't be used for custom cursors. + [b]Note:[/b] On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for [url=https://chromestatus.com/feature/5825971391299584]security reasons[/url]. </description> </method> <method name="set_default_cursor_shape"> @@ -367,6 +375,7 @@ <description> Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window. Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN]. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> </methods> @@ -397,7 +406,7 @@ Makes the mouse cursor hidden if it is visible. </constant> <constant name="MOUSE_MODE_CAPTURED" value="2" enum="MouseMode"> - Captures the mouse. The mouse will be hidden and its position locked at the center of the screen. + Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window. [b]Note:[/b] If you want to process the mouse's movement in this mode, you need to use [member InputEventMouseMotion.relative]. </constant> <constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode"> diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index 87e2b8ea20..3816847804 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -5,6 +5,7 @@ </brief_description> <description> Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. + [b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with [method Input.parse_input_event], which are then received in [method Node._input]. To check if a physical event matches an action from the Input Map, use [method InputEvent.is_action] and [method InputEvent.is_action_pressed]. </description> <tutorials> <link title="InputEvent: Actions">$DOCS_URL/tutorials/inputs/inputevent.html#actions</link> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index c3d682de9e..4d10a183d4 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -5,15 +5,42 @@ </brief_description> <description> Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. + [b]Note:[/b] Events received from the keyboard usually have all properties set. Event mappings should have only one of the [member keycode], [member physical_keycode] or [member unicode] set. + When events are compared, properties are checked in the following priority - [member keycode], [member physical_keycode] and [member unicode], events with the first matching value will be considered equal. </description> <tutorials> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <methods> + <method name="as_text_key_label" qualifiers="const"> + <return type="String" /> + <description> + Returns a [String] representation of the event's [member key_label] and modifiers. + </description> + </method> + <method name="as_text_keycode" qualifiers="const"> + <return type="String" /> + <description> + Returns a [String] representation of the event's [member keycode] and modifiers. + </description> + </method> + <method name="as_text_physical_keycode" qualifiers="const"> + <return type="String" /> + <description> + Returns a [String] representation of the event's [member physical_keycode] and modifiers. + </description> + </method> + <method name="get_key_label_with_modifiers" qualifiers="const"> + <return type="int" enum="Key" /> + <description> + Returns the localized key label combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. + To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey]. + </description> + </method> <method name="get_keycode_with_modifiers" qualifiers="const"> <return type="int" enum="Key" /> <description> - Returns the keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. + Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers]. To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey]. </description> </method> @@ -29,19 +56,36 @@ <member name="echo" type="bool" setter="set_echo" getter="is_echo" default="false"> If [code]true[/code], the key was already pressed before this event. It means the user is holding the key down. </member> + <member name="key_label" type="int" setter="set_key_label" getter="get_key_label" enum="Key" default="0"> + Represents the localized label printed on the key in the current keyboard layout, which corresponds to one of the [enum Key] constants or any valid Unicode character. + For keyboard layouts with a single label on the key, it is equivalent to [member keycode]. + To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.key_label)[/code] where [code]event[/code] is the [InputEventKey]. + [codeblock] + +-----+ +-----+ + | Q | | Q | - "Q" - keycode + | Й | | ض | - "Й" and "ض" - key_label + +-----+ +-----+ + [/codeblock] + </member> <member name="keycode" type="int" setter="set_keycode" getter="get_keycode" enum="Key" default="0"> - The key keycode, which corresponds to one of the [enum Key] constants. Represent key in the current keyboard layout. + Latin label printed on the key in the current keyboard layout, which corresponds to one of the [enum Key] constants. To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey]. + [codeblock] + +-----+ +-----+ + | Q | | Q | - "Q" - keycode + | Й | | ض | - "Й" and "ض" - key_label + +-----+ +-----+ + [/codeblock] </member> <member name="physical_keycode" type="int" setter="set_physical_keycode" getter="get_physical_keycode" enum="Key" default="0"> - Key physical keycode, which corresponds to one of the [enum Key] constants. Represent the physical location of a key on the 101/102-key US QWERTY keyboard. + Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the [enum Key] constants. To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey]. </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released. </member> <member name="unicode" type="int" setter="set_unicode" getter="get_unicode" default="0"> - The key Unicode identifier (when relevant). Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See [method Window.set_ime_active] for more information. + The key Unicode character code (when relevant), shifted by modifier keys. Unicode character codes for composite characters and complex scripts may not be available unless IME input mode is active. See [method Window.set_ime_active] for more information. </member> </members> </class> diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index 889329d97e..0a1f3d2c1a 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -10,7 +10,7 @@ <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <members> - <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="0"> + <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButtonMask" default="0"> The mouse button mask identifier, one of or a bitwise combination of the [enum MouseButton] button masks. </member> <member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position" default="Vector2(0, 0)"> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index c6311d780c..26b88e6ff2 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -10,6 +10,12 @@ <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link> </tutorials> <methods> + <method name="get_modifiers_mask" qualifiers="const"> + <return type="int" enum="KeyModifierMask" /> + <description> + Returns the keycode combination of modifier keys. + </description> + </method> <method name="is_command_or_control_pressed" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index 93731cf553..6fe53dfaac 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="JSON" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="JSON" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Helper class for creating and parsing JSON data. </brief_description> @@ -49,13 +49,21 @@ Returns an empty string if the last call to [method parse] was successful, or the error message if it failed. </description> </method> + <method name="get_parsed_text" qualifiers="const"> + <return type="String" /> + <description> + Return the text parsed by [method parse] as long as the function is instructed to keep it. + </description> + </method> <method name="parse"> <return type="int" enum="Error" /> - <param index="0" name="json_string" type="String" /> + <param index="0" name="json_text" type="String" /> + <param index="1" name="keep_text" type="bool" default="false" /> <description> - Attempts to parse the [param json_string] provided. + Attempts to parse the [param json_text] provided. Returns an [enum Error]. If the parse was successful, it returns [constant OK] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure. Non-static variant of [method parse_string], if you want custom error handling. + The optional [param keep_text] argument instructs the parser to keep a copy of the original text. This text can be obtained later by using the [method get_parsed_text] function and is used when saving the resource (instead of generating new text from [member data]). </description> </method> <method name="parse_string" qualifiers="static"> diff --git a/doc/classes/JavaScriptBridge.xml b/doc/classes/JavaScriptBridge.xml index 5e36b5cc80..f79c11b334 100644 --- a/doc/classes/JavaScriptBridge.xml +++ b/doc/classes/JavaScriptBridge.xml @@ -5,7 +5,7 @@ </brief_description> <description> The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> <link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> @@ -46,6 +46,13 @@ If [param use_global_execution_context] is [code]true[/code], the code will be evaluated in the global execution context. Otherwise, it is evaluated in the execution context of a function within the engine's runtime environment. </description> </method> + <method name="force_fs_sync"> + <return type="void" /> + <description> + Force synchronization of the persistent file system (when enabled). + [b]Note:[/b] This is only useful for modules or extensions that can't use [FileAccess] to write files. + </description> + </method> <method name="get_interface"> <return type="JavaScriptObject" /> <param index="0" name="interface" type="String" /> diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 1a8cbf0584..a14856b9b2 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -62,7 +62,7 @@ Limits the lines of text the node shows on screen. </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="2" /> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="4" /> <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index fe7756faaf..95c39d535e 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -80,7 +80,7 @@ A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens. </member> <member name="light_intensity_lux" type="float" setter="set_param" getter="get_param"> - Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lux. Lux is a measure pf luminous flux per unit area, it is equal to one lumen per square metre. Lux is the measure of how much light hits a surface at a given time. + Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time. On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux. </member> <member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false"> diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 53dae1a8e6..723e6bbf21 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -93,22 +93,28 @@ <constant name="BAKE_ERROR_OK" value="0" enum="BakeError"> Lightmap baking was successful. </constant> - <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="1" enum="BakeError"> + <constant name="BAKE_ERROR_NO_SCENE_ROOT" value="1" enum="BakeError"> + Lightmap baking failed because the root node for the edited scene could not be accessed. + </constant> + <constant name="BAKE_ERROR_FOREIGN_DATA" value="2" enum="BakeError"> + Lightmap baking failed as the lightmap data resource is embedded in a foreign resource. + </constant> + <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="3" enum="BakeError"> Lightmap baking failed as there is no lightmapper available in this Godot build. </constant> - <constant name="BAKE_ERROR_NO_SAVE_PATH" value="2" enum="BakeError"> + <constant name="BAKE_ERROR_NO_SAVE_PATH" value="4" enum="BakeError"> Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource. </constant> - <constant name="BAKE_ERROR_NO_MESHES" value="3" enum="BakeError"> + <constant name="BAKE_ERROR_NO_MESHES" value="5" enum="BakeError"> Lightmap baking failed as there are no meshes whose [member GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly. </constant> - <constant name="BAKE_ERROR_MESHES_INVALID" value="4" enum="BakeError"> + <constant name="BAKE_ERROR_MESHES_INVALID" value="6" enum="BakeError"> Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking. </constant> - <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="5" enum="BakeError"> + <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="7" enum="BakeError"> Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved. </constant> - <constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError"> + <constant name="BAKE_ERROR_USER_ABORTED" value="8" enum="BakeError"> The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog). </constant> <constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode"> diff --git a/doc/classes/Marshalls.xml b/doc/classes/Marshalls.xml index 102e4b75ed..1eeb0be7ce 100644 --- a/doc/classes/Marshalls.xml +++ b/doc/classes/Marshalls.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Marshalls" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Data transformation (marshalling) and encoding helpers. + Data transformation (marshaling) and encoding helpers. </brief_description> <description> Provides data transformation and encoding utility functions. diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index c5d567c1fe..bdd5cee797 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -31,6 +31,12 @@ <description> </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderMaterial]). + </description> + </method> <method name="inspect_native_shader_code"> <return type="void" /> <description> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 4d3fb7ed5c..ece3199aab 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -114,6 +114,12 @@ [b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise). </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderMesh]). + </description> + </method> <method name="create_trimesh_shape" qualifiers="const"> <return type="ConcavePolygonShape3D" /> <description> @@ -227,10 +233,10 @@ Contains custom color channel 3. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM3_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_BONES" value="10" enum="ArrayType"> - [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers. + [PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag. </constant> <constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType"> - [PackedFloat32Array] of bone weights. Each element in groups of 4 floats. + [PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range [code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag. </constant> <constant name="ARRAY_INDEX" value="12" enum="ArrayType"> [PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices. @@ -266,81 +272,84 @@ <constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat"> Represents the size of the [enum ArrayCustomFormat] enum. </constant> - <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat" is_bitfield="true"> Mesh array contains vertices. All meshes require a vertex array so this should always be present. </constant> - <constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat" is_bitfield="true"> Mesh array contains normals. </constant> - <constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat" is_bitfield="true"> Mesh array contains tangents. </constant> - <constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat" is_bitfield="true"> Mesh array contains colors. </constant> - <constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat" is_bitfield="true"> Mesh array contains UVs. </constant> - <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat" is_bitfield="true"> Mesh array contains second UV. </constant> - <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat" is_bitfield="true"> Mesh array contains custom channel index 0. </constant> - <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat" is_bitfield="true"> Mesh array contains custom channel index 1. </constant> - <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat" is_bitfield="true"> Mesh array contains custom channel index 2. </constant> - <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat" is_bitfield="true"> Mesh array contains custom channel index 3. </constant> - <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat" is_bitfield="true"> Mesh array contains bones. </constant> - <constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat" is_bitfield="true"> Mesh array contains bone weights. </constant> - <constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat" is_bitfield="true"> Mesh array uses indices. </constant> - <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat" is_bitfield="true"> Mask of mesh channels permitted in blend shapes. </constant> - <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat" is_bitfield="true"> Shift of first custom channel. </constant> - <constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat" is_bitfield="true"> Number of format bits per custom channel. See [enum ArrayCustomFormat]. </constant> - <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat" is_bitfield="true"> Amount to shift [enum ArrayCustomFormat] for custom channel index 0. </constant> - <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat" is_bitfield="true"> Amount to shift [enum ArrayCustomFormat] for custom channel index 1. </constant> - <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat" is_bitfield="true"> Amount to shift [enum ArrayCustomFormat] for custom channel index 2. </constant> - <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat" is_bitfield="true"> Amount to shift [enum ArrayCustomFormat] for custom channel index 3. </constant> - <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat" is_bitfield="true"> Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See [enum ArrayCustomFormat]. </constant> - <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat"> + <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat" is_bitfield="true"> Shift of first compress flag. Compress flags should be passed to [method ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit]. </constant> - <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat" is_bitfield="true"> Flag used to mark that the array contains 2D vertices. </constant> - <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat" is_bitfield="true"> Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan. </constant> - <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true"> Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length. </constant> + <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true"> + Flag used to mark that the mesh intentionally contains no vertex array. + </constant> <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode"> Blend shapes are normalized. </constant> diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index e9666337a1..7bb33fc46d 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -13,10 +13,6 @@ <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> The [Mesh] that will be drawn by the [MeshInstance2D]. </member> - <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> - The normal map that will be used if using the default [CanvasItemMaterial]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. </member> diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml index daf5ef6287..16c0f6070e 100644 --- a/doc/classes/MultiMeshInstance2D.xml +++ b/doc/classes/MultiMeshInstance2D.xml @@ -13,10 +13,6 @@ <member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh"> The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]. </member> - <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> - The normal map that will be used if using the default [CanvasItemMaterial]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. </member> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 3ce6ce41b4..020ce4f468 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -138,10 +138,10 @@ Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. </constant> <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. + Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc("any")[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. </constant> <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority]. + Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc("authority")[/code] annotation. See [method Node.set_multiplayer_authority]. </constant> </constants> </class> diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index 31d347d76c..6ae4dc4177 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -4,22 +4,23 @@ 2D Agent used in navigation for collision avoidance. </brief_description> <description> - 2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe. - [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + 2D Agent that is used in navigation to reach a position while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe. + [b]Note:[/b] After setting [member target_position] it is required to use the [method get_next_path_position] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> + <link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link> </tutorials> <methods> <method name="distance_to_target" qualifiers="const"> <return type="float" /> <description> - Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate. + Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate. </description> </method> <method name="get_current_navigation_path" qualifiers="const"> <return type="PackedVector2Array" /> <description> - Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> <method name="get_current_navigation_path_index" qualifiers="const"> @@ -34,10 +35,10 @@ Returns the path query result for the path the agent is currently following. </description> </method> - <method name="get_final_location"> + <method name="get_final_position"> <return type="Vector2" /> <description> - Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + Returns the reachable final position in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. </description> </method> <method name="get_navigation_layer_value" qualifiers="const"> @@ -53,10 +54,10 @@ Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. </description> </method> - <method name="get_next_location"> + <method name="get_next_path_position"> <return type="Vector2" /> <description> - Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. + Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. </description> </method> <method name="get_rid" qualifiers="const"> @@ -68,19 +69,19 @@ <method name="is_navigation_finished"> <return type="bool" /> <description> - Returns true if the navigation path's final location has been reached. + Returns true if the navigation path's final position has been reached. </description> </method> <method name="is_target_reachable"> <return type="bool" /> <description> - Returns true if [member target_location] is reachable. + Returns true if [member target_position] is reachable. </description> </method> <method name="is_target_reached" qualifiers="const"> <return type="bool" /> <description> - Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position]. </description> </method> <method name="set_navigation_layer_value"> @@ -113,7 +114,7 @@ <member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10"> The maximum number of neighbors for the agent to consider. </member> - <member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="200.0"> + <member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="100.0"> The maximum speed that an agent can move. </member> <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> @@ -122,11 +123,11 @@ <member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="500.0"> The distance to search for other agents. </member> - <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0"> + <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="20.0"> The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update. </member> - <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0"> - The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. + <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="100.0"> + The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. </member> <member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters2D.PathMetadataFlags" default="7"> Additional information to return with the navigation path. @@ -135,13 +136,13 @@ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]). Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size. </member> - <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0"> + <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="10.0"> The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. </member> - <member name="target_location" type="Vector2" setter="set_target_location" getter="get_target_location" default="Vector2(0, 0)"> - The user-defined target location. Setting this property will clear the current navigation path. + <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 0)"> + The user-defined target position. Setting this property will clear the current navigation path. </member> - <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0"> + <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="1.0"> The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive. </member> </members> @@ -151,7 +152,7 @@ <description> Notifies when a navigation link has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The start location of the link that was reached. + - [code]position[/code]: The start position of the link that was reached. - [code]type[/code]: Always [constant NavigationPathQueryResult2D.PATH_SEGMENT_TYPE_LINK]. - [code]rid[/code]: The [RID] of the link. - [code]owner[/code]: The object which manages the link (usually [NavigationLink2D]). @@ -159,7 +160,7 @@ </signal> <signal name="navigation_finished"> <description> - Notifies when the final location is reached. + Notifies when the final position is reached. </description> </signal> <signal name="path_changed"> @@ -169,7 +170,7 @@ </signal> <signal name="target_reached"> <description> - Notifies when the player-defined [member target_location] is reached. + Notifies when the player-defined [member target_position] is reached. </description> </signal> <signal name="velocity_computed"> @@ -183,7 +184,7 @@ <description> Notifies when a waypoint along the path has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The location of the waypoint that was reached. + - [code]position[/code]: The position of the waypoint that was reached. - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint. - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link). - [code]owner[/code]: The object which manages the containing navigation primitive (region or link). diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml index c3f4809b5e..a22cd6dd46 100644 --- a/doc/classes/NavigationAgent3D.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -4,22 +4,23 @@ 3D Agent used in navigation for collision avoidance. </brief_description> <description> - 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe. - [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + 3D Agent that is used in navigation to reach a position while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe. + [b]Note:[/b] After setting [member target_position] it is required to use the [method get_next_path_position] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> + <link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link> </tutorials> <methods> <method name="distance_to_target" qualifiers="const"> <return type="float" /> <description> - Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate. + Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate. </description> </method> <method name="get_current_navigation_path" qualifiers="const"> <return type="PackedVector3Array" /> <description> - Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> <method name="get_current_navigation_path_index" qualifiers="const"> @@ -34,10 +35,10 @@ Returns the path query result for the path the agent is currently following. </description> </method> - <method name="get_final_location"> + <method name="get_final_position"> <return type="Vector3" /> <description> - Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + Returns the reachable final position in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. </description> </method> <method name="get_navigation_layer_value" qualifiers="const"> @@ -53,10 +54,10 @@ Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. </description> </method> - <method name="get_next_location"> + <method name="get_next_path_position"> <return type="Vector3" /> <description> - Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. + Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. </description> </method> <method name="get_rid" qualifiers="const"> @@ -68,19 +69,19 @@ <method name="is_navigation_finished"> <return type="bool" /> <description> - Returns true if the navigation path's final location has been reached. + Returns true if the navigation path's final position has been reached. </description> </method> <method name="is_target_reachable"> <return type="bool" /> <description> - Returns true if [member target_location] is reachable. + Returns true if [member target_position] is reachable. </description> </method> <method name="is_target_reached" qualifiers="const"> <return type="bool" /> <description> - Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position]. </description> </method> <method name="set_navigation_layer_value"> @@ -132,7 +133,7 @@ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update. </member> <member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0"> - The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. + The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. </member> <member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7"> Additional information to return with the navigation path. @@ -144,8 +145,8 @@ <member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0"> The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. </member> - <member name="target_location" type="Vector3" setter="set_target_location" getter="get_target_location" default="Vector3(0, 0, 0)"> - The user-defined target location. Setting this property will clear the current navigation path. + <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, 0, 0)"> + The user-defined target position. Setting this property will clear the current navigation path. </member> <member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0"> The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive. @@ -157,7 +158,7 @@ <description> Notifies when a navigation link has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The start location of the link that was reached. + - [code]position[/code]: The start position of the link that was reached. - [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK]. - [code]rid[/code]: The [RID] of the link. - [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]). @@ -165,7 +166,7 @@ </signal> <signal name="navigation_finished"> <description> - Notifies when the final location is reached. + Notifies when the final position is reached. </description> </signal> <signal name="path_changed"> @@ -175,7 +176,7 @@ </signal> <signal name="target_reached"> <description> - Notifies when the player-defined [member target_location] is reached. + Notifies when the player-defined [member target_position] is reached. </description> </signal> <signal name="velocity_computed"> @@ -189,7 +190,7 @@ <description> Notifies when a waypoint along the path has been reached. The details dictionary may contain the following keys depending on the value of [member path_metadata_flags]: - - [code]location[/code]: The location of the waypoint that was reached. + - [code]position[/code]: The position of the waypoint that was reached. - [code]type[/code]: The type of navigation primitive (region or link) that contains this waypoint. - [code]rid[/code]: The [RID] of the containing navigation primitive (region or link). - [code]owner[/code]: The object which manages the containing navigation primitive (region or link). diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml index 9d75694360..b3f4367675 100644 --- a/doc/classes/NavigationLink2D.xml +++ b/doc/classes/NavigationLink2D.xml @@ -1,12 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="NavigationLink2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Creates a link between two locations that [NavigationServer2D] can route agents through. + Creates a link between two positions that [NavigationServer2D] can route agents through. </brief_description> <description> - Creates a link between two locations that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + Creates a link between two positions that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. </description> <tutorials> + <link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link> </tutorials> <methods> <method name="get_navigation_layer_value" qualifiers="const"> @@ -27,12 +28,12 @@ </methods> <members> <member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true"> - Whether this link can be traveled in both directions or only from [member start_location] to [member end_location]. + Whether this link can be traveled in both directions or only from [member start_position] to [member end_position]. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> Whether this link is currently active. If [code]false[/code], [method NavigationServer2D.map_get_path] will ignore this link. </member> - <member name="end_location" type="Vector2" setter="set_end_location" getter="get_end_location" default="Vector2(0, 0)"> + <member name="end_position" type="Vector2" setter="set_end_position" getter="get_end_position" default="Vector2(0, 0)"> Ending position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius]. @@ -43,7 +44,7 @@ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path]. </member> - <member name="start_location" type="Vector2" setter="set_start_location" getter="get_start_location" default="Vector2(0, 0)"> + <member name="start_position" type="Vector2" setter="set_start_position" getter="get_start_position" default="Vector2(0, 0)"> Starting position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius]. diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml index 730c43c5a8..4dff226042 100644 --- a/doc/classes/NavigationLink3D.xml +++ b/doc/classes/NavigationLink3D.xml @@ -1,12 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="NavigationLink3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Creates a link between two locations that [NavigationServer3D] can route agents through. + Creates a link between two positions that [NavigationServer3D] can route agents through. </brief_description> <description> - Creates a link between two locations that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. + Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps. </description> <tutorials> + <link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link> </tutorials> <methods> <method name="get_navigation_layer_value" qualifiers="const"> @@ -27,12 +28,12 @@ </methods> <members> <member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true"> - Whether this link can be traveled in both directions or only from [member start_location] to [member end_location]. + Whether this link can be traveled in both directions or only from [member start_position] to [member end_position]. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> Whether this link is currently active. If [code]false[/code], [method NavigationServer3D.map_get_path] will ignore this link. </member> - <member name="end_location" type="Vector3" setter="set_end_location" getter="get_end_location" default="Vector3(0, 0, 0)"> + <member name="end_position" type="Vector3" setter="set_end_position" getter="get_end_position" default="Vector3(0, 0, 0)"> Ending position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius]. @@ -43,7 +44,7 @@ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path]. </member> - <member name="start_location" type="Vector3" setter="set_start_location" getter="get_start_location" default="Vector3(0, 0, 0)"> + <member name="start_position" type="Vector3" setter="set_start_position" getter="get_start_position" default="Vector3(0, 0, 0)"> Starting position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius]. diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index ff898551d4..85af44a13e 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -8,6 +8,7 @@ </description> <tutorials> <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> + <link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link> </tutorials> <methods> <method name="add_polygon"> diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index 15d149a229..0d4c083eb0 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -11,6 +11,7 @@ [b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh. </description> <tutorials> + <link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link> </tutorials> <methods> <method name="bake"> diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index ce0f05ad28..7d391bfa99 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -8,6 +8,7 @@ Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. </description> <tutorials> + <link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.html</link> </tutorials> <methods> <method name="get_navigation_map" qualifiers="const"> diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml index 78bbb788d9..ce24d2bb0e 100644 --- a/doc/classes/NavigationObstacle3D.xml +++ b/doc/classes/NavigationObstacle3D.xml @@ -8,6 +8,7 @@ Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. </description> <tutorials> + <link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.html</link> </tutorials> <methods> <method name="get_navigation_map" qualifiers="const"> diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml index 511b2e7a8c..05d7e9f918 100644 --- a/doc/classes/NavigationPathQueryParameters2D.xml +++ b/doc/classes/NavigationPathQueryParameters2D.xml @@ -7,6 +7,7 @@ This class contains the start and target position and other parameters to be used with [method NavigationServer2D.query_path]. </description> <tutorials> + <link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link> </tutorials> <members> <member name="map" type="RID" setter="set_map" getter="get_map"> diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml index b5031f60f2..690d74ab70 100644 --- a/doc/classes/NavigationPathQueryParameters3D.xml +++ b/doc/classes/NavigationPathQueryParameters3D.xml @@ -7,6 +7,7 @@ This class contains the start and target position and other parameters to be used with [method NavigationServer3D.query_path]. </description> <tutorials> + <link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link> </tutorials> <members> <member name="map" type="RID" setter="set_map" getter="get_map"> diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml index 75f7cc47aa..7bc588619d 100644 --- a/doc/classes/NavigationPathQueryResult2D.xml +++ b/doc/classes/NavigationPathQueryResult2D.xml @@ -7,6 +7,7 @@ This class contains the result of a navigation path query from [method NavigationServer2D.query_path]. </description> <tutorials> + <link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link> </tutorials> <methods> <method name="reset"> diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml index 03d41cb230..118a597b6c 100644 --- a/doc/classes/NavigationPathQueryResult3D.xml +++ b/doc/classes/NavigationPathQueryResult3D.xml @@ -7,6 +7,7 @@ This class contains the result of a navigation path query from [method NavigationServer3D.query_path]. </description> <tutorials> + <link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link> </tutorials> <methods> <method name="reset"> diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml index b30dd2703a..c223f88d6d 100644 --- a/doc/classes/NavigationPolygon.xml +++ b/doc/classes/NavigationPolygon.xml @@ -44,6 +44,7 @@ </description> <tutorials> <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> + <link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link> </tutorials> <methods> <method name="add_outline"> diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml index 8b8793b3b4..5d0fe9dae4 100644 --- a/doc/classes/NavigationRegion2D.xml +++ b/doc/classes/NavigationRegion2D.xml @@ -13,6 +13,7 @@ [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties. </description> <tutorials> + <link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.html</link> </tutorials> <methods> <method name="get_navigation_layer_value" qualifiers="const"> diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml index 10662db869..c3e554e7d6 100644 --- a/doc/classes/NavigationRegion3D.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -13,6 +13,7 @@ [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer3D], they will not be reflected in this node's properties. </description> <tutorials> + <link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.html</link> </tutorials> <methods> <method name="bake_navigation_mesh"> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 32e48cde54..95e3fded36 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -15,9 +15,10 @@ </description> <tutorials> <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> + <link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.html</link> </tutorials> <methods> - <method name="agent_create" qualifiers="const"> + <method name="agent_create"> <return type="RID" /> <description> Creates the agent. @@ -37,7 +38,7 @@ Returns true if the map got changed the previous frame. </description> </method> - <method name="agent_set_callback" qualifiers="const"> + <method name="agent_set_callback"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="object_id" type="int" /> @@ -48,7 +49,7 @@ [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]0[/code] ObjectID as the [param object_id]. </description> </method> - <method name="agent_set_map" qualifiers="const"> + <method name="agent_set_map"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="map" type="RID" /> @@ -56,7 +57,7 @@ Puts the agent in the map. </description> </method> - <method name="agent_set_max_neighbors" qualifiers="const"> + <method name="agent_set_max_neighbors"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="count" type="int" /> @@ -64,7 +65,7 @@ Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. </description> </method> - <method name="agent_set_max_speed" qualifiers="const"> + <method name="agent_set_max_speed"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="max_speed" type="float" /> @@ -72,7 +73,7 @@ Sets the maximum speed of the agent. Must be positive. </description> </method> - <method name="agent_set_neighbor_distance" qualifiers="const"> + <method name="agent_set_neighbor_distance"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="distance" type="float" /> @@ -80,7 +81,7 @@ Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. </description> </method> - <method name="agent_set_position" qualifiers="const"> + <method name="agent_set_position"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="position" type="Vector2" /> @@ -88,7 +89,7 @@ Sets the position of the agent in world space. </description> </method> - <method name="agent_set_radius" qualifiers="const"> + <method name="agent_set_radius"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="radius" type="float" /> @@ -96,7 +97,7 @@ Sets the radius of the agent. </description> </method> - <method name="agent_set_target_velocity" qualifiers="const"> + <method name="agent_set_target_velocity"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="target_velocity" type="Vector2" /> @@ -104,7 +105,7 @@ Sets the new target velocity. </description> </method> - <method name="agent_set_time_horizon" qualifiers="const"> + <method name="agent_set_time_horizon"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="time" type="float" /> @@ -112,7 +113,7 @@ The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive. </description> </method> - <method name="agent_set_velocity" qualifiers="const"> + <method name="agent_set_velocity"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="velocity" type="Vector2" /> @@ -120,7 +121,7 @@ Sets the current velocity of the agent. </description> </method> - <method name="free_rid" qualifiers="const"> + <method name="free_rid"> <return type="void" /> <param index="0" name="rid" type="RID" /> <description> @@ -133,17 +134,17 @@ Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them. </description> </method> - <method name="link_create" qualifiers="const"> + <method name="link_create"> <return type="RID" /> <description> - Create a new link between two locations on a map. + Create a new link between two positions on a map. </description> </method> - <method name="link_get_end_location" qualifiers="const"> + <method name="link_get_end_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="link" type="RID" /> <description> - Returns the ending location of this [code]link[/code]. + Returns the ending position of this [code]link[/code]. </description> </method> <method name="link_get_enter_cost" qualifiers="const"> @@ -174,11 +175,11 @@ Returns the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_get_start_location" qualifiers="const"> + <method name="link_get_start_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="link" type="RID" /> <description> - Returns the starting location of this [code]link[/code]. + Returns the starting position of this [code]link[/code]. </description> </method> <method name="link_get_travel_cost" qualifiers="const"> @@ -195,7 +196,7 @@ Returns whether this [code]link[/code] can be travelled in both directions. </description> </method> - <method name="link_set_bidirectional" qualifiers="const"> + <method name="link_set_bidirectional"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="bidirectional" type="bool" /> @@ -203,15 +204,15 @@ Sets whether this [code]link[/code] can be travelled in both directions. </description> </method> - <method name="link_set_end_location" qualifiers="const"> + <method name="link_set_end_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> <description> - Sets the exit location for the [code]link[/code]. + Sets the exit position for the [code]link[/code]. </description> </method> - <method name="link_set_enter_cost" qualifiers="const"> + <method name="link_set_enter_cost"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="enter_cost" type="float" /> @@ -219,7 +220,7 @@ Sets the [code]enter_cost[/code] for this [code]link[/code]. </description> </method> - <method name="link_set_map" qualifiers="const"> + <method name="link_set_map"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="map" type="RID" /> @@ -227,7 +228,7 @@ Sets the navigation map [RID] for the link. </description> </method> - <method name="link_set_navigation_layers" qualifiers="const"> + <method name="link_set_navigation_layers"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="navigation_layers" type="int" /> @@ -235,7 +236,7 @@ Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]). </description> </method> - <method name="link_set_owner_id" qualifiers="const"> + <method name="link_set_owner_id"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="owner_id" type="int" /> @@ -243,15 +244,15 @@ Set the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_set_start_location" qualifiers="const"> + <method name="link_set_start_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector2" /> + <param index="1" name="position" type="Vector2" /> <description> - Sets the entry location for this [code]link[/code]. + Sets the entry position for this [code]link[/code]. </description> </method> - <method name="link_set_travel_cost" qualifiers="const"> + <method name="link_set_travel_cost"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="travel_cost" type="float" /> @@ -259,7 +260,7 @@ Sets the [code]travel_cost[/code] for this [code]link[/code]. </description> </method> - <method name="map_create" qualifiers="const"> + <method name="map_create"> <return type="RID" /> <description> Create a new map. @@ -351,7 +352,7 @@ Returns true if the map is active. </description> </method> - <method name="map_set_active" qualifiers="const"> + <method name="map_set_active"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="active" type="bool" /> @@ -359,7 +360,7 @@ Sets the map active. </description> </method> - <method name="map_set_cell_size" qualifiers="const"> + <method name="map_set_cell_size"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="cell_size" type="float" /> @@ -367,7 +368,7 @@ Set the map cell size used to weld the navigation mesh polygons. </description> </method> - <method name="map_set_edge_connection_margin" qualifiers="const"> + <method name="map_set_edge_connection_margin"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="margin" type="float" /> @@ -375,7 +376,7 @@ Set the map edge connection margin used to weld the compatible region edges. </description> </method> - <method name="map_set_link_connection_radius" qualifiers="const"> + <method name="map_set_link_connection_radius"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="radius" type="float" /> @@ -391,7 +392,7 @@ Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters2D]. Updates the provided [NavigationPathQueryResult2D] result object with the path among other results requested by the query. </description> </method> - <method name="region_create" qualifiers="const"> + <method name="region_create"> <return type="RID" /> <description> Creates a new region. @@ -465,7 +466,7 @@ [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected. </description> </method> - <method name="region_set_enter_cost" qualifiers="const"> + <method name="region_set_enter_cost"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="enter_cost" type="float" /> @@ -473,7 +474,7 @@ Sets the [param enter_cost] for this [param region]. </description> </method> - <method name="region_set_map" qualifiers="const"> + <method name="region_set_map"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="map" type="RID" /> @@ -481,7 +482,7 @@ Sets the map for the region. </description> </method> - <method name="region_set_navigation_layers" qualifiers="const"> + <method name="region_set_navigation_layers"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="navigation_layers" type="int" /> @@ -489,7 +490,7 @@ Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]). </description> </method> - <method name="region_set_navigation_polygon" qualifiers="const"> + <method name="region_set_navigation_polygon"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="navigation_polygon" type="NavigationPolygon" /> @@ -497,7 +498,7 @@ Sets the [param navigation_polygon] for the region. </description> </method> - <method name="region_set_owner_id" qualifiers="const"> + <method name="region_set_owner_id"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="owner_id" type="int" /> @@ -505,7 +506,7 @@ Set the [code]ObjectID[/code] of the object which manages this region. </description> </method> - <method name="region_set_transform" qualifiers="const"> + <method name="region_set_transform"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="transform" type="Transform2D" /> @@ -513,7 +514,7 @@ Sets the global transformation for the region. </description> </method> - <method name="region_set_travel_cost" qualifiers="const"> + <method name="region_set_travel_cost"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="travel_cost" type="float" /> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index c156dfac16..fd20f780b3 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -15,9 +15,10 @@ </description> <tutorials> <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> + <link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.html</link> </tutorials> <methods> - <method name="agent_create" qualifiers="const"> + <method name="agent_create"> <return type="RID" /> <description> Creates the agent. @@ -37,7 +38,7 @@ Returns true if the map got changed the previous frame. </description> </method> - <method name="agent_set_callback" qualifiers="const"> + <method name="agent_set_callback"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="object_id" type="int" /> @@ -48,7 +49,7 @@ [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]0[/code] ObjectID as the [param object_id]. </description> </method> - <method name="agent_set_map" qualifiers="const"> + <method name="agent_set_map"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="map" type="RID" /> @@ -56,7 +57,7 @@ Puts the agent in the map. </description> </method> - <method name="agent_set_max_neighbors" qualifiers="const"> + <method name="agent_set_max_neighbors"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="count" type="int" /> @@ -64,7 +65,7 @@ Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. </description> </method> - <method name="agent_set_max_speed" qualifiers="const"> + <method name="agent_set_max_speed"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="max_speed" type="float" /> @@ -72,7 +73,7 @@ Sets the maximum speed of the agent. Must be positive. </description> </method> - <method name="agent_set_neighbor_distance" qualifiers="const"> + <method name="agent_set_neighbor_distance"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="distance" type="float" /> @@ -80,7 +81,7 @@ Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. </description> </method> - <method name="agent_set_position" qualifiers="const"> + <method name="agent_set_position"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="position" type="Vector3" /> @@ -88,7 +89,7 @@ Sets the position of the agent in world space. </description> </method> - <method name="agent_set_radius" qualifiers="const"> + <method name="agent_set_radius"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="radius" type="float" /> @@ -96,7 +97,7 @@ Sets the radius of the agent. </description> </method> - <method name="agent_set_target_velocity" qualifiers="const"> + <method name="agent_set_target_velocity"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="target_velocity" type="Vector3" /> @@ -104,7 +105,7 @@ Sets the new target velocity. </description> </method> - <method name="agent_set_time_horizon" qualifiers="const"> + <method name="agent_set_time_horizon"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="time" type="float" /> @@ -112,7 +113,7 @@ The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive. </description> </method> - <method name="agent_set_velocity" qualifiers="const"> + <method name="agent_set_velocity"> <return type="void" /> <param index="0" name="agent" type="RID" /> <param index="1" name="velocity" type="Vector3" /> @@ -120,7 +121,7 @@ Sets the current velocity of the agent. </description> </method> - <method name="free_rid" qualifiers="const"> + <method name="free_rid"> <return type="void" /> <param index="0" name="rid" type="RID" /> <description> @@ -133,17 +134,24 @@ Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them. </description> </method> - <method name="link_create" qualifiers="const"> + <method name="get_process_info" qualifiers="const"> + <return type="int" /> + <param index="0" name="process_info" type="int" enum="NavigationServer3D.ProcessInfo" /> + <description> + Returns information about the current state of the NavigationServer. See [enum ProcessInfo] for a list of available states. + </description> + </method> + <method name="link_create"> <return type="RID" /> <description> - Create a new link between two locations on a map. + Create a new link between two positions on a map. </description> </method> - <method name="link_get_end_location" qualifiers="const"> + <method name="link_get_end_position" qualifiers="const"> <return type="Vector3" /> <param index="0" name="link" type="RID" /> <description> - Returns the ending location of this [code]link[/code]. + Returns the ending position of this [code]link[/code]. </description> </method> <method name="link_get_enter_cost" qualifiers="const"> @@ -174,11 +182,11 @@ Returns the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_get_start_location" qualifiers="const"> + <method name="link_get_start_position" qualifiers="const"> <return type="Vector3" /> <param index="0" name="link" type="RID" /> <description> - Returns the starting location of this [code]link[/code]. + Returns the starting position of this [code]link[/code]. </description> </method> <method name="link_get_travel_cost" qualifiers="const"> @@ -195,7 +203,7 @@ Returns whether this [code]link[/code] can be travelled in both directions. </description> </method> - <method name="link_set_bidirectional" qualifiers="const"> + <method name="link_set_bidirectional"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="bidirectional" type="bool" /> @@ -203,15 +211,15 @@ Sets whether this [code]link[/code] can be travelled in both directions. </description> </method> - <method name="link_set_end_location" qualifiers="const"> + <method name="link_set_end_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector3" /> + <param index="1" name="position" type="Vector3" /> <description> - Sets the exit location for the [code]link[/code]. + Sets the exit position for the [code]link[/code]. </description> </method> - <method name="link_set_enter_cost" qualifiers="const"> + <method name="link_set_enter_cost"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="enter_cost" type="float" /> @@ -219,7 +227,7 @@ Sets the [code]enter_cost[/code] for this [code]link[/code]. </description> </method> - <method name="link_set_map" qualifiers="const"> + <method name="link_set_map"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="map" type="RID" /> @@ -227,7 +235,7 @@ Sets the navigation map [RID] for the link. </description> </method> - <method name="link_set_navigation_layers" qualifiers="const"> + <method name="link_set_navigation_layers"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="navigation_layers" type="int" /> @@ -235,7 +243,7 @@ Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]). </description> </method> - <method name="link_set_owner_id" qualifiers="const"> + <method name="link_set_owner_id"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="owner_id" type="int" /> @@ -243,15 +251,15 @@ Set the [code]ObjectID[/code] of the object which manages this link. </description> </method> - <method name="link_set_start_location" qualifiers="const"> + <method name="link_set_start_position"> <return type="void" /> <param index="0" name="link" type="RID" /> - <param index="1" name="location" type="Vector3" /> + <param index="1" name="position" type="Vector3" /> <description> - Sets the entry location for this [code]link[/code]. + Sets the entry position for this [code]link[/code]. </description> </method> - <method name="link_set_travel_cost" qualifiers="const"> + <method name="link_set_travel_cost"> <return type="void" /> <param index="0" name="link" type="RID" /> <param index="1" name="travel_cost" type="float" /> @@ -259,7 +267,7 @@ Sets the [code]travel_cost[/code] for this [code]link[/code]. </description> </method> - <method name="map_create" qualifiers="const"> + <method name="map_create"> <return type="RID" /> <description> Create a new map. @@ -376,7 +384,7 @@ Returns true if the map is active. </description> </method> - <method name="map_set_active" qualifiers="const"> + <method name="map_set_active"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="active" type="bool" /> @@ -384,7 +392,7 @@ Sets the map active. </description> </method> - <method name="map_set_cell_size" qualifiers="const"> + <method name="map_set_cell_size"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="cell_size" type="float" /> @@ -392,7 +400,7 @@ Set the map cell size used to weld the navigation mesh polygons. </description> </method> - <method name="map_set_edge_connection_margin" qualifiers="const"> + <method name="map_set_edge_connection_margin"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="margin" type="float" /> @@ -400,7 +408,7 @@ Set the map edge connection margin used to weld the compatible region edges. </description> </method> - <method name="map_set_link_connection_radius" qualifiers="const"> + <method name="map_set_link_connection_radius"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="radius" type="float" /> @@ -408,7 +416,7 @@ Set the map's link connection radius used to connect links to navigation polygons. </description> </method> - <method name="map_set_up" qualifiers="const"> + <method name="map_set_up"> <return type="void" /> <param index="0" name="map" type="RID" /> <param index="1" name="up" type="Vector3" /> @@ -433,7 +441,7 @@ Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters3D]. Updates the provided [NavigationPathQueryResult3D] result object with the path among other results requested by the query. </description> </method> - <method name="region_bake_navigation_mesh" qualifiers="const"> + <method name="region_bake_navigation_mesh"> <return type="void" /> <param index="0" name="navigation_mesh" type="NavigationMesh" /> <param index="1" name="root_node" type="Node" /> @@ -441,7 +449,7 @@ Bakes the [param navigation_mesh] with bake source geometry collected starting from the [param root_node]. </description> </method> - <method name="region_create" qualifiers="const"> + <method name="region_create"> <return type="RID" /> <description> Creates a new region. @@ -515,7 +523,7 @@ [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected. </description> </method> - <method name="region_set_enter_cost" qualifiers="const"> + <method name="region_set_enter_cost"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="enter_cost" type="float" /> @@ -523,7 +531,7 @@ Sets the [param enter_cost] for this [param region]. </description> </method> - <method name="region_set_map" qualifiers="const"> + <method name="region_set_map"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="map" type="RID" /> @@ -531,7 +539,7 @@ Sets the map for the region. </description> </method> - <method name="region_set_navigation_layers" qualifiers="const"> + <method name="region_set_navigation_layers"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="navigation_layers" type="int" /> @@ -539,7 +547,7 @@ Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]). </description> </method> - <method name="region_set_navigation_mesh" qualifiers="const"> + <method name="region_set_navigation_mesh"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="navigation_mesh" type="NavigationMesh" /> @@ -547,7 +555,7 @@ Sets the navigation mesh for the region. </description> </method> - <method name="region_set_owner_id" qualifiers="const"> + <method name="region_set_owner_id"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="owner_id" type="int" /> @@ -555,7 +563,7 @@ Set the [code]ObjectID[/code] of the object which manages this region. </description> </method> - <method name="region_set_transform" qualifiers="const"> + <method name="region_set_transform"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="transform" type="Transform3D" /> @@ -563,7 +571,7 @@ Sets the global transformation for the region. </description> </method> - <method name="region_set_travel_cost" qualifiers="const"> + <method name="region_set_travel_cost"> <return type="void" /> <param index="0" name="region" type="RID" /> <param index="1" name="travel_cost" type="float" /> @@ -571,7 +579,7 @@ Sets the [param travel_cost] for this [param region]. </description> </method> - <method name="set_active" qualifiers="const"> + <method name="set_active"> <return type="void" /> <param index="0" name="active" type="bool" /> <description> @@ -592,4 +600,33 @@ </description> </signal> </signals> + <constants> + <constant name="INFO_ACTIVE_MAPS" value="0" enum="ProcessInfo"> + Constant to get the number of active navigation maps. + </constant> + <constant name="INFO_REGION_COUNT" value="1" enum="ProcessInfo"> + Constant to get the number of active navigation regions. + </constant> + <constant name="INFO_AGENT_COUNT" value="2" enum="ProcessInfo"> + Constant to get the number of active navigation agents processing avoidance. + </constant> + <constant name="INFO_LINK_COUNT" value="3" enum="ProcessInfo"> + Constant to get the number of active navigation links. + </constant> + <constant name="INFO_POLYGON_COUNT" value="4" enum="ProcessInfo"> + Constant to get the number of navigation mesh polygons. + </constant> + <constant name="INFO_EDGE_COUNT" value="5" enum="ProcessInfo"> + Constant to get the number of navigation mesh polygon edges. + </constant> + <constant name="INFO_EDGE_MERGE_COUNT" value="6" enum="ProcessInfo"> + Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap. + </constant> + <constant name="INFO_EDGE_CONNECTION_COUNT" value="7" enum="ProcessInfo"> + Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity. + </constant> + <constant name="INFO_EDGE_FREE_COUNT" value="8" enum="ProcessInfo"> + Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links. + </constant> + </constants> </class> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0ccc4155b4..7c40c189c0 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -421,6 +421,12 @@ Returns the node's [Viewport]. </description> </method> + <method name="get_window" qualifiers="const"> + <return type="Window" /> + <description> + Returns the [Window] that contains this node. If the node is in the main window, this is equivalent to getting the root node ([code]get_tree().get_root()[/code]). + </description> + </method> <method name="has_node" qualifiers="const"> <return type="bool" /> <param index="0" name="path" type="NodePath" /> @@ -660,7 +666,7 @@ channel = 0, } [/codeblock] - See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs). + See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc("any")[/code], [code]@rpc("authority")[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> @@ -903,6 +909,9 @@ <constant name="NOTIFICATION_ENABLED" value="29"> Notification received when the node is enabled again after being disabled. See [constant PROCESS_MODE_DISABLED]. </constant> + <constant name="NOTIFICATION_NODE_RECACHE_REQUESTED" value="30"> + Notification received when other nodes in the tree may have been removed/replaced and node pointers may require re-caching. + </constant> <constant name="NOTIFICATION_EDITOR_PRE_SAVE" value="9001"> Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects. </constant> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index ff4982e2fb..0058bf8a2f 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -566,16 +566,15 @@ <method name="open_midi_inputs"> <return type="void" /> <description> - Initialises the singleton for the system MIDI driver. + Initializes the singleton for the system MIDI driver. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="read_string_from_stdin"> <return type="String" /> - <param index="0" name="block" type="bool" default="true" /> <description> - Reads a user input string from the standard input (usually the terminal). - [b]Note:[/b] This method is implemented on Linux, macOS and Windows. Non-blocking reads are not currently supported on any platform. + Reads a user input string from the standard input (usually the terminal). This operation is [i]blocking[/i], which causes the window to freeze if [method read_string_from_stdin] is called on the main thread. The thread calling [method read_string_from_stdin] will block until the program receives a line break in standard input (usually by the user pressing [kbd]Enter[/kbd]). + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="request_permission"> @@ -593,12 +592,12 @@ </description> </method> <method name="set_environment" qualifiers="const"> - <return type="bool" /> + <return type="void" /> <param index="0" name="variable" type="String" /> <param index="1" name="value" type="String" /> <description> Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. - [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block. </description> </method> <method name="set_restart_on_exit"> @@ -638,6 +637,14 @@ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS and Windows. </description> </method> + <method name="unset_environment" qualifiers="const"> + <return type="void" /> + <param index="0" name="variable" type="String" /> + <description> + Removes the environment [param variable] from the current environment, if it exists. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. + </description> + </method> </methods> <members> <member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode" default="false"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index e015bec134..e4607456ca 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -24,6 +24,7 @@ [b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively. </description> <tutorials> + <link title="Object class introduction">$DOCS_URL/contributing/development/core_and_modules/object_class.html</link> <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> <link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link> </tutorials> @@ -304,7 +305,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -322,7 +323,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -341,7 +342,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); + node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call @@ -393,8 +394,8 @@ // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use: - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 }); + // We can use lambdas when we need to bind additional parameters. + player.Hit += () => OnPlayerHit("sword", 100); } private void OnButtonDown() @@ -404,7 +405,7 @@ private void OnPlayerHit(string weaponType, int damage) { - GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage)); + GD.Print($"Hit with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -430,16 +431,12 @@ public override void _Ready() { var button = new Button(); - // Option 1: Object.Connect() with an implicit Callable for the defined function. - button.Connect("button_down", OnButtonDown); - // Option 2: Object.connect() with a constructed Callable using a target object and method name. - button.Connect("button_down", new Callable(self, nameof(OnButtonDown))); - // Option 3: Signal.connect() with an implicit Callable for the defined function. - button.ButtonDown.Connect(OnButtonDown); - // Option 3b: In C#, we can use signals as events and connect with this more idiomatic syntax: + // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax: button.ButtonDown += OnButtonDown; - // Option 4: Signal.connect() with a constructed Callable using a target object and method name. - button.ButtonDown.Connect(new Callable(self, nameof(OnButtonDown))); + // Option 2: Object.Connect() with a constructed Callable from a method group. + button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown)); + // Option 3: Object.Connect() with a constructed Callable using a target object and method name. + button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown)); } private void OnButtonDown() @@ -457,6 +454,7 @@ func _ready(): # This assumes that a `Player` class exists, which defines a `hit` signal. var player = Player.new() + # Using Callable.bind(). player.hit.connect(_on_player_hit.bind("sword", 100)) # Parameters added when emitting the signal are passed first. @@ -472,20 +470,19 @@ { // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Option 1: Using Callable.Bind(). This way we can still use signals as events. - player.Hit += OnPlayerHit.Bind("sword", 100); - // Option 2: Using a `binds` Array in Signal.Connect(). - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 }); + // Using lambda expressions that create a closure that captures the additional parameters. + // The lambda only receives the parameters defined by the signal's delegate. + player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100); // Parameters added when emitting the signal are passed first. - player.EmitSignal("hit", "Dark lord", 5); + player.EmitSignal(SignalName.Hit, "Dark lord", 5); } // We pass two arguments when emitting (`hit_by`, `level`), // and bind two more arguments when connecting (`weapon_type`, `damage`). private void OnPlayerHit(string hitBy, int level, string weaponType, int damage) { - GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage)); + GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -511,8 +508,8 @@ emit_signal("game_over") [/gdscript] [csharp] - EmitSignal("Hit", "sword", 100); - EmitSignal("GameOver"); + EmitSignal(SignalName.Hit, "sword", 100); + EmitSignal(SignalName.GameOver); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -580,7 +577,7 @@ var b = node.GetIndexed("position:y"); // b is -10 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. </description> </method> @@ -867,7 +864,7 @@ GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_message_translation"> @@ -882,7 +879,7 @@ <param index="0" name="name" type="StringName" /> <param index="1" name="value" type="Variant" /> <description> - Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialised correctly. + Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialized correctly. If [param value] is [code]null[/code], the entry is removed. This is the equivalent of using [method remove_meta]. See also [method has_meta] and [method get_meta]. [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited. </description> diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml index d4050e3bd1..d046d52ed1 100644 --- a/doc/classes/ParticleProcessMaterial.xml +++ b/doc/classes/ParticleProcessMaterial.xml @@ -123,7 +123,8 @@ </member> <member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticleProcessMaterial.CollisionMode" default="0"> The particles' collision mode. - [b]Note:[/b] Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. + [b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. + [b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes. </member> <member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false"> Should collision take scale into account. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 381fa3e9ef..493af8aff2 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -45,7 +45,7 @@ [csharp] public override void _Ready() { - var monitorValue = new Callable(this, nameof(GetMonitorValue)); + var monitorValue = new Callable(this, MethodName.GetMonitorValue); // Adds monitor with name "MyName" to category "MyCategory". Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue); @@ -131,67 +131,97 @@ <constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor"> Time it took to complete one physics frame, in seconds. [i]Lower is better.[/i] </constant> - <constant name="MEMORY_STATIC" value="3" enum="Monitor"> + <constant name="TIME_NAVIGATION_PROCESS" value="3" enum="Monitor"> + Time it took to complete one navigation step, in seconds. This includes navigation map updates as well as agent avoidance calculations. [i]Lower is better.[/i] + </constant> + <constant name="MEMORY_STATIC" value="4" enum="Monitor"> Static memory currently used, in bytes. Not available in release builds. [i]Lower is better.[/i] </constant> - <constant name="MEMORY_STATIC_MAX" value="4" enum="Monitor"> + <constant name="MEMORY_STATIC_MAX" value="5" enum="Monitor"> Available static memory. Not available in release builds. [i]Lower is better.[/i] </constant> - <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="5" enum="Monitor"> + <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="6" enum="Monitor"> Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. [i]Lower is better.[/i] </constant> - <constant name="OBJECT_COUNT" value="6" enum="Monitor"> + <constant name="OBJECT_COUNT" value="7" enum="Monitor"> Number of objects currently instantiated (including nodes). [i]Lower is better.[/i] </constant> - <constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor"> + <constant name="OBJECT_RESOURCE_COUNT" value="8" enum="Monitor"> Number of resources currently used. [i]Lower is better.[/i] </constant> - <constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor"> + <constant name="OBJECT_NODE_COUNT" value="9" enum="Monitor"> Number of nodes currently instantiated in the scene tree. This also includes the root node. [i]Lower is better.[/i] </constant> - <constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor"> + <constant name="OBJECT_ORPHAN_NODE_COUNT" value="10" enum="Monitor"> Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. [i]Lower is better.[/i] </constant> - <constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="10" enum="Monitor"> + <constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="11" enum="Monitor"> The total number of objects in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling). [i]Lower is better.[/i] </constant> - <constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="11" enum="Monitor"> + <constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="12" enum="Monitor"> The total number of vertices or indices rendered in the last rendered frame. This metric doesn't include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). [i]Lower is better.[/i] </constant> - <constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="12" enum="Monitor"> + <constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="13" enum="Monitor"> The total number of draw calls performed in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. [i]Lower is better.[/i] </constant> - <constant name="RENDER_VIDEO_MEM_USED" value="13" enum="Monitor"> + <constant name="RENDER_VIDEO_MEM_USED" value="14" enum="Monitor"> The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i] </constant> - <constant name="RENDER_TEXTURE_MEM_USED" value="14" enum="Monitor"> + <constant name="RENDER_TEXTURE_MEM_USED" value="15" enum="Monitor"> The amount of texture memory used (in bytes). [i]Lower is better.[/i] </constant> - <constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor"> + <constant name="RENDER_BUFFER_MEM_USED" value="16" enum="Monitor"> The amount of render buffer memory used (in bytes). [i]Lower is better.[/i] </constant> - <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor"> + <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="17" enum="Monitor"> Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i] </constant> - <constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor"> + <constant name="PHYSICS_2D_COLLISION_PAIRS" value="18" enum="Monitor"> Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i] </constant> - <constant name="PHYSICS_2D_ISLAND_COUNT" value="18" enum="Monitor"> + <constant name="PHYSICS_2D_ISLAND_COUNT" value="19" enum="Monitor"> Number of islands in the 2D physics engine. [i]Lower is better.[/i] </constant> - <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor"> + <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="20" enum="Monitor"> Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i] </constant> - <constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor"> + <constant name="PHYSICS_3D_COLLISION_PAIRS" value="21" enum="Monitor"> Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i] </constant> - <constant name="PHYSICS_3D_ISLAND_COUNT" value="21" enum="Monitor"> + <constant name="PHYSICS_3D_ISLAND_COUNT" value="22" enum="Monitor"> Number of islands in the 3D physics engine. [i]Lower is better.[/i] </constant> - <constant name="AUDIO_OUTPUT_LATENCY" value="22" enum="Monitor"> + <constant name="AUDIO_OUTPUT_LATENCY" value="23" enum="Monitor"> Output latency of the [AudioServer]. [i]Lower is better.[/i] </constant> - <constant name="MONITOR_MAX" value="23" enum="Monitor"> + <constant name="NAVIGATION_ACTIVE_MAPS" value="24" enum="Monitor"> + Number of active navigation maps in the [NavigationServer3D]. This also includes the two empty default navigation maps created by World2D and World3D. + </constant> + <constant name="NAVIGATION_REGION_COUNT" value="25" enum="Monitor"> + Number of active navigation regions in the [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_AGENT_COUNT" value="26" enum="Monitor"> + Number of active navigation agents processing avoidance in the [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_LINK_COUNT" value="27" enum="Monitor"> + Number of active navigation links in the [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_POLYGON_COUNT" value="28" enum="Monitor"> + Number of navigation mesh polygons in the [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_EDGE_COUNT" value="29" enum="Monitor"> + Number of navigation mesh polygon edges in the [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_EDGE_MERGE_COUNT" value="30" enum="Monitor"> + Number of navigation mesh polygon edges that were merged due to edge key overlap in the [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_EDGE_CONNECTION_COUNT" value="31" enum="Monitor"> + Number of polygon edges that are considered connected by edge proximity [NavigationServer3D]. + </constant> + <constant name="NAVIGATION_EDGE_FREE_COUNT" value="32" enum="Monitor"> + Number of navigation mesh polygon edges that could not be merged in the [NavigationServer3D]. The edges still may be connected by edge proximity or with links. + </constant> + <constant name="MONITOR_MAX" value="33" enum="Monitor"> Represents the size of the [enum Monitor] enum. </constant> </constants> diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index 0768df31cc..f38130fe0c 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -3,6 +3,7 @@ <brief_description> </brief_description> <description> + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> </tutorials> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 2ef54683f2..3e100e3280 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -4,7 +4,8 @@ Base class for all objects affected by physics in 3D space. </brief_description> <description> - PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. + PhysicsBody3D is an abstract base class for implementing a physics body. All *Body3D types inherit from it. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index eca6a1cbc7..a46de4c189 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -151,6 +151,13 @@ [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. </description> </method> + <method name="get_contact_impulse" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="contact_idx" type="int" /> + <description> + Returns the impulse created by the contact. + </description> + </method> <method name="get_contact_local_normal" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> diff --git a/doc/classes/PhysicsDirectBodyState2DExtension.xml b/doc/classes/PhysicsDirectBodyState2DExtension.xml index 8fd34c1243..496cbf9136 100644 --- a/doc/classes/PhysicsDirectBodyState2DExtension.xml +++ b/doc/classes/PhysicsDirectBodyState2DExtension.xml @@ -130,6 +130,12 @@ <description> </description> </method> + <method name="_get_contact_impulse" qualifiers="virtual const"> + <return type="Vector2" /> + <param index="0" name="contact_idx" type="int" /> + <description> + </description> + </method> <method name="_get_contact_local_normal" qualifiers="virtual const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index a809384642..edd219e66e 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -152,10 +152,10 @@ </description> </method> <method name="get_contact_impulse" qualifiers="const"> - <return type="float" /> + <return type="Vector3" /> <param index="0" name="contact_idx" type="int" /> <description> - Impulse created by the contact. Only implemented for Bullet physics. + Impulse created by the contact. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState3DExtension.xml b/doc/classes/PhysicsDirectBodyState3DExtension.xml index 4432f89b9d..35cf4d4dd5 100644 --- a/doc/classes/PhysicsDirectBodyState3DExtension.xml +++ b/doc/classes/PhysicsDirectBodyState3DExtension.xml @@ -131,7 +131,7 @@ </description> </method> <method name="_get_contact_impulse" qualifiers="virtual const"> - <return type="float" /> + <return type="Vector3" /> <param index="0" name="contact_idx" type="int" /> <description> </description> diff --git a/doc/classes/PhysicsDirectSpaceState2DExtension.xml b/doc/classes/PhysicsDirectSpaceState2DExtension.xml index 3235793853..fbbb98a959 100644 --- a/doc/classes/PhysicsDirectSpaceState2DExtension.xml +++ b/doc/classes/PhysicsDirectSpaceState2DExtension.xml @@ -87,5 +87,11 @@ <description> </description> </method> + <method name="is_body_excluded_from_query" qualifiers="const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> </methods> </class> diff --git a/doc/classes/PhysicsDirectSpaceState3DExtension.xml b/doc/classes/PhysicsDirectSpaceState3DExtension.xml index 98593012db..4297846e53 100644 --- a/doc/classes/PhysicsDirectSpaceState3DExtension.xml +++ b/doc/classes/PhysicsDirectSpaceState3DExtension.xml @@ -95,5 +95,11 @@ <description> </description> </method> + <method name="is_body_excluded_from_query" qualifiers="const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> </methods> </class> diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml index 9bb11e0d89..7ae27c3f32 100644 --- a/doc/classes/PhysicsServer2DExtension.xml +++ b/doc/classes/PhysicsServer2DExtension.xml @@ -933,5 +933,17 @@ <description> </description> </method> + <method name="body_test_motion_is_excluding_body" qualifiers="const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="body_test_motion_is_excluding_object" qualifiers="const"> + <return type="bool" /> + <param index="0" name="object" type="int" /> + <description> + </description> + </method> </methods> </class> diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml index d45cb17510..5fe616b948 100644 --- a/doc/classes/PhysicsServer3DExtension.xml +++ b/doc/classes/PhysicsServer3DExtension.xml @@ -1284,5 +1284,17 @@ <description> </description> </method> + <method name="body_test_motion_is_excluding_body" qualifiers="const"> + <return type="bool" /> + <param index="0" name="body" type="RID" /> + <description> + </description> + </method> + <method name="body_test_motion_is_excluding_object" qualifiers="const"> + <return type="bool" /> + <param index="0" name="object" type="int" /> + <description> + </description> + </method> </methods> </class> diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index 3ec03fede4..4d789ceb3f 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -15,7 +15,7 @@ <param index="0" name="name" type="String" /> <param index="1" name="create_callback" type="Callable" /> <description> - Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object. </description> </method> <method name="set_default_server"> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index fbe8afa8d1..aa09081e3e 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -38,6 +38,7 @@ <param index="0" name="normal" type="Vector3" /> <description> Creates a plane from the normal vector. The plane will intersect the origin. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -46,6 +47,7 @@ <param index="1" name="d" type="float" /> <description> Creates a plane from the normal vector and the plane's distance from the origin. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -54,6 +56,7 @@ <param index="1" name="point" type="Vector3" /> <description> Creates a plane from the normal vector and a point on the plane. + The [param normal] of the plane must be a unit vector. </description> </constructor> <constructor name="Plane"> @@ -67,12 +70,6 @@ </constructor> </constructors> <methods> - <method name="center" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the center of the plane. - </description> - </method> <method name="distance_to" qualifiers="const"> <return type="float" /> <param index="0" name="point" type="Vector3" /> @@ -80,6 +77,12 @@ Returns the shortest distance from the plane to the position [param point]. If the point is above the plane, the distance will be positive. If below, the distance will be negative. </description> </method> + <method name="get_center" qualifiers="const"> + <return type="Vector3" /> + <description> + Returns the center of the plane. + </description> + </method> <method name="has_point" qualifiers="const"> <return type="bool" /> <param index="0" name="point" type="Vector3" /> @@ -152,7 +155,7 @@ In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. </member> <member name="normal" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)"> - The normal of the plane, which must be normalized. + The normal of the plane, which must be a unit vector. In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. </member> <member name="x" type="float" setter="" getter="" default="0.0"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index cfcfca9880..430f1c60fd 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -84,6 +84,25 @@ GD.Print(ProjectSettings.GetSetting("application/config/custom_description", "No description specified.")); [/csharp] [/codeblocks] + [b]Note:[/b] This method doesn't take potential feature overrides into account automatically. Use [method get_setting_with_override] to handle seamlessly. + </description> + </method> + <method name="get_setting_with_override" qualifiers="const"> + <return type="Variant" /> + <param index="0" name="name" type="StringName" /> + <description> + Similar to [method get_setting], but applies feature tag overrides if any exists and is valid. + [b]Example:[/b] + If the following setting override exists "application/config/name.windows", and the following code is executed: + [codeblocks] + [gdscript] + print(ProjectSettings.get_setting_with_override("application/config/name")) + [/gdscript] + [csharp] + GD.Print(ProjectSettings.GetSettingWithOverride("application/config/name")); + [/csharp] + [/codeblocks] + Then the overridden setting will be returned instead if the project is running on the [i]Windows[/i] operating system. </description> </method> <method name="globalize_path" qualifiers="const"> @@ -365,6 +384,9 @@ <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true. </member> + <member name="debug/gdscript/warnings/confusable_identifier" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier contains characters that can be confused with something else, like when mixing different alphabets. + </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function. </member> @@ -596,8 +618,17 @@ Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons. [b]Note:[/b] This setting is implemented only on macOS. </member> - <member name="display/window/size/initial_screen" type="int" setter="" getter="" default="-2"> - Main window initial screen. + <member name="display/window/size/initial_position" type="Vector2i" setter="" getter="" default="Vector2i(0, 0)"> + Main window initial position (in virtual desktop coordinates), this settings is used only if [member display/window/size/initial_position_type] is set to "Absolute" ([code]0[/code]). + </member> + <member name="display/window/size/initial_position_type" type="int" setter="" getter="" default="1"> + Main window initial position. + [code]0[/code] - "Absolute", [member display/window/size/initial_position] is used to set window position. + [code]1[/code] - "Primary Screen Center". + [code]2[/code] - "Other Screen Center", [member display/window/size/initial_screen] is used to set window position. + </member> + <member name="display/window/size/initial_screen" type="int" setter="" getter="" default="0"> + Main window initial screen, this settings is used only if [member display/window/size/initial_position_type] is set to "Other Screen Center" ([code]2[/code]). </member> <member name="display/window/size/mode" type="int" setter="" getter="" default="0"> Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves. @@ -631,7 +662,15 @@ <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> Sets the V-Sync mode for the main game window. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. - Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. + Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code] if the desired mode is not supported. + [b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead. + </member> + <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> + Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly. + </member> + <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> + Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. </member> <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false"> If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate. @@ -659,10 +698,16 @@ <member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0"> The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values. </member> - <member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0"> + <member name="editor/naming/default_signal_callback_name" type="String" setter="" getter="" default=""_on_{node_name}_{signal_name}""> + The format of the default signal callback name (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code]. + </member> + <member name="editor/naming/default_signal_callback_to_self_name" type="String" setter="" getter="" default=""_on_{signal_name}""> + The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code]. + </member> + <member name="editor/naming/node_name_casing" type="int" setter="" getter="" default="0"> When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. </member> - <member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0"> + <member name="editor/naming/node_name_num_separator" type="int" setter="" getter="" default="0"> What to use to separate node name from number. This is mostly an editor setting. </member> <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> @@ -741,6 +786,9 @@ <member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1"> LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout]. </member> + <member name="gui/timers/button_shortcut_feedback_highlight_time" type="float" setter="" getter="" default="0.2"> + When [member BaseButton.shortcut_feedback] is enabled, this is the time the [BaseButton] will remain highlighted after a shortcut. + </member> <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000"> Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). </member> diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml index 602833bca5..99e3f1725f 100644 --- a/doc/classes/Projection.xml +++ b/doc/classes/Projection.xml @@ -149,7 +149,7 @@ <param index="4" name="flip_fov" type="bool" /> <param index="5" name="eye" type="int" /> <param index="6" name="intraocular_dist" type="float" /> - <param index="7" name=" convergence_dist" type="float" /> + <param index="7" name="convergence_dist" type="float" /> <description> Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances. The projection is adjusted for a head-mounted display with the given distance between eyes and distance to a point that can be focused on. [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2. diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml index 2dcfc90955..4803ea9bfb 100644 --- a/doc/classes/Range.xml +++ b/doc/classes/Range.xml @@ -62,7 +62,7 @@ <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false"> If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer. </member> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="0" /> <member name="step" type="float" setter="set_step" getter="get_step" default="0.01"> If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer. </member> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 325ead0cfa..80a9b40605 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -80,9 +80,9 @@ [/gdscript] [csharp] // position (-3, 2), size (1, 1) - var rect = new Rect2i(new Vector2i(-3, 2), new Vector2i(1, 1)); - // position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1) - var rect2 = rect.Expand(new Vector2i(0, -1)); + var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1)); + // position (-3, -1), size (3, 4), so we fit both rect and Vector2I(0, -1) + var rect2 = rect.Expand(new Vector2I(0, -1)); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/RemoteTransform2D.xml b/doc/classes/RemoteTransform2D.xml index 20fa41a3f0..6f100541be 100644 --- a/doc/classes/RemoteTransform2D.xml +++ b/doc/classes/RemoteTransform2D.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RemoteTransform2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] derived Node in the scene. + RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived node in the scene. </brief_description> <description> - RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] derived Node (called the remote node) in the scene. - It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates. + RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived node (called the remote node) in the scene. + It can be set to update another node's position, rotation and/or scale. It can use either global or local coordinates. </description> <tutorials> </tutorials> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 87e569ba20..fc08a16619 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -217,7 +217,7 @@ <param index="1" name="from" type="Vector2" /> <param index="2" name="to" type="Vector2" /> <param index="3" name="color" type="Color" /> - <param index="4" name="width" type="float" default="1.0" /> + <param index="4" name="width" type="float" default="-1.0" /> <param index="5" name="antialiased" type="bool" default="false" /> <description> </description> @@ -291,7 +291,7 @@ <param index="0" name="item" type="RID" /> <param index="1" name="points" type="PackedVector2Array" /> <param index="2" name="colors" type="PackedColorArray" /> - <param index="3" name="width" type="float" default="1.0" /> + <param index="3" name="width" type="float" default="-1.0" /> <param index="4" name="antialiased" type="bool" default="false" /> <description> </description> @@ -303,7 +303,6 @@ <param index="2" name="colors" type="PackedColorArray" /> <param index="3" name="uvs" type="PackedVector2Array" /> <param index="4" name="texture" type="RID" /> - <param index="5" name="width" type="float" default="1.0" /> <description> </description> </method> @@ -1262,6 +1261,12 @@ Tries to free an object in the RenderingServer. </description> </method> + <method name="get_default_clear_color"> + <return type="Color" /> + <description> + Returns the default clear color which is used when a specific clear color has not been selected. + </description> + </method> <method name="get_frame_setup_time_cpu" qualifiers="const"> <return type="float" /> <description> @@ -1930,7 +1935,7 @@ <param index="2" name="arrays" type="Array" /> <param index="3" name="blend_shapes" type="Array" default="[]" /> <param index="4" name="lods" type="Dictionary" default="{}" /> - <param index="5" name="compress_format" type="int" default="0" /> + <param index="5" name="compress_format" type="int" enum="RenderingServer.ArrayFormat" default="0" /> <description> </description> </method> @@ -2032,14 +2037,14 @@ </method> <method name="mesh_surface_get_format_attribute_stride" qualifiers="const"> <return type="int" /> - <param index="0" name="format" type="int" /> + <param index="0" name="format" type="int" enum="RenderingServer.ArrayFormat" /> <param index="1" name="vertex_count" type="int" /> <description> </description> </method> <method name="mesh_surface_get_format_offset" qualifiers="const"> <return type="int" /> - <param index="0" name="format" type="int" /> + <param index="0" name="format" type="int" enum="RenderingServer.ArrayFormat" /> <param index="1" name="vertex_count" type="int" /> <param index="2" name="array_index" type="int" /> <description> @@ -2047,14 +2052,14 @@ </method> <method name="mesh_surface_get_format_skin_stride" qualifiers="const"> <return type="int" /> - <param index="0" name="format" type="int" /> + <param index="0" name="format" type="int" enum="RenderingServer.ArrayFormat" /> <param index="1" name="vertex_count" type="int" /> <description> </description> </method> <method name="mesh_surface_get_format_vertex_stride" qualifiers="const"> <return type="int" /> - <param index="0" name="format" type="int" /> + <param index="0" name="format" type="int" enum="RenderingServer.ArrayFormat" /> <param index="1" name="vertex_count" type="int" /> <description> </description> @@ -3331,7 +3336,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="enabled" type="bool" /> <description> - If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. + If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. </description> </method> <method name="viewport_set_scaling_3d_mode"> @@ -3745,65 +3750,67 @@ </constant> <constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat"> </constant> - <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat" is_bitfield="true"> Flag used to mark a vertex array. </constant> - <constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat" is_bitfield="true"> Flag used to mark a normal array. </constant> - <constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat" is_bitfield="true"> Flag used to mark a tangent array. </constant> - <constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat" is_bitfield="true"> Flag used to mark a color array. </constant> - <constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat" is_bitfield="true"> Flag used to mark an UV coordinates array. </constant> - <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat" is_bitfield="true"> Flag used to mark an UV coordinates array for the second UV coordinates. </constant> - <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat" is_bitfield="true"> Flag used to mark a bone information array. </constant> - <constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat" is_bitfield="true"> Flag used to mark a weights array. </constant> - <constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat" is_bitfield="true"> Flag used to mark an index array. </constant> - <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat"> + <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat" is_bitfield="true"> Flag used to mark that the array contains 2D vertices. </constant> - <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat" is_bitfield="true"> + </constant> + <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true"> </constant> - <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true"> </constant> <constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType"> Primitive to draw consists of points. diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index e533fc1e32..67f466ad4c 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -24,7 +24,8 @@ <param index="0" name="subresources" type="bool" default="false" /> <description> Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original. - If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overridden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag. + If [param subresources] is [code]false[/code], a shallow copy is returned; nested resources within subresources are not duplicated and are shared from the original resource. If [param subresources] is [code]true[/code], a deep copy is returned; nested subresources will be duplicated and are not shared. + Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] flag are always duplicated even with [param subresources] set to [code]false[/code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated even with [param subresources] set to [code]true[/code]. [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters. </description> </method> diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 2b6376f2cd..bb55123b37 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -38,6 +38,13 @@ Gets the list of extensions for files this loader is able to read. </description> </method> + <method name="_get_resource_script_class" qualifiers="virtual const"> + <return type="String" /> + <param index="0" name="path" type="String" /> + <description> + Returns the script class name associated with the [Resource] under the given [param path]. If the resource has no script or the script isn't a named class, it should return [code]""[/code]. + </description> + </method> <method name="_get_resource_type" qualifiers="virtual const"> <return type="String" /> <param index="0" name="path" type="String" /> diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index 1f2af6d157..b0c57bc7cb 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -43,5 +43,13 @@ Returns [constant OK] on success, or an [enum Error] constant in case of failure. </description> </method> + <method name="_set_uid" qualifiers="virtual"> + <return type="int" enum="Error" /> + <param index="0" name="path" type="String" /> + <param index="1" name="uid" type="int" /> + <description> + Sets a new UID for the resource at the given [param path]. Returns [constant OK] on success, or an [enum Error] constant in case of failure. + </description> + </method> </methods> </class> diff --git a/doc/classes/ResourcePreloader.xml b/doc/classes/ResourcePreloader.xml index 17904697e6..5c0079f408 100644 --- a/doc/classes/ResourcePreloader.xml +++ b/doc/classes/ResourcePreloader.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ResourcePreloader" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Resource Preloader Node. + Preloads a list of resources inside a scene. </brief_description> <description> - This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. + This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader. You can add the resources using the ResourcePreloader tab when the node is selected. GDScript has a simplified [method @GDScript.preload] built-in method which can be used in most situations, leaving the use of [ResourcePreloader] for more advanced scenarios. </description> <tutorials> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index dd291a425d..1ecc8a1d4e 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member text] will erase previous edits made from other manual sources such as [method append_text] and the [code]push_*[/code] / [method pop] methods. [b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code]. [b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode. - [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. + [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content] property. </description> <tutorials> <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> @@ -251,6 +251,14 @@ Adds a [code][color][/code] tag to the tag stack. </description> </method> + <method name="push_customfx"> + <return type="void" /> + <param index="0" name="effect" type="RichTextEffect" /> + <param index="1" name="env" type="Dictionary" /> + <description> + Adds a custom effect tag to the tag stack. The effect does not need to be in [member custom_effects]. The environment is directly passed to the effect. + </description> + </method> <method name="push_dropcap"> <return type="void" /> <param index="0" name="string" type="String" /> @@ -283,6 +291,7 @@ <return type="void" /> <param index="0" name="font_size" type="int" /> <description> + Adds a [code][font_size][/code] tag to the tag stack. Overrides default font size for its duration. </description> </method> <method name="push_hint"> @@ -473,9 +482,8 @@ <member name="deselect_on_focus_loss_enabled" type="bool" setter="set_deselect_on_focus_loss_enabled" getter="is_deselect_on_focus_loss_enabled" default="true"> If [code]true[/code], the selected text will be deselected when focus is lost. </member> - <member name="fit_content_height" type="bool" setter="set_fit_content_height" getter="is_fit_content_height_enabled" default="false"> - If [code]true[/code], the label's height will be automatically updated to fit its content. - [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. + <member name="fit_content" type="bool" setter="set_fit_content" getter="is_fit_content_enabled" default="false"> + If [code]true[/code], the label's minimum size will be automatically updated to fit its content, matching the behavior of [Label]. </member> <member name="hint_underlined" type="bool" setter="set_hint_underline" getter="is_hint_underlined" default="true"> If [code]true[/code], the label underlines hint tags such as [code][hint=description]{text}[/hint][/code]. diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 8380d56de3..148cdf96ee 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -8,6 +8,7 @@ You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index bd5b656e1a..bf19ebc23a 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -42,15 +42,15 @@ <description> Changes the running scene to the one at the given [param path], after loading it into a [PackedScene] and creating a new instance. Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated. - [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to_file] call. + [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. This ensures that both scenes are never loaded at the same time, which can exhaust system resources if the scenes are too large or if running in a memory constrained environment. As such, you won't be able to access the loaded scene immediately after the [method change_scene_to_file] call. </description> </method> <method name="change_scene_to_packed"> <return type="int" enum="Error" /> <param index="0" name="packed_scene" type="PackedScene" /> <description> - Changes the running scene to a new instance of the given [PackedScene]. - Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated. + Changes the running scene to a new instance of the given [PackedScene] (which must be valid). + Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is invalid. [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to_packed] call. </description> </method> @@ -209,6 +209,12 @@ Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling also the relative subpaths), or override the default one if [param root_path] is empty. </description> </method> + <method name="unload_current_scene"> + <return type="void" /> + <description> + If a current scene is loaded, calling this method will unload it. + </description> + </method> </methods> <members> <member name="auto_accept_quit" type="bool" setter="set_auto_accept_quit" getter="is_auto_accept_quit" default="true"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 75f835260a..c472ab647e 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -26,12 +26,12 @@ Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES]. </description> </method> - <method name="has_parameter" qualifiers="const"> - <return type="bool" /> - <param index="0" name="name" type="StringName" /> + <method name="get_shader_uniform_list"> + <return type="Array" /> + <param index="0" name="get_groups" type="bool" default="false" /> <description> - Returns [code]true[/code] if the shader has this param defined as a uniform in its code. - [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. + Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list]. + If argument [param get_groups] is true, parameter grouping hints will be provided. </description> </method> <method name="set_default_texture_parameter"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 1af7ac4fc5..a2346822e5 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -23,7 +23,8 @@ <param index="1" name="value" type="Variant" /> <description> Changes the value set for this material of a uniform in the shader. - [b]Note:[/b] [param param] must match the name of the uniform in the code exactly. + [b]Note:[/b] [param param] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). + [b]Note:[/b] Changes to the shader uniform will be effective on all instances using this [ShaderMaterial]. To prevent this, use per-instance uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the [ShaderMaterial] when possible. </description> </method> </methods> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index 3412cd2140..71905e8b2e 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -16,12 +16,12 @@ [/gdscript] [csharp] [Signal] - delegate void Attacked(); + delegate void AttackedEventHandler(); // Additional arguments may be declared. // These arguments must be passed when the signal is emitted. [Signal] - delegate void ItemDropped(itemName: string, amount: int); + delegate void ItemDroppedEventHandler(string itemName, int amount); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 808f93b491..39bdc5c796 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -16,7 +16,7 @@ <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> - Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. + Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned. </description> </method> <method name="get_bone"> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 3bd0e04b92..70986ba06a 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -7,6 +7,7 @@ Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. + To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node. </description> <tutorials> <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> @@ -32,26 +33,11 @@ Removes the global pose override on all bones in the skeleton. </description> </method> - <method name="clear_bones_local_pose_override" is_deprecated="true"> - <return type="void" /> - <description> - Deprecated. Local pose overrides will be removed. - Removes the local pose override on all bones in the skeleton. - </description> - </method> <method name="create_skin_from_rest_transforms"> <return type="Skin" /> <description> </description> </method> - <method name="execute_modifications" is_deprecated="true"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <param index="1" name="execution_mode" type="int" /> - <description> - Executes all the modifications on the [SkeletonModificationStack3D], if the Skeleton3D has one assigned. - </description> - </method> <method name="find_bone" qualifiers="const"> <return type="int" /> <param index="0" name="name" type="String" /> @@ -113,13 +99,6 @@ Returns the global rest transform for [param bone_idx]. </description> </method> - <method name="get_bone_local_pose_override" qualifiers="const"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Returns the local pose override transform for [param bone_idx]. - </description> - </method> <method name="get_bone_name" qualifiers="const"> <return type="String" /> <param index="0" name="bone_idx" type="int" /> @@ -167,43 +146,18 @@ Returns the rest transform for a bone [param bone_idx]. </description> </method> - <method name="get_modification_stack" is_deprecated="true"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the modification stack attached to this skeleton, if one exists. - </description> - </method> <method name="get_parentless_bones" qualifiers="const"> <return type="PackedInt32Array" /> <description> Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton. </description> </method> - <method name="global_pose_to_local_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="global_pose" type="Transform3D" /> - <description> - Takes the passed-in global pose and converts it to local pose transform. - This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override]. - </description> - </method> - <method name="global_pose_to_world_transform" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="global_pose" type="Transform3D" /> - <description> - Deprecated. Use [Node3D] apis instead. - Takes the passed-in global pose and converts it to a world transform. - This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example. - </description> - </method> - <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true"> - <return type="Basis" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="basis" type="Basis" /> + <method name="get_version" qualifiers="const"> + <return type="int" /> <description> - Rotates the given [Basis] so that the forward axis of the Basis is facing in the forward direction of the bone at [param bone_idx]. - This is helper function to make using [method Transform3D.looking_at] easier with bone poses. + Returns the number of times the bone hierarchy has changed within this skeleton, including renames. + The Skeleton version is not serialized: only use within a single instance of Skeleton3D. + Use for invalidating caches in IK solvers and other nodes which process bones. </description> </method> <method name="is_bone_enabled" qualifiers="const"> @@ -213,15 +167,6 @@ Returns whether the bone pose for the bone at [param bone_idx] is enabled. </description> </method> - <method name="local_pose_to_global_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="local_pose" type="Transform3D" /> - <description> - Converts the passed-in local pose to a global pose relative to the inputted bone, [param bone_idx]. - This could be used to convert [method get_bone_pose] for use with the [method set_bone_global_pose_override] function. - </description> - </method> <method name="localize_rests"> <return type="void" /> <description> @@ -298,19 +243,6 @@ [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform </description> </method> - <method name="set_bone_local_pose_override" is_deprecated="true"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <param index="1" name="pose" type="Transform3D" /> - <param index="2" name="amount" type="float" /> - <param index="3" name="persistent" type="bool" default="false" /> - <description> - Deprecated. Local pose overrides will be removed. - Sets the local pose transform, [param pose], for the bone at [param bone_idx]. - [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain. - [b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose. - </description> - </method> <method name="set_bone_name"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -356,13 +288,6 @@ Sets the rest transform for bone [param bone_idx]. </description> </method> - <method name="set_modification_stack" is_deprecated="true"> - <return type="void" /> - <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets the modification stack for this skeleton to the passed-in modification stack, [param modification_stack]. - </description> - </method> <method name="unparent_bone_and_rest"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -370,15 +295,6 @@ Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset. </description> </method> - <method name="world_transform_to_global_pose" is_deprecated="true"> - <return type="Transform3D" /> - <param index="0" name="world_transform" type="Transform3D" /> - <description> - Deprecated. Use [Node3D] apis instead. - Takes the passed-in global transform and converts it to a global pose. - This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example. - </description> - </method> </methods> <members> <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 77aaf0213b..3a78f13bff 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -56,7 +56,7 @@ <method name="get_modification_stack"> <return type="SkeletonModificationStack2D" /> <description> - Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. + Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on. </description> </method> <method name="set_editor_draw_gizmo"> diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml deleted file mode 100644 index 25431ea96f..0000000000 --- a/doc/classes/SkeletonModification3D.xml +++ /dev/null @@ -1,66 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A resource that operates on bones in a [Skeleton3D]. - </brief_description> - <description> - This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions. - This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. - </description> - <tutorials> - </tutorials> - <methods> - <method name="_execute" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <description> - Executes the given modification. This is where the modification performs whatever function it is designed to do. - </description> - </method> - <method name="_setup_modification" qualifiers="virtual"> - <return type="void" /> - <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification. - If you need to initialize a modification before use, this is the place to do it! - </description> - </method> - <method name="clamp_angle"> - <return type="float" /> - <param index="0" name="angle" type="float" /> - <param index="1" name="min" type="float" /> - <param index="2" name="max" type="float" /> - <param index="3" name="invert" type="bool" /> - <description> - Takes a angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds. - </description> - </method> - <method name="get_is_setup" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether this modification has been successfully setup or not. - </description> - </method> - <method name="get_modification_stack"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. - </description> - </method> - <method name="set_is_setup"> - <return type="void" /> - <param index="0" name="is_setup" type="bool" /> - <description> - Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up. - </description> - </method> - </methods> - <members> - <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true"> - When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D]. - </member> - <member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0"> - The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml deleted file mode 100644 index 90b2e78449..0000000000 --- a/doc/classes/SkeletonModification3DCCDIK.xml +++ /dev/null @@ -1,136 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that uses CCDIK to manipulate a series of bones to reach a target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a Skeleton so it reaches a defined target. - CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers. - [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK. - CCDIK also fully supports angle constraints, allowing for more control over how a solution is met. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_ccdik_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_ccdik_axis" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the integer representing the joint axis of the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="get_ccdik_joint_constraint_angle_max" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees! - </description> - </method> - <method name="get_ccdik_joint_constraint_angle_min" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees! - </description> - </method> - <method name="get_ccdik_joint_constraint_invert" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. See [method set_ccdik_joint_constraint_invert] for details. - </description> - </method> - <method name="get_ccdik_joint_enable_joint_constraint" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Enables angle constraints to the CCDIK joint at [param joint_idx]. - </description> - </method> - <method name="set_ccdik_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_index" type="int" /> - <description> - Sets the bone index, [param bone_index], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the CCDIK joint based on data provided by the linked skeleton. - </description> - </method> - <method name="set_ccdik_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the CCDIK joint based on data provided by the linked skeleton. - </description> - </method> - <method name="set_ccdik_joint_ccdik_axis"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="axis" type="int" /> - <description> - Sets the joint axis of the CCDIK joint at [param joint_idx] to the passed-in joint axis, [param axis]. - </description> - </method> - <method name="set_ccdik_joint_constraint_angle_max"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="max_angle" type="float" /> - <description> - Sets the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians! - </description> - </method> - <method name="set_ccdik_joint_constraint_angle_min"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="min_angle" type="float" /> - <description> - Sets the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians! - </description> - </method> - <method name="set_ccdik_joint_constraint_invert"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="invert" type="bool" /> - <description> - Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. - An inverted joint constraint only constraints the CCDIK joint to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values. - </description> - </method> - <method name="set_ccdik_joint_enable_joint_constraint"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="enable" type="bool" /> - <description> - Sets whether joint constraints are enabled for the CCDIK joint at [param joint_idx]. - </description> - </method> - </methods> - <members> - <member name="ccdik_data_chain_length" type="int" setter="set_ccdik_data_chain_length" getter="get_ccdik_data_chain_length" default="0"> - The number of CCDIK joints in the CCDIK modification. - </member> - <member name="high_quality_solve" type="bool" setter="set_use_high_quality_solve" getter="get_use_high_quality_solve" default="true"> - When true, the CCDIK algorithm will perform a higher quality solve that returns more natural results. A high quality solve requires more computation power to solve though, and therefore can be disabled to save performance. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to. - </member> - <member name="tip_nodepath" type="NodePath" setter="set_tip_node" getter="get_tip_node" default="NodePath("")"> - The end position of the CCDIK chain. Typically, this should be a child of a [BoneAttachment3D] node attached to the final bone in the CCDIK chain, where the child node is offset so it is at the end of the final bone. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml deleted file mode 100644 index a2bec2b559..0000000000 --- a/doc/classes/SkeletonModification3DFABRIK.xml +++ /dev/null @@ -1,161 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that uses FABRIK to manipulate a series of bones to reach a target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target. - FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other. - Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification3DCCDIK], though FABRIK currently does not support joint constraints. - [b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from a bone! FABRIK joints hold the data needed for each bone in the bone chain used by FABRIK. - To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result. - </description> - <tutorials> - </tutorials> - <methods> - <method name="fabrik_joint_auto_calculate_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Will attempt to automatically calculate the length of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_auto_calculate_length" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_length" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the length of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_magnet" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the magnet vector of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="get_fabrik_joint_tip_node" qualifiers="const"> - <return type="NodePath" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the [Node3D]-based node placed at the tip of the FABRIK joint at [param joint_idx], if one has been set. - </description> - </method> - <method name="get_fabrik_joint_use_target_basis" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean indicating whether the FABRIK joint uses the target's [Basis] for its rotation. - [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. - </description> - </method> - <method name="get_fabrik_joint_use_tip_node" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Sets the [Node3D]-based node that will be used as the tip of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="set_fabrik_joint_auto_calculate_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="auto_calculate_length" type="bool" /> - <description> - When [code]true[/code], this modification will attempt to automatically calculate the length of the bone for the FABRIK joint at [param joint_idx]. It does this by either using the tip node assigned, if there is one assigned, or the distance the of the bone's children, if the bone has any. If the bone has no children and no tip node is assigned, then the modification [b]cannot[/b] autocalculate the joint's length. In this case, the joint length should be entered manually or a tip node assigned. - </description> - </method> - <method name="set_fabrik_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_index" type="int" /> - <description> - Sets the bone index, [param bone_index], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the FABRIK joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_fabrik_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the FABRIK joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_fabrik_joint_length"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="length" type="float" /> - <description> - Sets the joint length, [param length], of the FABRIK joint at [param joint_idx]. - </description> - </method> - <method name="set_fabrik_joint_magnet"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="magnet_position" type="Vector3" /> - <description> - Sets the magenet position to [param magnet_position] for the joint at [param joint_idx]. The magnet position is used to nudge the joint in that direction when solving, which gives some control over how that joint will bend when being solved. - </description> - </method> - <method name="set_fabrik_joint_tip_node"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="tip_node" type="NodePath" /> - <description> - Sets the nodepath of the FARIK joint at [param joint_idx] to [param tip_node]. The tip node is used to calculate the length of the FABRIK joint when set to automatically calculate joint length. - [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the bone that this FABRIK joint operates on, with the child node being offset so it is at the end of the bone. - </description> - </method> - <method name="set_fabrik_joint_use_target_basis"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_target_basis" type="bool" /> - <description> - Sets whether the FABRIK joint at [param joint_idx] uses the target's [Basis] for its rotation. - [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones. - </description> - </method> - <method name="set_fabrik_joint_use_tip_node"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_tip_node" type="bool" /> - <description> - Sets whether the tip node should be used when autocalculating the joint length for the FABRIK joint at [param joint_idx]. This will only work if there is a node assigned to the tip nodepath for this joint. - </description> - </method> - </methods> - <members> - <member name="chain_max_iterations" type="int" setter="set_chain_max_iterations" getter="get_chain_max_iterations" default="10"> - The number of times FABRIK will try to solve each time the [code]execute[/code] function is called. Setting this value to a lower number will be result in better performance, but this can also result in harsher movements and slower solves. - </member> - <member name="chain_tolerance" type="float" setter="set_chain_tolerance" getter="get_chain_tolerance" default="0.01"> - The minimum distance the target has to be from the tip of the final bone in the bone chain. Setting this value to a higher number allows for greater performance, but less accurate solves. - </member> - <member name="fabrik_data_chain_length" type="int" setter="set_fabrik_data_chain_length" getter="get_fabrik_data_chain_length" default="0"> - The amount of FABRIK joints in the FABRIK modification. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml deleted file mode 100644 index 304f08bb20..0000000000 --- a/doc/classes/SkeletonModification3DJiggle.xml +++ /dev/null @@ -1,199 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that jiggles bones as they move towards a target. - </brief_description> - <description> - This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might. - This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves. - [b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from a bone! Jiggle joints hold the data needed for each bone in the bone chain used by the Jiggle modification. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_collision_mask" qualifiers="const"> - <return type="int" /> - <description> - Returns the collision mask that the Jiggle modifier will take into account when performing physics calculations. - </description> - </method> - <method name="get_jiggle_joint_bone_index" qualifiers="const"> - <return type="int" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the bone index of the bone assigned to the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_bone_name" qualifiers="const"> - <return type="String" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the name of the bone that is assigned to the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_damping" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of dampening of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_gravity" qualifiers="const"> - <return type="Vector3" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a [Vector3] representign the amount of gravity the Jiggle joint at [param joint_idx] is influenced by. - </description> - </method> - <method name="get_jiggle_joint_mass" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of mass of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_override" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether the joint at [param joint_idx] is overriding the default jiggle joint data defined in the modification. - </description> - </method> - <method name="get_jiggle_joint_roll" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the amount of roll/twist applied to the bone that the Jiggle joint is applied to. - </description> - </method> - <method name="get_jiggle_joint_stiffness" qualifiers="const"> - <return type="float" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns the stiffness of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="get_jiggle_joint_use_gravity" qualifiers="const"> - <return type="bool" /> - <param index="0" name="joint_idx" type="int" /> - <description> - Returns a boolean that indicates whether the joint at [param joint_idx] is using gravity or not. - </description> - </method> - <method name="get_use_colliders" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the Jiggle modifier is taking physics colliders into account when solving. - </description> - </method> - <method name="set_collision_mask"> - <return type="void" /> - <param index="0" name="mask" type="int" /> - <description> - Sets the collision mask that the Jiggle modifier takes into account when performing physics calculations. - </description> - </method> - <method name="set_jiggle_joint_bone_index"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the Jiggle joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_jiggle_joint_bone_name"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="name" type="String" /> - <description> - Sets the bone name, [param name], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the Jiggle joint based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_jiggle_joint_damping"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="damping" type="float" /> - <description> - Sets the amount of dampening of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_gravity"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="gravity" type="Vector3" /> - <description> - Sets the gravity vector of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_mass"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="mass" type="float" /> - <description> - Sets the of mass of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_override"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="override" type="bool" /> - <description> - Sets whether the Jiggle joint at [param joint_idx] should override the default Jiggle joint settings. Setting this to true will make the joint use its own settings rather than the default ones attached to the modification. - </description> - </method> - <method name="set_jiggle_joint_roll"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="roll" type="float" /> - <description> - Sets the amount of roll/twist on the bone the Jiggle joint is attached to. - </description> - </method> - <method name="set_jiggle_joint_stiffness"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="stiffness" type="float" /> - <description> - Sets the of stiffness of the Jiggle joint at [param joint_idx]. - </description> - </method> - <method name="set_jiggle_joint_use_gravity"> - <return type="void" /> - <param index="0" name="joint_idx" type="int" /> - <param index="1" name="use_gravity" type="bool" /> - <description> - Sets whether the Jiggle joint at [param joint_idx] should use gravity. - </description> - </method> - <method name="set_use_colliders"> - <return type="void" /> - <param index="0" name="use_colliders" type="bool" /> - <description> - When [code]true[/code], the Jiggle modifier will use raycasting to prevent the Jiggle joints from rotating themselves into collision objects when solving. - </description> - </method> - </methods> - <members> - <member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75"> - The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. - </member> - <member name="gravity" type="Vector3" setter="set_gravity" getter="get_gravity" default="Vector3(0, -6, 0)"> - The default amount of gravity applied to the Jiggle joints, if they are not overridden. - </member> - <member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0"> - The amount of Jiggle joints in the Jiggle modification. - </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75"> - The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting. - </member> - <member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0"> - The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to. - </member> - <member name="use_gravity" type="bool" setter="set_use_gravity" getter="get_use_gravity" default="false"> - Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml deleted file mode 100644 index aeed953ca9..0000000000 --- a/doc/classes/SkeletonModification3DLookAt.xml +++ /dev/null @@ -1,64 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that rotates a bone to look at a target. - </brief_description> - <description> - This [SkeletonModification3D] rotates a bone to look a target. This is extremely helpful for moving character's heads to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_additional_rotation" qualifiers="const"> - <return type="Vector3" /> - <description> - Returns the amount of extra rotation that is applied to the bone after the LookAt modification executes. - </description> - </method> - <method name="get_lock_rotation_plane" qualifiers="const"> - <return type="int" /> - <description> - Returns the plane that the LookAt modification is limiting rotation to. - </description> - </method> - <method name="get_lock_rotation_to_plane" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the LookAt modification is limiting rotation to a single plane in 3D space. - </description> - </method> - <method name="set_additional_rotation"> - <return type="void" /> - <param index="0" name="additional_rotation" type="Vector3" /> - <description> - Sets the amount of extra rotation to be applied after the LookAt modification executes. This allows you to adjust the finished result. - </description> - </method> - <method name="set_lock_rotation_plane"> - <return type="void" /> - <param index="0" name="plane" type="int" /> - <description> - </description> - </method> - <method name="set_lock_rotation_to_plane"> - <return type="void" /> - <param index="0" name="lock_to_plane" type="bool" /> - <description> - When [code]true[/code], the LookAt modification will limit its rotation to a single plane in 3D space. The plane used can be configured using the [code]set_lock_rotation_plane[/code] function. - </description> - </method> - </methods> - <members> - <member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-2"> - The bone index of the bone that should be operated on by this modification. - When possible, this will also update the [member bone_name] based on data provided by the [Skeleton3D]. - </member> - <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default=""""> - The name of the bone that should be operated on by this modification. - When possible, this will also update the [member bone_index] based on data provided by the [Skeleton3D]. - </member> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the modification. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml deleted file mode 100644 index 9448e2c783..0000000000 --- a/doc/classes/SkeletonModification3DStackHolder.xml +++ /dev/null @@ -1,27 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that holds and executes a [SkeletonModificationStack3D]. - </brief_description> - <description> - This [SkeletonModification3D] holds a reference to a [SkeletonModificationStack3D], allowing you to use multiple modification stacks on a single [Skeleton3D]. - [b]Note:[/b] The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_held_modification_stack" qualifiers="const"> - <return type="SkeletonModificationStack3D" /> - <description> - Returns the [SkeletonModificationStack3D] that this modification is holding. - </description> - </method> - <method name="set_held_modification_stack"> - <return type="void" /> - <param index="0" name="held_modification_stack" type="SkeletonModificationStack3D" /> - <description> - Sets the [SkeletonModificationStack3D] that this modification is holding. This modification stack will then be executed when this modification is executed. - </description> - </method> - </methods> -</class> diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml deleted file mode 100644 index 0e7ffd5c80..0000000000 --- a/doc/classes/SkeletonModification3DTwoBoneIK.xml +++ /dev/null @@ -1,191 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A modification that moves two bones to reach the target. - </brief_description> - <description> - This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones. - TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results. - A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach. - </description> - <tutorials> - </tutorials> - <methods> - <method name="get_auto_calculate_joint_length" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to autocalculate the lengths of the two bones. - </description> - </method> - <method name="get_joint_one_bone_idx" qualifiers="const"> - <return type="int" /> - <description> - Returns the bone index of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_bone_name" qualifiers="const"> - <return type="String" /> - <description> - Returns the name of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_length" qualifiers="const"> - <return type="float" /> - <description> - Returns the length of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_one_roll" qualifiers="const"> - <return type="float" /> - <description> - Returns the amount of roll/twist applied to the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_bone_idx" qualifiers="const"> - <return type="int" /> - <description> - Returns the bone index of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_bone_name" qualifiers="const"> - <return type="String" /> - <description> - Returns the name of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_length" qualifiers="const"> - <return type="float" /> - <description> - Returns the length of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_joint_two_roll" qualifiers="const"> - <return type="float" /> - <description> - Returns the amount of roll/twist applied to the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="get_pole_node" qualifiers="const"> - <return type="NodePath" /> - <description> - Returns the node that is being used as the pole node for the TwoBoneIK modification, if a pole node has been set. - </description> - </method> - <method name="get_tip_node" qualifiers="const"> - <return type="NodePath" /> - <description> - Returns the node that is being used to calculate the tip position of the second bone in the TwoBoneIK modification, if a tip node has been set. - </description> - </method> - <method name="get_use_pole_node" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to use the pole node to figure out which direction to bend, if a pole node has been set. - </description> - </method> - <method name="get_use_tip_node" qualifiers="const"> - <return type="bool" /> - <description> - Returns whether the TwoBoneIK modification will attempt to use the tip node to figure out the length and position of the tip of the second bone. - </description> - </method> - <method name="set_auto_calculate_joint_length"> - <return type="void" /> - <param index="0" name="auto_calculate_joint_length" type="bool" /> - <description> - If true, the TwoBoneIK modification will attempt to autocalculate the lengths of the bones being used. The first bone will be calculated by using the distance from the origin of the first bone to the origin of the second bone. - The second bone will be calculated either using the tip node if that setting is enabled, or by using the distances of the second bone's children. If the tip node is not enabled and the bone has no children, then the length cannot be autocalculated. In this case, the length will either have to be manually inputted or a tip node used to calculate the length. - </description> - </method> - <method name="set_joint_one_bone_idx"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the first bone. When possible, this will also update the [code]bone_name[/code] of the first bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_one_bone_name"> - <return type="void" /> - <param index="0" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the first bone. When possible, this will also update the [code]bone_index[/code] of the first bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_one_length"> - <return type="void" /> - <param index="0" name="bone_length" type="float" /> - <description> - Sets the length of the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_one_roll"> - <return type="void" /> - <param index="0" name="roll" type="float" /> - <description> - Sets the amount of roll/twist applied to the first bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_two_bone_idx"> - <return type="void" /> - <param index="0" name="bone_idx" type="int" /> - <description> - Sets the bone index, [param bone_idx], of the second bone. When possible, this will also update the [code]bone_name[/code] of the second bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_two_bone_name"> - <return type="void" /> - <param index="0" name="bone_name" type="String" /> - <description> - Sets the bone name, [param bone_name], of the second bone. When possible, this will also update the [code]bone_index[/code] of the second bone based on data provided by the [Skeleton3D]. - </description> - </method> - <method name="set_joint_two_length"> - <return type="void" /> - <param index="0" name="bone_length" type="float" /> - <description> - Sets the length of the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_joint_two_roll"> - <return type="void" /> - <param index="0" name="roll" type="float" /> - <description> - Sets the amount of roll/twist applied to the second bone in the TwoBoneIK modification. - </description> - </method> - <method name="set_pole_node"> - <return type="void" /> - <param index="0" name="pole_nodepath" type="NodePath" /> - <description> - Sets the node to be used as the for the pole of the TwoBoneIK. When a node is set and the modification is set to use the pole node, the TwoBoneIK modification will bend the nodes in the direction towards this node when the bones need to bend. - </description> - </method> - <method name="set_tip_node"> - <return type="void" /> - <param index="0" name="tip_nodepath" type="NodePath" /> - <description> - Sets the node to be used as the tip for the second bone. This is used to calculate the length and position of the end of the second bone in the TwoBoneIK modification. - [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the second bone, with the child node being offset so it is at the end of the bone. - </description> - </method> - <method name="set_use_pole_node"> - <return type="void" /> - <param index="0" name="use_pole_node" type="bool" /> - <description> - When [code]true[/code], the TwoBoneIK modification will bend the bones towards the pole node, if one has been set. This gives control over the direction the TwoBoneIK solver will bend, which is helpful for joints like elbows that only bend in certain directions. - </description> - </method> - <method name="set_use_tip_node"> - <return type="void" /> - <param index="0" name="use_tip_node" type="bool" /> - <description> - When [code]true[/code], the TwoBoneIK modification will use the tip node to calculate the distance and position of the end/tip of the second bone. This is the most stable solution for knowing the tip position and length of the second bone. - </description> - </method> - </methods> - <members> - <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> - The NodePath to the node that is the target for the TwoBoneIK modification. This node is what the modification will attempt to rotate the bones to reach. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml deleted file mode 100644 index 9eaeeefd8e..0000000000 --- a/doc/classes/SkeletonModificationStack3D.xml +++ /dev/null @@ -1,88 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> - <brief_description> - A resource that holds a stack of [SkeletonModification3D]s. - </brief_description> - <description> - This resource is used by the Skeleton and holds a stack of [SkeletonModification3D]s. The SkeletonModificationStack3D controls the order of the modifications, which controls how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton. - Additionally, the SkeletonModificationStack3D also controls how strongly the modifications are applied to the [Skeleton3D] node. - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_modification"> - <return type="void" /> - <param index="0" name="modification" type="SkeletonModification3D" /> - <description> - Adds the passed-in [SkeletonModification3D] to the stack. - </description> - </method> - <method name="delete_modification"> - <return type="void" /> - <param index="0" name="mod_idx" type="int" /> - <description> - Deletes the [SkeletonModification3D] at the index position [param mod_idx], if it exists. - </description> - </method> - <method name="enable_all_modifications"> - <return type="void" /> - <param index="0" name="enabled" type="bool" /> - <description> - Enables all [SkeletonModification3D]s in the stack. - </description> - </method> - <method name="execute"> - <return type="void" /> - <param index="0" name="delta" type="float" /> - <param index="1" name="execution_mode" type="int" /> - <description> - Executes all of the [SkeletonModification3D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count]. - [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results. - </description> - </method> - <method name="get_is_setup" qualifiers="const"> - <return type="bool" /> - <description> - Returns a boolean that indicates whether the modification stack is setup and can execute. - </description> - </method> - <method name="get_modification" qualifiers="const"> - <return type="SkeletonModification3D" /> - <param index="0" name="mod_idx" type="int" /> - <description> - Returns the [SkeletonModification3D] at the passed-in index, [param mod_idx]. - </description> - </method> - <method name="get_skeleton" qualifiers="const"> - <return type="Skeleton3D" /> - <description> - Returns the [Skeleton3D] node that the SkeletonModificationStack3D is bound to. - </description> - </method> - <method name="set_modification"> - <return type="void" /> - <param index="0" name="mod_idx" type="int" /> - <param index="1" name="modification" type="SkeletonModification3D" /> - <description> - Sets the modification at [param mod_idx] to the passed-in modification, [param modification]. - </description> - </method> - <method name="setup"> - <return type="void" /> - <description> - Sets up the modification stack so it can execute. This function should be called by [Skeleton3D] and shouldn't be called unless you know what you are doing. - </description> - </method> - </methods> - <members> - <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false"> - When true, the modification's in the stack will be called. This is handled automatically through the [Skeleton3D] node. - </member> - <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0"> - The number of modifications in the stack. - </member> - <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> - The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the skeleton bone poses. - </member> - </members> -</class> diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml index 57bdd52d9e..6fb311bcee 100644 --- a/doc/classes/SkeletonProfile.xml +++ b/doc/classes/SkeletonProfile.xml @@ -5,6 +5,7 @@ </brief_description> <description> This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile]. + [b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values. </description> <tutorials> <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> @@ -160,16 +161,18 @@ </methods> <members> <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0"> + The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones. + The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile]. </member> <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0"> + The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups. + This property exists to separate the bone list into several sections in the editor. </member> <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&"""> - A name of bone that will be used as the root bone in [AnimationTree]. - [b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model. + A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin. </member> <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&"""> - A name of bone which height will be used as the coefficient for normalization. - [b]Note:[/b] In most cases, it is hips in the humanoid model. + A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code]. </member> </members> <signals> diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml index 0dbd66d8d6..7445272ccc 100644 --- a/doc/classes/SkeletonProfileHumanoid.xml +++ b/doc/classes/SkeletonProfileHumanoid.xml @@ -1,6 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonProfileHumanoid" inherits="SkeletonProfile" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A humanoid [SkeletonProfile] preset. </brief_description> <description> A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only. diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml index 7d63747bd2..e2db2166ed 100644 --- a/doc/classes/SpinBox.xml +++ b/doc/classes/SpinBox.xml @@ -60,7 +60,7 @@ <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false"> If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior. </member> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="1" /> <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default=""""> Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox]. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 87b823bd2a..195f3598d5 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,7 +5,6 @@ </brief_description> <description> Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. Contains frames and animation data for playback. - [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> @@ -14,7 +13,7 @@ <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Adds a new animation to the library. + Adds a new [param anim] animation to the library. </description> </method> <method name="add_frame"> @@ -24,20 +23,20 @@ <param index="2" name="duration" type="float" default="1.0" /> <param index="3" name="at_position" type="int" default="-1" /> <description> - Adds a frame to the given animation. + Adds a frame to the [param anim] animation. If [param at_position] is [code]-1[/code], the frame will be added to the end of the animation. </description> </method> <method name="clear"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes all frames from the given animation. + Removes all frames from the [param anim] animation. </description> </method> <method name="clear_all"> <return type="void" /> <description> - Removes all animations. A "default" animation will be created. + Removes all animations. An empty [code]default[/code] animation will be created. </description> </method> <method name="get_animation_loop" qualifiers="const"> @@ -91,14 +90,14 @@ <return type="bool" /> <param index="0" name="anim" type="StringName" /> <description> - If [code]true[/code], the named animation exists. + Returns [code]true[/code] if the [param anim] animation exists. </description> </method> <method name="remove_animation"> <return type="void" /> <param index="0" name="anim" type="StringName" /> <description> - Removes the given animation. + Removes the [param anim] animation. </description> </method> <method name="remove_frame"> @@ -106,7 +105,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="idx" type="int" /> <description> - Removes the animation's selected frame. + Removes the [param anim] animation's frame [param idx]. </description> </method> <method name="rename_animation"> @@ -114,7 +113,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="newname" type="StringName" /> <description> - Changes the animation's name to [param newname]. + Changes the [param anim] animation's name to [param newname]. </description> </method> <method name="set_animation_loop"> @@ -122,7 +121,7 @@ <param index="0" name="anim" type="StringName" /> <param index="1" name="loop" type="bool" /> <description> - If [code]true[/code], the animation will loop. + If [param loop] is [code]true[/code], the [param anim] animation will loop when it reaches the end, or the start if it is played in reverse. </description> </method> <method name="set_animation_speed"> @@ -140,7 +139,7 @@ <param index="2" name="texture" type="Texture2D" /> <param index="3" name="duration" type="float" default="1.0" /> <description> - Sets the texture and the duration of the frame [param idx] in the [param anim] animation. + Sets the [param texture] and the [param duration] of the frame [param idx] in the [param anim] animation. </description> </method> </methods> diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index 0beaa6bb52..7bebd46004 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -7,8 +7,9 @@ Static body for 3D physics. A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move. They have extra functionalities to move and affect other bodies: - [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. - [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. + [i]Static transform change:[/i] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. + [i]Constant velocity:[/i] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml index ff6d4d8821..4a63f4488c 100644 --- a/doc/classes/StyleBox.xml +++ b/doc/classes/StyleBox.xml @@ -17,21 +17,16 @@ <description> </description> </method> - <method name="_get_center_size" qualifiers="virtual const"> - <return type="Vector2" /> - <description> - </description> - </method> <method name="_get_draw_rect" qualifiers="virtual const"> <return type="Rect2" /> <param index="0" name="rect" type="Rect2" /> <description> </description> </method> - <method name="_get_style_margin" qualifiers="virtual const"> - <return type="float" /> - <param index="0" name="side" type="int" enum="Side" /> + <method name="_get_minimum_size" qualifiers="virtual const"> + <return type="Vector2" /> <description> + Virtual method to be implemented by the user. Returns a custom minimum size that the stylebox must respect when drawing. By default [method get_minimum_size] only takes content margins into account. This method can be overridden to add another size restriction. A combination of the default behavior and the output of this method will be used, to account for both sizes. </description> </method> <method name="_test_mask" qualifiers="virtual const"> @@ -50,10 +45,11 @@ The [RID] value can either be the result of [method CanvasItem.get_canvas_item] called on an existing [CanvasItem]-derived node, or directly from creating a canvas item in the [RenderingServer] with [method RenderingServer.canvas_item_create]. </description> </method> - <method name="get_center_size" qualifiers="const"> - <return type="Vector2" /> + <method name="get_content_margin" qualifiers="const"> + <return type="float" /> + <param index="0" name="margin" type="int" enum="Side" /> <description> - Returns the size of this [StyleBox] without the margins. + Returns the default margin of the specified [enum Side]. </description> </method> <method name="get_current_item_drawn" qualifiers="const"> @@ -62,13 +58,6 @@ Returns the [CanvasItem] that handles its [constant CanvasItem.NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment. </description> </method> - <method name="get_default_margin" qualifiers="const"> - <return type="float" /> - <param index="0" name="margin" type="int" enum="Side" /> - <description> - Returns the default margin of the specified [enum Side]. - </description> - </method> <method name="get_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> @@ -89,7 +78,7 @@ Returns the "offset" of a stylebox. This helper function returns a value equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]. </description> </method> - <method name="set_default_margin"> + <method name="set_content_margin"> <return type="void" /> <param index="0" name="margin" type="int" enum="Side" /> <param index="1" name="offset" type="float" /> @@ -97,7 +86,7 @@ Sets the default value of the specified [enum Side] to [param offset] pixels. </description> </method> - <method name="set_default_margin_all"> + <method name="set_content_margin_all"> <return type="void" /> <param index="0" name="offset" type="float" /> <description> @@ -114,21 +103,21 @@ </method> </methods> <members> - <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_bottom" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom. If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead. It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button. [method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above. </member> - <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_left" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left. Refer to [member content_margin_bottom] for extra considerations. </member> - <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_right" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right. Refer to [member content_margin_bottom] for extra considerations. </member> - <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0"> + <member name="content_margin_top" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top. Refer to [member content_margin_bottom] for extra considerations. </member> diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml index aeba777b43..f2f6e59a9e 100644 --- a/doc/classes/StyleBoxTexture.xml +++ b/doc/classes/StyleBoxTexture.xml @@ -9,36 +9,36 @@ <tutorials> </tutorials> <methods> - <method name="get_expand_margin_size" qualifiers="const"> + <method name="get_expand_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> <description> Returns the expand margin size of the specified [enum Side]. </description> </method> - <method name="get_margin_size" qualifiers="const"> + <method name="get_texture_margin" qualifiers="const"> <return type="float" /> <param index="0" name="margin" type="int" enum="Side" /> <description> Returns the margin size of the specified [enum Side]. </description> </method> - <method name="set_expand_margin_all"> + <method name="set_expand_margin"> <return type="void" /> - <param index="0" name="size" type="float" /> + <param index="0" name="margin" type="int" enum="Side" /> + <param index="1" name="size" type="float" /> <description> - Sets the expand margin to [param size] pixels for all margins. + Sets the expand margin to [param size] pixels for the specified [enum Side]. </description> </method> - <method name="set_expand_margin_size"> + <method name="set_expand_margin_all"> <return type="void" /> - <param index="0" name="margin" type="int" enum="Side" /> - <param index="1" name="size" type="float" /> + <param index="0" name="size" type="float" /> <description> - Sets the expand margin to [param size] pixels for the specified [enum Side]. + Sets the expand margin to [param size] pixels for all margins. </description> </method> - <method name="set_margin_size"> + <method name="set_texture_margin"> <return type="void" /> <param index="0" name="margin" type="int" enum="Side" /> <param index="1" name="size" type="float" /> @@ -46,7 +46,7 @@ Sets the margin to [param size] pixels for the specified [enum Side]. </description> </method> - <method name="set_margin_size_all"> + <method name="set_texture_margin_all"> <return type="void" /> <param index="0" name="size" type="float" /> <description> @@ -64,48 +64,49 @@ <member name="draw_center" type="bool" setter="set_draw_center" getter="is_draw_center_enabled" default="true"> If [code]true[/code], the nine-patch texture's center tile will be drawn. </member> - <member name="expand_margin_bottom" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_bottom" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the bottom margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="expand_margin_left" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_left" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the left margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="expand_margin_right" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_right" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the right margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="expand_margin_top" type="float" setter="set_expand_margin_size" getter="get_expand_margin_size" default="0.0"> + <member name="expand_margin_top" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0"> Expands the top margin of this style box when drawing, causing it to be drawn larger than requested. </member> - <member name="margin_bottom" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="modulate_color" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> + Modulates the color of the texture when this style box is drawn. + </member> + <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)"> + Species a sub-region of the texture to use. + This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region. + If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used. + </member> + <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The texture to use when drawing this style box. + </member> + <member name="texture_margin_bottom" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the bottom margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the bottom border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_bottom] if it is negative. </member> - <member name="margin_left" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="texture_margin_left" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the left margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the left border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_left] if it is negative. </member> - <member name="margin_right" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="texture_margin_right" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the right margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the right border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_right] if it is negative. </member> - <member name="margin_top" type="float" setter="set_margin_size" getter="get_margin_size" default="0.0"> + <member name="texture_margin_top" type="float" setter="set_texture_margin" getter="get_texture_margin" default="0.0"> Increases the top margin of the 3×3 texture box. A higher value means more of the source texture is considered to be part of the top border of the 3×3 box. This is also the value used as fallback for [member StyleBox.content_margin_top] if it is negative. </member> - <member name="modulate_color" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> - Modulates the color of the texture when this style box is drawn. - </member> - <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)"> - Species a sub-region of the texture to use. - This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region. - </member> - <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> - The texture to use when drawing this style box. - </member> </members> <constants> <constant name="AXIS_STRETCH_MODE_STRETCH" value="0" enum="AxisStretchMode"> diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index 9d73e9fb39..5b567dbc28 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -133,7 +133,7 @@ <description> Generates normals from vertices so you do not have to do it manually. If [param flip] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents]. [b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES]. - [b]Note:[/b] [method generate_normals] takes smooth groups into account. If you don't specify any smooth group for each vertex, [method generate_normals] will smooth normals for you. + [b]Note:[/b] [method generate_normals] takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to [code]0[/code] using [method set_smooth_group] or leave the smooth group at the default of [code]0[/code]. To generate flat normals, set the smooth group to [code]-1[/code] using [method set_smooth_group] prior to adding vertices. </description> </method> <method name="generate_tangents"> @@ -241,7 +241,7 @@ <return type="void" /> <param index="0" name="index" type="int" /> <description> - Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation. + Specifies the smooth group to use for the [i]next[/i] vertex. If this is never called, all vertices will have the default smooth group of [code]0[/code] and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to [code]-1[/code]. </description> </method> <method name="set_tangent"> diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml index 20bfd0d8ae..5e7b79ae97 100644 --- a/doc/classes/SystemFont.xml +++ b/doc/classes/SystemFont.xml @@ -43,6 +43,12 @@ <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1"> Font hinting mode. </member> + <member name="msdf_pixel_range" type="int" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="16"> + The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. The default [member msdf_pixel_range] value of [code]16[/code] allows outline sizes up to [code]8[/code] to look correct. + </member> + <member name="msdf_size" type="int" setter="set_msdf_size" getter="get_msdf_size" default="48"> + Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering. + </member> <member name="multichannel_signed_distance_field" type="bool" setter="set_multichannel_signed_distance_field" getter="is_multichannel_signed_distance_field" default="false"> If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. </member> diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml index 8d56cbda13..3c7191392a 100644 --- a/doc/classes/TabBar.xml +++ b/doc/classes/TabBar.xml @@ -17,6 +17,12 @@ Adds a new tab. </description> </method> + <method name="clear_tabs"> + <return type="void" /> + <description> + Clears all tabs. + </description> + </method> <method name="ensure_tab_visible"> <return type="void" /> <param index="0" name="idx" type="int" /> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 1efd0f9326..dfbfce8c76 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -696,7 +696,7 @@ <method name="merge_overlapping_carets"> <return type="void" /> <description> - Merges any overlapping carets. Will favour the newest caret, or the caret with a selection. + Merges any overlapping carets. Will favor the newest caret, or the caret with a selection. [b]Note:[/b] This is not called when a caret changes position but after certain actions, so it is possible to get into a state where carets overlap. </description> </method> @@ -770,12 +770,12 @@ var column_number = result.x [/gdscript] [csharp] - Vector2i result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0); - if (result.Length > 0) + Vector2I result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0); + if (result.X != -1) { // Result found. - int lineNumber = result.y; - int columnNumber = result.x; + int lineNumber = result.Y; + int columnNumber = result.X; } [/csharp] [/codeblocks] diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index d2c6dee373..711fb89217 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -1042,7 +1042,7 @@ </description> </method> <method name="parse_structured_text" qualifiers="const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> @@ -1634,6 +1634,9 @@ <constant name="DIRECTION_RTL" value="2" enum="Direction"> Text is written from right to left. </constant> + <constant name="DIRECTION_INHERITED" value="3" enum="Direction"> + Text writing direction is the same as base string writing direction. Used for BiDi override only. + </constant> <constant name="ORIENTATION_HORIZONTAL" value="0" enum="Orientation"> Text is written horizontally. </constant> @@ -1881,7 +1884,7 @@ Font have fixed-width characters. </constant> <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> - Use default behavior. Same as [constant STRUCTURED_TEXT_NONE] unless specified otherwise in the control description. + Use default Unicode BiDi algorithm. </constant> <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> BiDi override for URI. @@ -1896,8 +1899,8 @@ BiDi override for lists. Structured text options: list separator [code]String[/code]. </constant> - <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser"> - Use default Unicode BiDi algorithm. + <constant name="STRUCTURED_TEXT_GDSCRIPT" value="5" enum="StructuredTextParser"> + BiDi override for GDScript. </constant> <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser"> User defined structured text BiDi override function. diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index e144b09eb6..f4b306cf96 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -896,7 +896,7 @@ </description> </method> <method name="_parse_structured_text" qualifiers="virtual const"> - <return type="Vector2i[]" /> + <return type="Vector3i[]" /> <param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> <param index="1" name="args" type="Array" /> <param index="2" name="text" type="String" /> diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index aac197090a..7329ebb868 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -74,6 +74,12 @@ Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position. </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture2D]). + </description> + </method> <method name="draw" qualifiers="const"> <return type="void" /> <param index="0" name="canvas_item" type="RID" /> diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index ec00198db1..6c9fb55bef 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -10,4 +10,12 @@ </description> <tutorials> </tutorials> + <methods> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture2DArray]). + </description> + </method> + </methods> </class> diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml index 1a66932d62..d2df82a74d 100644 --- a/doc/classes/Texture3D.xml +++ b/doc/classes/Texture3D.xml @@ -47,6 +47,12 @@ Called when the presence of mipmaps in the [Texture3D] is queried. </description> </method> + <method name="create_placeholder" qualifiers="const"> + <return type="Resource" /> + <description> + Creates a placeholder version of this resource ([PlaceholderTexture3D]). + </description> + </method> <method name="get_data" qualifiers="const"> <return type="Image[]" /> <description> diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml index d7a9d06a15..f381ee771e 100644 --- a/doc/classes/TextureProgressBar.xml +++ b/doc/classes/TextureProgressBar.xml @@ -43,7 +43,7 @@ <member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0"> Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees]. </member> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="1" /> <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" /> <member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0"> The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml index 348b4a5837..460ffbbb80 100644 --- a/doc/classes/TextureRect.xml +++ b/doc/classes/TextureRect.xml @@ -10,15 +10,15 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> + <member name="expand_mode" type="int" setter="set_expand_mode" getter="get_expand_mode" enum="TextureRect.ExpandMode" default="0"> + Defines how minimum size is determined based on the texture's size. See [enum ExpandMode] for options. + </member> <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> If [code]true[/code], texture is flipped horizontally. </member> <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false"> If [code]true[/code], texture is flipped vertically. </member> - <member name="ignore_texture_size" type="bool" setter="set_ignore_texture_size" getter="get_ignore_texture_size" default="false"> - If [code]true[/code], the size of the texture won't be considered for minimum size calculation, so the [TextureRect] can be shrunk down past the texture size. Useful for preventing [TextureRect]s from breaking GUI layout regardless of their texture size. - </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" /> <member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureRect.StretchMode" default="0"> Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode]. @@ -28,6 +28,24 @@ </member> </members> <constants> + <constant name="EXPAND_KEEP_SIZE" value="0" enum="ExpandMode"> + The minimum size will be equal to texture size, i.e. [TextureRect] can't be smaller than the texture. + </constant> + <constant name="EXPAND_IGNORE_SIZE" value="1" enum="ExpandMode"> + The size of the texture won't be considered for minimum size calculation, so the [TextureRect] can be shrunk down past the texture size. + </constant> + <constant name="EXPAND_FIT_WIDTH" value="2" enum="ExpandMode"> + The height of the texture will be ignored. Minimum width will be equal to the current height. Useful for horizontal layouts, e.g. inside [HBoxContainer]. + </constant> + <constant name="EXPAND_FIT_WIDTH_PROPORTIONAL" value="3" enum="ExpandMode"> + Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio. + </constant> + <constant name="EXPAND_FIT_HEIGHT" value="4" enum="ExpandMode"> + The width of the texture will be ignored. Minimum height will be equal to the current width. Useful for vertical layouts, e.g. inside [VBoxContainer]. + </constant> + <constant name="EXPAND_FIT_HEIGHT_PROPORTIONAL" value="5" enum="ExpandMode"> + Same as [constant EXPAND_FIT_HEIGHT], but keeps texture's aspect ratio. + </constant> <constant name="STRETCH_SCALE" value="0" enum="StretchMode"> Scale to fit the node's bounding rectangle. </constant> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 8b537545bc..2fd42666b4 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -104,7 +104,8 @@ <param index="1" name="coords" type="Vector2i" /> <param index="2" name="use_proxies" type="bool" default="false" /> <description> - Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. + Returns the tile source ID of the cell on layer [param layer] at coordinates [param coords]. Returns [code]-1[/code] if the cell does not exist. + If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. </description> </method> <method name="get_cell_tile_data" qualifiers="const"> @@ -113,8 +114,17 @@ <param index="1" name="coords" type="Vector2i" /> <param index="2" name="use_proxies" type="bool" default="false" /> <description> - Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell is not a [TileSetAtlasSource]. + Returns the [TileData] object associated with the given cell, or [code]null[/code] if the cell does not exist or is not a [TileSetAtlasSource]. If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy]. + [codeblock] + func get_clicked_tile_power(): + var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position()) + var data = tile_map.get_cell_tile_data(0, clicked_cell) + if data: + return data.get_custom_data("power") + else: + return 0 + [/codeblock] </description> </method> <method name="get_coords_for_body_rid"> @@ -185,7 +195,19 @@ <return type="Vector2i[]" /> <param index="0" name="layer" type="int" /> <description> - Returns a [Vector2] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + </description> + </method> + <method name="get_used_cells_by_id" qualifiers="const"> + <return type="Vector2i[]" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="source_id" type="int" default="-1" /> + <param index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" /> + <param index="3" name="alternative_tile" type="int" default="-1" /> + <description> + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param source_id]). + If a parameter has it's value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells]. + A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. </description> </method> <method name="get_used_rect"> @@ -321,7 +343,7 @@ <param index="1" name="y_sort_enabled" type="bool" /> <description> Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted. - Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behvaior. + Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behavior. If [code]layer[/code] is negative, the layers are accessed from the last one. </description> </method> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 7fc6ba8161..a812b52307 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -589,7 +589,7 @@ <param index="0" name="terrain_set" type="int" /> <param index="1" name="mode" type="int" enum="TileSet.TerrainMode" /> <description> - Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighbouring tiles' terrains. + Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighboring tiles' terrains. </description> </method> </methods> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index d171797e80..1b6c05284e 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -48,7 +48,7 @@ </member> <member name="time_left" type="float" setter="" getter="get_time_left"> The timer's remaining time in seconds. Returns 0 if the timer is inactive. - [b]Note:[/b] You cannot set this value. To change the timer's remaining time, use [method start]. + [b]Note:[/b] This value is read-only and cannot be set. It is based on [member wait_time], which can be set using [method start]. </member> <member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time" default="1.0"> The wait time in seconds. diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index b3145ea022..90c10e3664 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -41,6 +41,7 @@ <return type="Transform3D" /> <param index="0" name="from" type="Projection" /> <description> + Constructs a Transform3D from a [Projection] by trimming the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not copied over). </description> </constructor> <constructor name="Transform3D"> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index 584a2a2a7b..cf28dafcc9 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -45,11 +45,17 @@ <method name="create_item"> <return type="TreeItem" /> <param index="0" name="parent" type="TreeItem" default="null" /> - <param index="1" name="idx" type="int" default="-1" /> + <param index="1" name="index" type="int" default="-1" /> <description> Creates an item in the tree and adds it as a child of [param parent], which can be either a valid [TreeItem] or [code]null[/code]. If [param parent] is [code]null[/code], the root item will be the parent, or the new item will be the root itself if the tree is empty. - The new item will be the [param idx]th child of parent, or it will be the last child if there are not enough siblings. + The new item will be the [param index]-th child of parent, or it will be the last child if there are not enough siblings. + </description> + </method> + <method name="deselect_all"> + <return type="void" /> + <description> + Deselects all tree items (rows and columns). In [constant SELECT_MULTI] mode also removes selection cursor. </description> </method> <method name="edit_selected"> @@ -395,7 +401,7 @@ </signal> <signal name="item_activated"> <description> - Emitted when an item's label is double-clicked. + Emitted when an item is double-clicked, or selected with a [code]ui_accept[/code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the keyboard). </description> </signal> <signal name="item_collapsed"> @@ -409,14 +415,14 @@ Emitted when a custom button is pressed (i.e. in a [constant TreeItem.CELL_MODE_CUSTOM] mode cell). </description> </signal> - <signal name="item_double_clicked"> + <signal name="item_edited"> <description> - Emitted when an item's icon is double-clicked. + Emitted when an item is edited. </description> </signal> - <signal name="item_edited"> + <signal name="item_icon_double_clicked"> <description> - Emitted when an item is edited. + Emitted when an item's icon is double-clicked. For a signal that emits when any part of the item is double-clicked, see [signal item_activated]. </description> </signal> <signal name="item_mouse_selected"> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index ec6b166e57..91248092d9 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -18,7 +18,7 @@ <param index="3" name="disabled" type="bool" default="false" /> <param index="4" name="tooltip_text" type="String" default="""" /> <description> - Adds a button with [Texture2D] [param button] at column [param column]. The [param id] 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 [param disabled] and have a [param tooltip_text]. + Adds a button with [Texture2D] [param button] at column [param column]. The [param id] is used to identify the button in the according [signal Tree.button_clicked] signal and can be different from the buttons index. 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 [param disabled] and have a [param tooltip_text]. </description> </method> <method name="call_recursive" qualifiers="vararg"> @@ -44,10 +44,10 @@ </method> <method name="create_child"> <return type="TreeItem" /> - <param index="0" name="idx" type="int" default="-1" /> + <param index="0" name="index" type="int" default="-1" /> <description> Creates an item and adds it as a child. - The new item will be inserted as position [param idx] (the default value [code]-1[/code] means the last position), or it will be the last child if [param idx] is higher than the child count. + The new item will be inserted as position [param index] (the default value [code]-1[/code] means the last position), or it will be the last child if [param index] is higher than the child count. </description> </method> <method name="deselect"> @@ -60,17 +60,17 @@ <method name="erase_button"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Removes the button at index [param button_idx] in column [param column]. + Removes the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button" qualifiers="const"> <return type="Texture2D" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the [Texture2D] of the button at index [param button_idx] in column [param column]. + Returns the [Texture2D] of the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button_by_id" qualifiers="const"> @@ -91,17 +91,17 @@ <method name="get_button_id" qualifiers="const"> <return type="int" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the ID for the button at index [param button_idx] in column [param column]. + Returns the ID for the button at index [param button_index] in column [param column]. </description> </method> <method name="get_button_tooltip_text" qualifiers="const"> <return type="String" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns the tooltip text for the button at index [param button_idx] in column [param column]. + Returns the tooltip text for the button at index [param button_index] in column [param column]. </description> </method> <method name="get_cell_mode" qualifiers="const"> @@ -113,9 +113,9 @@ </method> <method name="get_child"> <return type="TreeItem" /> - <param index="0" name="idx" type="int" /> + <param index="0" name="index" type="int" /> <description> - Returns a child item by its index (see [method get_child_count]). This method is often used for iterating all children of an item. + Returns a child item by its [param index] (see [method get_child_count]). This method is often used for iterating all children of an item. Negative indices access the children from the last one. </description> </method> @@ -332,9 +332,9 @@ <method name="is_button_disabled" qualifiers="const"> <return type="bool" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <description> - Returns [code]true[/code] if the button at index [param button_idx] for the given [param column] is disabled. + Returns [code]true[/code] if the button at index [param button_index] for the given [param column] is disabled. </description> </method> <method name="is_checked" qualifiers="const"> @@ -419,28 +419,28 @@ <method name="set_button"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="button" type="Texture2D" /> <description> - Sets the given column's button [Texture2D] at index [param button_idx] to [param button]. + Sets the given column's button [Texture2D] at index [param button_index] to [param button]. </description> </method> <method name="set_button_color"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="color" type="Color" /> <description> - Sets the given column's button color at index [param button_idx] to [param color]. + Sets the given column's button color at index [param button_index] to [param color]. </description> </method> <method name="set_button_disabled"> <return type="void" /> <param index="0" name="column" type="int" /> - <param index="1" name="button_idx" type="int" /> + <param index="1" name="button_index" type="int" /> <param index="2" name="disabled" type="bool" /> <description> - If [code]true[/code], disables the button at index [param button_idx] in the given [param column]. + If [code]true[/code], disables the button at index [param button_index] in the given [param column]. </description> </method> <method name="set_cell_mode"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index eef35049e5..9bb92cf362 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -11,7 +11,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "modulate", Color.RED, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -19,7 +19,7 @@ Tween tween = GetTree().CreateTween(); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel]. @@ -27,7 +27,7 @@ [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE) + 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($Sprite.queue_free) [/gdscript] @@ -35,14 +35,14 @@ Tween tween = GetTree().CreateTween(); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f).SetTrans(Tween.TransitionType.Sine); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f).SetTrans(Tween.TransitionType.Bounce); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s: [codeblocks] [gdscript] var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC) - tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "modulate", Color.RED, 1) tween.tween_property($Sprite, "scale", Vector2(), 1) tween.tween_callback($Sprite.queue_free) [/gdscript] @@ -50,7 +50,7 @@ var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween.TransitionType.Elastic); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] Another interesting use for [Tween]s is animating arbitrary sets of objects: @@ -281,21 +281,21 @@ [/gdscript] [csharp] Tween tween = GetTree().CreateTween().SetLoops(); - tween.TweenCallback(new Callable(Shoot)).SetDelay(1.0f); + tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f); [/csharp] [/codeblocks] [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay: [codeblocks] [gdscript] var tween = get_tree().create_tween() - tween.tween_callback($Sprite.set_modulate.bind(Color.red)).set_delay(2) - tween.tween_callback($Sprite.set_modulate.bind(Color.blue)).set_delay(2) + tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2) + tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2) [/gdscript] [csharp] Tween tween = GetTree().CreateTween(); Sprite2D sprite = GetNode<Sprite2D>("Sprite"); - tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); - tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); + tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); + tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); [/csharp] [/codeblocks] </description> @@ -332,10 +332,10 @@ [csharp] Tween tween = CreateTween().SetLoops(); tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative(); - tween.TweenCallback(new Callable(Jump)); + tween.TweenCallback(Callable.From(Jump)); tween.TweenInterval(2.0f); tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative(); - tween.TweenCallback(new Callable(Jump)); + tween.TweenCallback(Callable.From(Jump)); tween.TweenInterval(2.0f); [/csharp] [/codeblocks] @@ -357,7 +357,7 @@ [/gdscript] [csharp] Tween tween = CreateTween(); - tween.TweenMethod(new Callable(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. + tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. [/csharp] [/codeblocks] [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay: @@ -376,7 +376,7 @@ base._Ready(); Tween tween = CreateTween(); - tween.TweenMethod(new Callable(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); + tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); } private void SetLabelText(int value) diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 7258efbdda..6c151ef958 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -17,7 +17,7 @@ func undo_something(): pass # Put here the code that reverts what's done by "do_something()". - func _on_MyButton_pressed(): + func _on_my_button_pressed(): var node = get_node("MyNode2D") undo_redo.create_action("Move the node") undo_redo.add_do_method(self, "do_something") @@ -48,10 +48,10 @@ { var node = GetNode<Node2D>("MyNode2D"); UndoRedo.CreateAction("Move the node"); - UndoRedo.AddDoMethod(this, nameof(DoSomething)); - UndoRedo.AddUndoMethod(this, nameof(UndoSomething)); - UndoRedo.AddDoProperty(node, "position", new Vector2(100, 100)); - UndoRedo.AddUndoProperty(node, "position", node.Position); + UndoRedo.AddDoMethod(this, MethodName.DoSomething); + UndoRedo.AddUndoMethod(this, MethodName.UndoSomething); + UndoRedo.AddDoProperty(node, Node2D.PropertyName.Position, new Vector2(100, 100)); + UndoRedo.AddUndoProperty(node, Node2D.PropertyName.Position, node.Position); UndoRedo.CommitAction(); } [/csharp] diff --git a/doc/classes/VScrollBar.xml b/doc/classes/VScrollBar.xml index f9baf194b7..41a87ba886 100644 --- a/doc/classes/VScrollBar.xml +++ b/doc/classes/VScrollBar.xml @@ -9,8 +9,8 @@ <tutorials> </tutorials> <members> - <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" overrides="Control" default="0" /> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" overrides="Control" enum="Control.SizeFlags" default="0" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="1" /> </members> <theme_items> <theme_item name="decrement" data_type="icon" type="Texture2D"> diff --git a/doc/classes/VSlider.xml b/doc/classes/VSlider.xml index 4bc98dea6f..2a5b5c1e0a 100644 --- a/doc/classes/VSlider.xml +++ b/doc/classes/VSlider.xml @@ -10,8 +10,8 @@ <tutorials> </tutorials> <members> - <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" overrides="Control" default="0" /> - <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" /> + <member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" overrides="Control" enum="Control.SizeFlags" default="0" /> + <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" default="1" /> </members> <theme_items> <theme_item name="grabber_offset" data_type="constant" type="int" default="0"> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 6b384d6a77..5416468ab6 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -38,7 +38,7 @@ # To get the name of the underlying Object type, you need the `get_class()` method. print("foo is a(n) %s" % foo.get_class()) # inject the class name into a formatted string. # Note also that there is not yet any way to get a script's `class_name` string easily. - # To fetch that value, you need to dig deeply into a hidden ProjectSettings setting: an Array of Dictionaries called "_global_script_classes". + # To fetch that value, you can parse the [code]res://.godot/global_script_class_cache.cfg[/code] file with the [ConfigFile] API. # Open your project.godot file to see it up close. [/gdscript] [csharp] @@ -70,6 +70,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link title="Variant class">$DOCS_URL/development/cpp/variant_class.html</link> + <link title="Variant class introduction">$DOCS_URL/contributing/development/core_and_modules/variant_class.html</link> </tutorials> </class> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index e1689133de..9f905c0ec5 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -7,6 +7,7 @@ This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a [CollisionShape3D] for the main body of your vehicle and add [VehicleWheel3D] nodes for the wheels. You should also add a [MeshInstance3D] to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. [b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle so it is better to keep this low and move the [CollisionShape3D] and [MeshInstance3D] upwards. [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody3D] class. + [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. </description> <tutorials> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 236d34383f..ab2de14638 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -55,7 +55,7 @@ <method name="get_final_transform" qualifiers="const"> <return type="Transform2D" /> <description> - Returns the total transform of the viewport. + Returns the transform from the viewport's coordinate system to the embedder's coordinate system. </description> </method> <method name="get_mouse_position" qualifiers="const"> @@ -210,6 +210,7 @@ <param index="0" name="position" type="Vector2" /> <description> Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport]. + [b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web. </description> </method> </methods> diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml index e069642e50..3781045c02 100644 --- a/doc/classes/VisualInstance3D.xml +++ b/doc/classes/VisualInstance3D.xml @@ -64,7 +64,7 @@ <member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0"> The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. </member> - <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true"> + <member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center"> If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise. The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [GPUParticles3D] and [CPUParticles3D]. </member> diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml index 2d59810a5f..6bffcdef36 100644 --- a/doc/classes/VisualShader.xml +++ b/doc/classes/VisualShader.xml @@ -26,6 +26,7 @@ <param index="1" name="mode" type="int" enum="VisualShader.VaryingMode" /> <param index="2" name="type" type="int" enum="VisualShader.VaryingType" /> <description> + Adds a new varying value node to the shader. </description> </method> <method name="can_connect_nodes" qualifiers="const"> @@ -106,12 +107,14 @@ <return type="int" /> <param index="0" name="type" type="int" enum="VisualShader.Type" /> <description> + Returns next valid node ID that can be added to the shader graph. </description> </method> <method name="has_varying" qualifiers="const"> <return type="bool" /> <param index="0" name="name" type="String" /> <description> + Returns [code]true[/code] if the shader has a varying with the given [param name]. </description> </method> <method name="is_node_connection" qualifiers="const"> @@ -137,6 +140,7 @@ <return type="void" /> <param index="0" name="name" type="String" /> <description> + Removes a varying value node with the given [param name]. Prints an error if a node with this name is not found. </description> </method> <method name="replace_node"> @@ -181,16 +185,22 @@ A shader for light calculations. </constant> <constant name="TYPE_START" value="3" enum="Type"> + A function for the "start" stage of particle shader. </constant> <constant name="TYPE_PROCESS" value="4" enum="Type"> + A function for the "process" stage of particle shader. </constant> <constant name="TYPE_COLLIDE" value="5" enum="Type"> + A function for the "collide" stage (particle collision handler) of particle shader. </constant> <constant name="TYPE_START_CUSTOM" value="6" enum="Type"> + A function for the "start" stage of particle shader, with customized output. </constant> <constant name="TYPE_PROCESS_CUSTOM" value="7" enum="Type"> + A function for the "process" stage of particle shader, with customized output. </constant> <constant name="TYPE_SKY" value="8" enum="Type"> + A shader for 3D environment's sky. </constant> <constant name="TYPE_FOG" value="9" enum="Type"> A compute shader that runs for each froxel of the volumetric fog map. @@ -199,32 +209,46 @@ Represents the size of the [enum Type] enum. </constant> <constant name="VARYING_MODE_VERTEX_TO_FRAG_LIGHT" value="0" enum="VaryingMode"> + Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] and [code]Light[/code] functions. </constant> <constant name="VARYING_MODE_FRAG_TO_LIGHT" value="1" enum="VaryingMode"> + Varying is passed from [code]Fragment[/code] function to [code]Light[/code] function. </constant> <constant name="VARYING_MODE_MAX" value="2" enum="VaryingMode"> + Represents the size of the [enum VaryingMode] enum. </constant> <constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType"> + Varying is of type [float]. </constant> <constant name="VARYING_TYPE_INT" value="1" enum="VaryingType"> + Varying is of type [int]. </constant> <constant name="VARYING_TYPE_UINT" value="2" enum="VaryingType"> + Varying is of type unsigned [int]. </constant> <constant name="VARYING_TYPE_VECTOR_2D" value="3" enum="VaryingType"> + Varying is of type [Vector2]. </constant> <constant name="VARYING_TYPE_VECTOR_3D" value="4" enum="VaryingType"> + Varying is of type [Vector3]. </constant> <constant name="VARYING_TYPE_VECTOR_4D" value="5" enum="VaryingType"> + Varying is of type [Vector4]. </constant> <constant name="VARYING_TYPE_BOOLEAN" value="6" enum="VaryingType"> + Varying is of type [bool]. </constant> <constant name="VARYING_TYPE_TRANSFORM" value="7" enum="VaryingType"> + Varying is of type [Transform3D]. </constant> <constant name="VARYING_TYPE_MAX" value="8" enum="VaryingType"> + Represents the size of the [enum VaryingType] enum. </constant> <constant name="NODE_ID_INVALID" value="-1"> + Denotes invalid [VisualShader] node. </constant> <constant name="NODE_ID_OUTPUT" value="0"> + Denotes output node of [VisualShader]. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index f95f871e52..685f5d5eef 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -58,13 +58,6 @@ Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview. </member> </members> - <signals> - <signal name="editor_refresh_request"> - <description> - Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubemap] (and their derivatives). - </description> - </signal> - </signals> <constants> <constant name="PORT_TYPE_SCALAR" value="0" enum="PortType"> Floating-point scalar. Translated to [code]float[/code] type in shader code. diff --git a/doc/classes/VisualShaderNodeConstant.xml b/doc/classes/VisualShaderNodeConstant.xml index 213ab664ad..23b97a78c7 100644 --- a/doc/classes/VisualShaderNodeConstant.xml +++ b/doc/classes/VisualShaderNodeConstant.xml @@ -4,6 +4,7 @@ A base type for the constants within the visual shader graph. </brief_description> <description> + This is an abstract class. See the derived types for descriptions of the possible values. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeDerivativeFunc.xml b/doc/classes/VisualShaderNodeDerivativeFunc.xml index 9a1ad53394..4a31969171 100644 --- a/doc/classes/VisualShaderNodeDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeDerivativeFunc.xml @@ -15,6 +15,9 @@ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0"> A type of operands and returned value. See [enum OpType] for options. </member> + <member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0"> + Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL_Compatibility renderer, this setting has no effect. + </member> </members> <constants> <constant name="OP_TYPE_SCALAR" value="0" enum="OpType"> @@ -44,5 +47,17 @@ <constant name="FUNC_MAX" value="3" enum="Function"> Represents the size of the [enum Function] enum. </constant> + <constant name="PRECISION_NONE" value="0" enum="Precision"> + No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders. + </constant> + <constant name="PRECISION_COARSE" value="1" enum="Precision"> + The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders. + </constant> + <constant name="PRECISION_FINE" value="2" enum="Precision"> + The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders. + </constant> + <constant name="PRECISION_MAX" value="3" enum="Precision"> + Represents the size of the [enum Precision] enum. + </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeDistanceFade.xml b/doc/classes/VisualShaderNodeDistanceFade.xml index 8ea0857776..c707035253 100644 --- a/doc/classes/VisualShaderNodeDistanceFade.xml +++ b/doc/classes/VisualShaderNodeDistanceFade.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeDistanceFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node representing distance fade effect. </brief_description> <description> + The distance fade effect fades out each pixel based on its distance to another object. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeIntParameter.xml b/doc/classes/VisualShaderNodeIntParameter.xml index 70335b0c77..1ee7e3f217 100644 --- a/doc/classes/VisualShaderNodeIntParameter.xml +++ b/doc/classes/VisualShaderNodeIntParameter.xml @@ -1,33 +1,45 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeIntParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node for shader parameter (uniform) of type [int]. </brief_description> <description> + A [VisualShaderNodeParameter] of type [int]. Offers additional customization for range of accepted values. </description> <tutorials> </tutorials> <members> <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + Default value of this parameter, which will be used if not set externally. [member default_value_enabled] must be enabled; defaults to [code]0[/code] otherwise. </member> <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + If [code]true[/code], the node will have a custom default value. </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntParameter.Hint" default="0"> + Range hint of this node. Use it to customize valid parameter range. </member> <member name="max" type="int" setter="set_max" getter="get_max" default="100"> + The maximum value this parameter can take. [member hint] must be either [constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect. </member> <member name="min" type="int" setter="set_min" getter="get_min" default="0"> + The minimum value this parameter can take. [member hint] must be either [constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect. </member> <member name="step" type="int" setter="set_step" getter="get_step" default="1"> + The step between parameter's values. Forces the parameter to be a multiple of the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to take effect. </member> </members> <constants> <constant name="HINT_NONE" value="0" enum="Hint"> + The parameter will not constrain its value. </constant> <constant name="HINT_RANGE" value="1" enum="Hint"> + The parameter's value must be within the specified [member min]/[member max] range. </constant> <constant name="HINT_RANGE_STEP" value="2" enum="Hint"> + The parameter's value must be within the specified range, with the given [member step] between values. </constant> <constant name="HINT_MAX" value="3" enum="Hint"> + Represents the size of the [enum Hint] enum. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeLinearSceneDepth.xml b/doc/classes/VisualShaderNodeLinearSceneDepth.xml index fa8c01ac0a..0dff2d780d 100644 --- a/doc/classes/VisualShaderNodeLinearSceneDepth.xml +++ b/doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeLinearSceneDepth" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that returns the depth value of the DEPTH_TEXTURE node in a linear space. </brief_description> <description> + This node can be used in fragment shaders. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeParameter.xml b/doc/classes/VisualShaderNodeParameter.xml index 55b10ac810..acc180a7ca 100644 --- a/doc/classes/VisualShaderNodeParameter.xml +++ b/doc/classes/VisualShaderNodeParameter.xml @@ -13,14 +13,18 @@ Name of the parameter, by which it can be accessed through the [ShaderMaterial] properties. </member> <member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeParameter.Qualifier" default="0"> + Defines the scope of the parameter. </member> </members> <constants> <constant name="QUAL_NONE" value="0" enum="Qualifier"> + The parameter will be tied to the [ShaderMaterial] using this shader. </constant> <constant name="QUAL_GLOBAL" value="1" enum="Qualifier"> + The parameter will use a global value, defined in Project Settings. </constant> <constant name="QUAL_INSTANCE" value="2" enum="Qualifier"> + The parameter will be tied to the node with attached [ShaderMaterial] using this shader. </constant> <constant name="QUAL_MAX" value="3" enum="Qualifier"> Represents the size of the [enum Qualifier] enum. diff --git a/doc/classes/VisualShaderNodeParticleAccelerator.xml b/doc/classes/VisualShaderNodeParticleAccelerator.xml index f26362b336..7a197dd8cb 100644 --- a/doc/classes/VisualShaderNodeParticleAccelerator.xml +++ b/doc/classes/VisualShaderNodeParticleAccelerator.xml @@ -1,21 +1,27 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleAccelerator" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that accelerates particles. </brief_description> <description> + Particle accelerator can be used in "process" step of particle shader. It will accelerate the particles. Connect it to the Velocity output port. </description> <tutorials> </tutorials> <members> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="VisualShaderNodeParticleAccelerator.Mode" default="0"> + Defines in what manner the particles will be accelerated. </member> </members> <constants> <constant name="MODE_LINEAR" value="0" enum="Mode"> + The particles will be accelerated based on their velocity. </constant> <constant name="MODE_RADIAL" value="1" enum="Mode"> + The particles will be accelerated towards or away from the center. </constant> <constant name="MODE_TANGENTIAL" value="2" enum="Mode"> + The particles will be accelerated tangentially to the radius vector from center to their position. </constant> <constant name="MODE_MAX" value="3" enum="Mode"> Represents the size of the [enum Mode] enum. diff --git a/doc/classes/VisualShaderNodeParticleBoxEmitter.xml b/doc/classes/VisualShaderNodeParticleBoxEmitter.xml index dbef4b806d..1bdb9d15bc 100644 --- a/doc/classes/VisualShaderNodeParticleBoxEmitter.xml +++ b/doc/classes/VisualShaderNodeParticleBoxEmitter.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleBoxEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that makes particles emitted in a box shape. </brief_description> <description> + [VisualShaderNodeParticleEmitter] that makes the particles emitted in box shape with the specified extents. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeParticleConeVelocity.xml b/doc/classes/VisualShaderNodeParticleConeVelocity.xml index c3b3621fbc..48da5b874b 100644 --- a/doc/classes/VisualShaderNodeParticleConeVelocity.xml +++ b/doc/classes/VisualShaderNodeParticleConeVelocity.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleConeVelocity" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that makes particles move in a cone shape. </brief_description> <description> + This node can be used in "start" step of particle shader. It defines the initial velocity of the particles, making them move in cone shape starting from the center, with a given spread. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeParticleEmit.xml b/doc/classes/VisualShaderNodeParticleEmit.xml index c5e9d25ca1..3e52a74aed 100644 --- a/doc/classes/VisualShaderNodeParticleEmit.xml +++ b/doc/classes/VisualShaderNodeParticleEmit.xml @@ -1,25 +1,33 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleEmit" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that forces to emit a particle from a sub-emitter. </brief_description> <description> + This node internally calls [code]emit_subparticle[/code] shader method. It will emit a particle from the configured sub-emitter and also allows to customize how its emitted. Requires a sub-emitter assigned to the particles node with this shader. </description> <tutorials> </tutorials> <members> <member name="flags" type="int" setter="set_flags" getter="get_flags" enum="VisualShaderNodeParticleEmit.EmitFlags" default="31"> + Flags used to override the properties defined in the sub-emitter's process material. </member> </members> <constants> <constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags"> + If enabled, the particle starts with the position defined by this node. </constant> <constant name="EMIT_FLAG_ROT_SCALE" value="2" enum="EmitFlags"> + If enabled, the particle starts with the rotation and scale defined by this node. </constant> <constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags"> + If enabled,the particle starts with the velocity defined by this node. </constant> <constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags"> + If enabled, the particle starts with the color defined by this node. </constant> <constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags"> + If enabled, the particle starts with the [code]CUSTOM[/code] data defined by this node. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeParticleEmitter.xml b/doc/classes/VisualShaderNodeParticleEmitter.xml index ddfd410708..abb5528d5f 100644 --- a/doc/classes/VisualShaderNodeParticleEmitter.xml +++ b/doc/classes/VisualShaderNodeParticleEmitter.xml @@ -4,6 +4,7 @@ A base class for particle emitters. </brief_description> <description> + Particle emitter nodes can be used in "start" step of particle shaders and they define the starting position of the particles. Connect them to the Position output port. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeParticleMeshEmitter.xml b/doc/classes/VisualShaderNodeParticleMeshEmitter.xml index 25dd925112..59dc74690e 100644 --- a/doc/classes/VisualShaderNodeParticleMeshEmitter.xml +++ b/doc/classes/VisualShaderNodeParticleMeshEmitter.xml @@ -1,17 +1,22 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleMeshEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that makes particles emitted in a shape defined by a [Mesh]. </brief_description> <description> + [VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape of the assigned [member mesh]. It will emit from the mesh's surfaces, either all or only the specified one. </description> <tutorials> </tutorials> <members> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> + The [Mesh] that defines emission shape. </member> <member name="surface_index" type="int" setter="set_surface_index" getter="get_surface_index" default="0"> + Index of the surface that emits particles. [member use_all_surfaces] must be [code]false[/code] for this to take effect. </member> <member name="use_all_surfaces" type="bool" setter="set_use_all_surfaces" getter="is_use_all_surfaces" default="true"> + If [code]true[/code], the particles will emit from all surfaces of the mesh. </member> </members> </class> diff --git a/doc/classes/VisualShaderNodeParticleMultiplyByAxisAngle.xml b/doc/classes/VisualShaderNodeParticleMultiplyByAxisAngle.xml index a911dbf3b4..95d031807b 100644 --- a/doc/classes/VisualShaderNodeParticleMultiplyByAxisAngle.xml +++ b/doc/classes/VisualShaderNodeParticleMultiplyByAxisAngle.xml @@ -1,13 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleMultiplyByAxisAngle" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader helper node for multiplying position and rotation of particles. </brief_description> <description> + This node helps to multiply a position input vector by rotation using specific axis. Intended to work with emitters. </description> <tutorials> </tutorials> <members> <member name="degrees_mode" type="bool" setter="set_degrees_mode" getter="is_degrees_mode" default="true"> + If [code]true[/code], the angle will be interpreted in degrees instead of radians. </member> </members> </class> diff --git a/doc/classes/VisualShaderNodeParticleOutput.xml b/doc/classes/VisualShaderNodeParticleOutput.xml index 7542272e61..4a1e61b879 100644 --- a/doc/classes/VisualShaderNodeParticleOutput.xml +++ b/doc/classes/VisualShaderNodeParticleOutput.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleOutput" inherits="VisualShaderNodeOutput" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Visual shader node that defines output values for particle emitting. </brief_description> <description> + This node defines how particles are emitted. It allows to customize e.g. position and velocity. Available ports are different depending on which function this node is inside (start, process, collision) and whether custom data is enabled. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeParticleRandomness.xml b/doc/classes/VisualShaderNodeParticleRandomness.xml index a1f9ce040a..233e072246 100644 --- a/doc/classes/VisualShaderNodeParticleRandomness.xml +++ b/doc/classes/VisualShaderNodeParticleRandomness.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleRandomness" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Visual shader node for randomizing particle values. </brief_description> <description> + Randomness node will output pseudo-random values of the given type based on the specified minimum and maximum values. </description> <tutorials> </tutorials> @@ -21,7 +23,10 @@ <constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType"> A 3D vector type. </constant> - <constant name="OP_TYPE_MAX" value="3" enum="OpType"> + <constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType"> + A 4D vector type. + </constant> + <constant name="OP_TYPE_MAX" value="4" enum="OpType"> Represents the size of the [enum OpType] enum. </constant> </constants> diff --git a/doc/classes/VisualShaderNodeParticleRingEmitter.xml b/doc/classes/VisualShaderNodeParticleRingEmitter.xml index bebce51d6b..e2ff44ed55 100644 --- a/doc/classes/VisualShaderNodeParticleRingEmitter.xml +++ b/doc/classes/VisualShaderNodeParticleRingEmitter.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleRingEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that makes particles emitted in a ring shape. </brief_description> <description> + [VisualShaderNodeParticleEmitter] that makes the particles emitted in ring shape with the specified inner and outer radii and height. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeParticleSphereEmitter.xml b/doc/classes/VisualShaderNodeParticleSphereEmitter.xml index ffbd384f1e..3d1e332c97 100644 --- a/doc/classes/VisualShaderNodeParticleSphereEmitter.xml +++ b/doc/classes/VisualShaderNodeParticleSphereEmitter.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeParticleSphereEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that makes particles emitted in a sphere shape. </brief_description> <description> + [VisualShaderNodeParticleEmitter] that makes the particles emitted in sphere shape with the specified inner and outer radii. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeProximityFade.xml b/doc/classes/VisualShaderNodeProximityFade.xml index 25051eed71..8405fcef36 100644 --- a/doc/classes/VisualShaderNodeProximityFade.xml +++ b/doc/classes/VisualShaderNodeProximityFade.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeProximityFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node representing proximity fade effect. </brief_description> <description> + The proximity fade effect fades out each pixel based on its distance to another object. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeRandomRange.xml b/doc/classes/VisualShaderNodeRandomRange.xml index adc83d808c..e1a5e0b266 100644 --- a/doc/classes/VisualShaderNodeRandomRange.xml +++ b/doc/classes/VisualShaderNodeRandomRange.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeRandomRange" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that generates a pseudo-random scalar. </brief_description> <description> + Random range node will output a pseudo-random scalar value in the specified range, based on the seed. The value is always the same for the given seed and range, so you should provide a changing input, e.g. by using time. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeRemap.xml b/doc/classes/VisualShaderNodeRemap.xml index 5a73a76e7f..73512bcb99 100644 --- a/doc/classes/VisualShaderNodeRemap.xml +++ b/doc/classes/VisualShaderNodeRemap.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeRemap" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node for remap function. </brief_description> <description> + Remap will transform the input range into output range, e.g. you can change a [code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope.remap] for more details. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index 72a7fadf1a..38fa98b21e 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -33,12 +33,18 @@ Use the texture from this shader's normal map built-in. </constant> <constant name="SOURCE_DEPTH" value="4" enum="Source"> - Use the depth texture available for this shader. + Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers). </constant> <constant name="SOURCE_PORT" value="5" enum="Source"> Use the texture provided in the input port for this function. </constant> - <constant name="SOURCE_MAX" value="6" enum="Source"> + <constant name="SOURCE_3D_NORMAL" value="6" enum="Source"> + Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_ROUGHNESS" value="7" enum="Source"> + Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_MAX" value="8" enum="Source"> Represents the size of the [enum Source] enum. </constant> <constant name="TYPE_DATA" value="0" enum="TextureType"> diff --git a/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml b/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml index 2afaa8e219..885325bc6c 100644 --- a/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml +++ b/doc/classes/VisualShaderNodeTexture2DArrayParameter.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTexture2DArrayParameter" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node for shader parameter (uniform) of type [Texture2DArray]. </brief_description> <description> + This parameter allows to provide a collection of textures for the shader. You can use [VisualShaderNodeTexture2DArray] to extract the textures from array. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTextureParameter.xml b/doc/classes/VisualShaderNodeTextureParameter.xml index ad21c4e990..8a08bea659 100644 --- a/doc/classes/VisualShaderNodeTextureParameter.xml +++ b/doc/classes/VisualShaderNodeTextureParameter.xml @@ -18,6 +18,9 @@ <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureParameter.TextureRepeat" default="0"> Sets the texture repeating mode. See [enum TextureRepeat] for options. </member> + <member name="texture_source" type="int" setter="set_texture_source" getter="get_texture_source" enum="VisualShaderNodeTextureParameter.TextureSource" default="0"> + Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. see [enum TextureSource] for options. + </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0"> Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> @@ -51,30 +54,57 @@ Represents the size of the [enum ColorDefault] enum. </constant> <constant name="FILTER_DEFAULT" value="0" enum="TextureFilter"> + Sample the texture using the filter determined by the node this shader is attached to. </constant> <constant name="FILTER_NEAREST" value="1" enum="TextureFilter"> + The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. </constant> <constant name="FILTER_LINEAR" value="2" enum="TextureFilter"> + The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. </constant> <constant name="FILTER_NEAREST_MIPMAP" value="3" enum="TextureFilter"> + The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps. </constant> <constant name="FILTER_LINEAR_MIPMAP" value="4" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. </constant> <constant name="FILTER_NEAREST_MIPMAP_ANISOTROPIC" value="5" enum="TextureFilter"> + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_LINEAR_MIPMAP] is usually more appropriate. </constant> <constant name="FILTER_LINEAR_MIPMAP_ANISOTROPIC" value="6" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_LINEAR_MIPMAP] is usually more appropriate. </constant> <constant name="FILTER_MAX" value="7" enum="TextureFilter"> Represents the size of the [enum TextureFilter] enum. </constant> <constant name="REPEAT_DEFAULT" value="0" enum="TextureRepeat"> + Sample the texture using the repeat mode determined by the node this shader is attached to. </constant> <constant name="REPEAT_ENABLED" value="1" enum="TextureRepeat"> + Texture will repeat normally. </constant> <constant name="REPEAT_DISABLED" value="2" enum="TextureRepeat"> + Texture will not repeat. </constant> <constant name="REPEAT_MAX" value="3" enum="TextureRepeat"> Represents the size of the [enum TextureRepeat] enum. </constant> + <constant name="SOURCE_NONE" value="0" enum="TextureSource"> + The texture source is not specified in the shader. + </constant> + <constant name="SOURCE_SCREEN" value="1" enum="TextureSource"> + The texture source is the screen texture which captures all opaque objects drawn this frame. + </constant> + <constant name="SOURCE_DEPTH" value="2" enum="TextureSource"> + The texture source is the depth texture from the depth prepass. + </constant> + <constant name="SOURCE_NORMAL_ROUGHNESS" value="3" enum="TextureSource"> + The texture source is the normal-roughness buffer from the depth prepass. + </constant> + <constant name="SOURCE_MAX" value="4" enum="TextureSource"> + Represents the size of the [enum TextureSource] enum. + </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeUIntParameter.xml b/doc/classes/VisualShaderNodeUIntParameter.xml index 3b549c84f7..4c95e58962 100644 --- a/doc/classes/VisualShaderNodeUIntParameter.xml +++ b/doc/classes/VisualShaderNodeUIntParameter.xml @@ -1,15 +1,19 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeUIntParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node for shader parameter (uniform) of type unsigned [int]. </brief_description> <description> + A [VisualShaderNodeParameter] of type unsigned [int]. Offers additional customization for range of accepted values. </description> <tutorials> </tutorials> <members> <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + Default value of this parameter, which will be used if not set externally. [member default_value_enabled] must be enabled; defaults to [code]0[/code] otherwise. </member> <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + If [code]true[/code], the node will have a custom default value. </member> </members> </class> diff --git a/doc/classes/VisualShaderNodeUVFunc.xml b/doc/classes/VisualShaderNodeUVFunc.xml index 541991b790..b5143b647c 100644 --- a/doc/classes/VisualShaderNodeUVFunc.xml +++ b/doc/classes/VisualShaderNodeUVFunc.xml @@ -4,6 +4,7 @@ Contains functions to modify texture coordinates ([code]uv[/code]) to be used within the visual shader graph. </brief_description> <description> + UV functions are similar to [Vector2] functions, but the input port of this node uses the shader's UV value by default. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeUVPolarCoord.xml b/doc/classes/VisualShaderNodeUVPolarCoord.xml index 8582939db3..49f7f52bc1 100644 --- a/doc/classes/VisualShaderNodeUVPolarCoord.xml +++ b/doc/classes/VisualShaderNodeUVPolarCoord.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeUVPolarCoord" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that modifies the texture UV using polar coordinates. </brief_description> <description> + UV polar coord node will transform UV values into polar coordinates, with specified scale, zoom strength and repeat parameters. It can be used to create various swirl distortions. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVarying.xml b/doc/classes/VisualShaderNodeVarying.xml index 0dbbd61f3a..0a5c5a70af 100644 --- a/doc/classes/VisualShaderNodeVarying.xml +++ b/doc/classes/VisualShaderNodeVarying.xml @@ -1,15 +1,19 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVarying" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that represents a "varying" shader value. </brief_description> <description> + Varying values are shader variables that can be passed between shader functions, e.g. from Vertex shader to Fragment shader. </description> <tutorials> </tutorials> <members> <member name="varying_name" type="String" setter="set_varying_name" getter="get_varying_name" default=""[None]""> + Name of the variable. Must be unique. </member> <member name="varying_type" type="int" setter="set_varying_type" getter="get_varying_type" enum="VisualShader.VaryingType" default="0"> + Type of the variable. Determines where the variable can be accessed. </member> </members> </class> diff --git a/doc/classes/VisualShaderNodeVaryingGetter.xml b/doc/classes/VisualShaderNodeVaryingGetter.xml index de30b18d67..dea47ed3c1 100644 --- a/doc/classes/VisualShaderNodeVaryingGetter.xml +++ b/doc/classes/VisualShaderNodeVaryingGetter.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVaryingGetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that gets a value of a varying. </brief_description> <description> + Outputs a value of a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying getter in Fragment shader requires a varying with mode set to [constant VisualShader.VARYING_MODE_VERTEX_TO_FRAG_LIGHT]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVaryingSetter.xml b/doc/classes/VisualShaderNodeVaryingSetter.xml index 57ead3d82b..b305fdd3ef 100644 --- a/doc/classes/VisualShaderNodeVaryingSetter.xml +++ b/doc/classes/VisualShaderNodeVaryingSetter.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVaryingSetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A visual shader node that sets a value of a varying. </brief_description> <description> + Inputs a value to a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying setter in Fragment shader requires a varying with mode set to [constant VisualShader.VARYING_MODE_FRAG_TO_LIGHT]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorBase.xml b/doc/classes/VisualShaderNodeVectorBase.xml index d9c9f2d79c..68cf00e819 100644 --- a/doc/classes/VisualShaderNodeVectorBase.xml +++ b/doc/classes/VisualShaderNodeVectorBase.xml @@ -1,15 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorBase" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A base type for the nodes using different vector types within the visual shader graph. + A base type for the nodes that perform vector operations within the visual shader graph. </brief_description> <description> + This is an abstract class. See the derived types for descriptions of the possible operations. </description> <tutorials> </tutorials> <members> <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeVectorBase.OpType" default="1"> - A base type. + A vector type that this operation is performed on. </member> </members> <constants> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 4cd6cf41da..c4ea11ab66 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -527,6 +527,39 @@ Set's the window's current mode. [b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and Linux. </member> + <member name="mouse_passthrough" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], all mouse event as passed to the underlying window of the same application. See also [member mouse_passthrough_polygon]. + [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows. + </member> + <member name="mouse_passthrough_polygon" type="PackedVector2Array" setter="set_mouse_passthrough_polygon" getter="get_mouse_passthrough_polygon" default="PackedVector2Array()"> + Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. + Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior). + [codeblocks] + [gdscript] + # Set region, using Path2D node. + $Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points() + + # Set region, using Polygon2D node. + $Window.mouse_passthrough_polygon = $Polygon2D.polygon + + # Reset region to default. + $Window.mouse_passthrough_polygon = [] + [/gdscript] + [csharp] + // Set region, using Path2D node. + GetNode<Window>("Window").MousePassthrough = GetNode<Path2D>("Path2D").Curve.GetBakedPoints(); + + // Set region, using Polygon2D node. + GetNode<Window>("Window").MousePassthrough = GetNode<Polygon2D>("Polygon2D").Polygon; + + // Reset region to default. + GetNode<Window>("Window").MousePassthrough = new Vector2[] {}; + [/csharp] + [/codeblocks] + [b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to [code]true[/code]. + [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is. + [b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows. + </member> <member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled). </member> @@ -695,7 +728,10 @@ Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with [member extend_to_title]. [b]Note:[/b] This flag is implemented on macOS. </constant> - <constant name="FLAG_MAX" value="7" enum="Flags"> + <constant name="FLAG_MOUSE_PASSTHROUGH" value="7" enum="Flags"> + All mouse events are passed to the underlying window of the same application. + </constant> + <constant name="FLAG_MAX" value="8" enum="Flags"> Max value of the [enum Flags]. </constant> <constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode"> @@ -735,8 +771,16 @@ Right-to-left layout direction. </constant> <constant name="WINDOW_INITIAL_POSITION_ABSOLUTE" value="0" enum="WindowInitialPosition"> + Initial window position is determined by [member position]. + </constant> + <constant name="WINDOW_INITIAL_POSITION_CENTER_PRIMARY_SCREEN" value="1" enum="WindowInitialPosition"> + Initial window position is a center of the primary screen. + </constant> + <constant name="WINDOW_INITIAL_POSITION_CENTER_MAIN_WINDOW_SCREEN" value="2" enum="WindowInitialPosition"> + Initial window position is a center of the main window screen. </constant> - <constant name="WINDOW_INITIAL_POSITION_CENTER_SCREEN" value="1" enum="WindowInitialPosition"> + <constant name="WINDOW_INITIAL_POSITION_CENTER_OTHER_SCREEN" value="3" enum="WindowInitialPosition"> + Initial window position is a center of [member current_screen] screen. </constant> </constants> <theme_items> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index 9e192177e5..0b21002893 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -13,11 +13,18 @@ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link> </tutorials> <methods> - <method name="get_axis" qualifiers="const"> - <return type="Vector2" /> + <method name="get_float" qualifiers="const"> + <return type="float" /> <param index="0" name="name" type="StringName" /> <description> - Returns a [Vector2] for the input with the given [param name]. This is used for thumbsticks and thumbpads found on many controllers. + Returns a numeric value for the input with the given [param name]. This is used for triggers and grip sensors. + </description> + </method> + <method name="get_input" qualifiers="const"> + <return type="Variant" /> + <param index="0" name="name" type="StringName" /> + <description> + Returns a [Variant] for the input with the given [param name]. This works for any input type, the variant will be typed according to the actions configuration. </description> </method> <method name="get_tracker_hand" qualifiers="const"> @@ -26,11 +33,11 @@ Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand]. </description> </method> - <method name="get_value" qualifiers="const"> - <return type="float" /> + <method name="get_vector2" qualifiers="const"> + <return type="Vector2" /> <param index="0" name="name" type="StringName" /> <description> - Returns a numeric value for the input with the given [param name]. This is used for triggers and grip sensors. + Returns a [Vector2] for the input with the given [param name]. This is used for thumbsticks and thumbpads found on many controllers. </description> </method> <method name="is_button_pressed" qualifiers="const"> @@ -54,18 +61,18 @@ Emitted when a button on this controller is released. </description> </signal> - <signal name="input_axis_changed"> + <signal name="input_float_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="value" type="Vector2" /> + <param index="1" name="value" type="float" /> <description> - Emitted when a thumbstick or thumbpad on this controller is moved. + Emitted when a trigger or similar input on this controller changes value. </description> </signal> - <signal name="input_value_changed"> + <signal name="input_vector2_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="value" type="float" /> + <param index="1" name="value" type="Vector2" /> <description> - Emitted when a trigger or similar input on this controller changes value. + Emitted when a thumbstick or thumbpad on this controller is moved. </description> </signal> </signals> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index db2910f25e..93e6a5497c 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -92,18 +92,18 @@ Emitted when a button on this tracker is released. </description> </signal> - <signal name="input_axis_changed"> + <signal name="input_float_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="vector" type="Vector2" /> + <param index="1" name="value" type="float" /> <description> - Emitted when a thumbstick or thumbpad on this tracker moves. + Emitted when a trigger or similar input on this tracker changes value. </description> </signal> - <signal name="input_value_changed"> + <signal name="input_vector2_changed"> <param index="0" name="name" type="String" /> - <param index="1" name="value" type="float" /> + <param index="1" name="vector" type="Vector2" /> <description> - Emitted when a trigger or similar input on this tracker changes value. + Emitted when a thumbstick or thumbpad on this tracker moves. </description> </signal> <signal name="pose_changed"> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index d0ef664281..e1a98f0ea4 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -60,7 +60,7 @@ _can_shoot = false _cool_down.start() - func _on_CoolDownTimer_timeout(): + func _on_cool_down_timer_timeout(): _can_shoot = true [/gdscript] [csharp] diff --git a/doc/translations/ar.po b/doc/translations/ar.po index 751017b573..eb8e6dc7b6 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -30107,7 +30107,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 1552c15271..cce60f13ac 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -30023,7 +30023,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 40ab5e3413..3c793335e2 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -1,6 +1,6 @@ # LANGUAGE translation of the Godot Engine class reference. -# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. @@ -29900,7 +29900,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 1bd920e19b..b2072217a1 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -30498,7 +30498,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/de.po b/doc/translations/de.po index 1533aa651d..14d2291f8c 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -33701,7 +33701,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/el.po b/doc/translations/el.po index 13c4fbfe68..63ddea8f7b 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -29951,7 +29951,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/es.po b/doc/translations/es.po index 8ed223238d..9462004570 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -39,12 +39,13 @@ # Keyla Arroyos <keylaarroyos@protonmail.com>, 2022. # Victor Stancioiu <victorstancioiu@gmail.com>, 2022. # yohanger <yohangerariel@gmail.com>, 2022. +# Mateo <mfdez920@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-29 20:23+0000\n" -"Last-Translator: yohanger <yohangerariel@gmail.com>\n" +"PO-Revision-Date: 2023-01-12 06:06+0000\n" +"Last-Translator: Mateo <mfdez920@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -52,7 +53,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -751,7 +752,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -776,7 +776,7 @@ msgid "" "projects exported in debug mode if not connected to a debugging server." msgstr "" "Devuelve un conjunto de diccionarios que representan la pila de llamadas " -"actual.\n" +"actual. Véase también [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -39560,6 +39560,7 @@ msgid "" msgstr "" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -39571,7 +39572,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "Establece una imagen personalizada del cursor del ratón, que sólo es visible " "dentro de la ventana del juego. También se puede especificar el punto de " diff --git a/doc/translations/et.po b/doc/translations/et.po index 7f92671d8f..b7512b6ae5 100644 --- a/doc/translations/et.po +++ b/doc/translations/et.po @@ -29913,7 +29913,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fa.po b/doc/translations/fa.po index 787c7ff937..ce5dd6b0c2 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -30352,7 +30352,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fi.po b/doc/translations/fi.po index fc517a6ff5..0f19296424 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -30034,7 +30034,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 749fea9ef9..bfa8c75c7a 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -29919,7 +29919,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 2898e9ec19..a57c138429 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -60,13 +60,14 @@ # Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022. # Landry Simo <landrysimo99@gmail.com>, 2022. # Alexis Coudert <coudert.alex@gmail.com>, 2022. +# Callim Ethee <callimethee@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-12-03 00:47+0000\n" -"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n" +"PO-Revision-Date: 2023-01-01 02:51+0000\n" +"Last-Translator: Callim Ethee <callimethee@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" "Language: fr\n" @@ -74,7 +75,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -137,9 +138,8 @@ msgid "Default" msgstr "Défaut" #: doc/tools/make_rst.py -#, fuzzy msgid "Setter" -msgstr "Setter" +msgstr "Donneur" #: doc/tools/make_rst.py msgid "value" @@ -39456,7 +39456,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 67bd7d902f..9b3ea41370 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -29908,7 +29908,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/hi.po b/doc/translations/hi.po index 75318a4554..ca1ba04874 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -29907,7 +29907,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/hu.po b/doc/translations/hu.po index e99babd548..f5a053dfc9 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -29927,7 +29927,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/id.po b/doc/translations/id.po index ad63a828e5..8a1e757105 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -30324,7 +30324,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/is.po b/doc/translations/is.po index 6bf49858f4..0afd2be589 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -29907,7 +29907,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/it.po b/doc/translations/it.po index 37488c9ebd..35ff1ac6f3 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -31127,7 +31127,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ja.po b/doc/translations/ja.po index cabf1da54a..2798995dfa 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -33191,7 +33191,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ko.po b/doc/translations/ko.po index 72a7780a4c..3b3137f849 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -19,12 +19,13 @@ # ì´ì§€ë¯¼ <jiminaleejung@gmail.com>, 2022. # nulltable <un5450@naver.com>, 2022. # Godoto <aicompose@gmail.com>, 2022. +# 오지훈 <jule1130@naver.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-10-18 18:00+0000\n" -"Last-Translator: Godoto <aicompose@gmail.com>\n" +"PO-Revision-Date: 2023-01-19 14:47+0000\n" +"Last-Translator: 오지훈 <jule1130@naver.com>\n" "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ko/>\n" "Language: ko\n" @@ -32,11 +33,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1\n" #: doc/tools/make_rst.py msgid "Description" -msgstr "ì„œìˆ " +msgstr "설명" #: doc/tools/make_rst.py msgid "Tutorials" @@ -30234,7 +30235,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/lt.po b/doc/translations/lt.po index 1cf0ffef48..c52d238af9 100644 --- a/doc/translations/lt.po +++ b/doc/translations/lt.po @@ -29917,7 +29917,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/lv.po b/doc/translations/lv.po index fd9ddf6f51..bf5aa78341 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -29925,7 +29925,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 19db2e5f94..71013cc0e7 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -29905,7 +29905,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 3b7f482e48..6431d1756d 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -29917,7 +29917,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ne.po b/doc/translations/ne.po index c616f7b4e1..b043d7c5af 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -29905,7 +29905,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/nl.po b/doc/translations/nl.po index cf40d032cf..de3a4a7497 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -29978,7 +29978,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/pl.po b/doc/translations/pl.po index cd2bedd302..a5c59f489b 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -30529,7 +30529,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/pt.po b/doc/translations/pt.po index d3d9b9aadf..0f7b9f54e3 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -4,7 +4,7 @@ # This file is distributed under the same license as the Godot source code. # # Reubens Sanders <reubensst@protonmail.com>, 2021. -# ssantos <ssantos@web.de>, 2022. +# ssantos <ssantos@web.de>, 2022, 2023. # Felipe SiFa <felipe@logus.digital>, 2022. # Renu <ifpilucas@gmail.com>, 2022. # Diogo Gomes <dgomes@graphnode.com>, 2022. @@ -18,7 +18,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-18 16:48+0000\n" +"PO-Revision-Date: 2023-01-11 16:51+0000\n" "Last-Translator: ssantos <ssantos@web.de>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pt/>\n" @@ -27,7 +27,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -394,8 +394,8 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" -"Retorna um caractere como uma String de um dado code point Unicode (que é " -"compatÃvel com ASCII code);\n" +"Retorna um caractere como uma cadeia de caracteres de um dado code point " +"Unicode (compatÃvel com ASCII code);\n" "[codeblock]\n" "a = char(65) # a é \"A\"\n" "a = char(65 + 32) # a é \"a\"\n" @@ -517,15 +517,15 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" -"Compara dois valores verificando seu conteúdo real, por meio de recursão em " -"um [Array] ou [Dictionary] em todos os seus nÃveis.\n" -"Esta função se asemelha ou difere de [code]==[/code] de diversas maneiras:\n" +"Compara dois valores verificando o conteúdo real deles, por meio de recursão " +"em um [Array] ou [Dictionary] em todos os seus nÃveis.\n" +"Esta função compara a [code]==[/code] de diversas maneiras:\n" "- Para [code]null[/code], [code]int[/code], [code]float[/code], " "[code]String[/code], [code]Object[/code] e [code] RID[/code] tanto " "[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma forma.\n" "- Para [code]Dictionary[/code], [code]==[/code] considera-se igual se, e " "somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/" -"code], sem recursão ou checagem de seu conteúdo.\n" +"code], sem recursão ou checagem do seu conteúdo.\n" "- Para [code]Array[/code], [code]==[/code] considera igual se, e somente se, " "cada item no primeiro [code]Array[/code] for igual ao seu homólogo no " "segundo [ code]Array[/code], conforme informado pelo próprio [code]==[/" @@ -928,7 +928,7 @@ msgid "" "[/codeblock]" msgstr "" "Retorna o comprimento da Variant [code]var[/code]. Comprimento é a contagem " -"de caracteres de uma String, contagem de elementos de uma Array, o tamanho " +"de caracteres de uma cadeia, contagem de elementos de uma Array, o tamanho " "de um Dicionario, etc.\n" "[b]Note:[/b] Gera um erro fatal se Variant não puder retornar um " "comprimento.\n" @@ -1361,7 +1361,7 @@ msgid "" "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" -"Converte um ou mais argumentos de qualquer tipo para string da melhor " +"Converte um ou mais argumentos de qualquer tipo para cadeia da melhor " "maneira possÃvel e imprime no console\n" "[codeblock]\n" "a = [1, 2, 3]\n" @@ -1370,7 +1370,7 @@ msgstr "" "[b]Nota:[/b] Considere usar [method push_error] e [method push_warning] para " "imprimir mensagens de erro e aviso ao invés de [method print]. Isso os " "distinguirá de impressões com propósito de depuração e também mostrará um " -"rastreamento de pilha quando um erro ou aviso é impresso ." +"rastreamento de pilha quando um erro ou aviso é impresso." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1890,7 +1890,7 @@ msgid "" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" -"Converte um ou mais argumentos de quaisquer tipos para string na melhor " +"Converte um ou mais argumentos de quaisquer tipos para cadeia na melhor " "maneira possÃvel.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" @@ -1909,7 +1909,7 @@ msgid "" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" -"Converte um string formatado que foi retornado por [method var2str] para o " +"Converte uma cadeia formatada que foi retornada por [method var2str] para o " "valor original.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" @@ -2025,8 +2025,8 @@ msgid "" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" msgstr "" -"Verifica se [code]json[/code] contém dados JSON válidos. Retorna um String " -"vazio se válido, ou uma mensagem de erro caso contrário.\n" +"Verifica se [code]json[/code] contém dados JSON válidos. Retorna uma cadeia " +"vazia se for válida ou uma mensagem de erro caso contrário.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" @@ -2062,8 +2062,8 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"Converte uma Variant [code]var[/code] para um string formatado que pode ser " -"convertido de volta com [method str2var].\n" +"Converte uma Variant [code]var[/code] para uma cadeia formatada que pode ser " +"convertida de volta com [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" @@ -3555,59 +3555,59 @@ msgstr "Máscara da tecla Group Switch." #: doc/classes/@GlobalScope.xml msgid "Left mouse button." -msgstr "Botão esquerdo do mouse." +msgstr "Botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button." -msgstr "Botão direito do mouse." +msgstr "Botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." -msgstr "Botão central do mouse." +msgstr "Botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." -msgstr "Primeiro botão extra do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Primeiro botão extra do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." -msgstr "Segundo botão extra do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Segundo botão extra do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." -msgstr "Roda do mouse para cima." +msgstr "Roda do rato para cima." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." -msgstr "Roda do mouse para baixo." +msgstr "Roda do rato para baixo." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." -msgstr "Botão esquerdo da roda do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Botão esquerdo da roda do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." -msgstr "Botão direito da roda do mouse (disponÃvel em apenas alguns mouses)." +msgstr "Botão direito da roda do rato (disponÃvel em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." -msgstr "Máscara do botão esquerdo do mouse." +msgstr "Máscara do botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." -msgstr "Máscara do botão direito do mouse." +msgstr "Máscara do botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." -msgstr "Máscara do botão central do mouse." +msgstr "Máscara do botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." -msgstr "Máscara do primeiro botão extra do mouse." +msgstr "Máscara do primeiro botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." -msgstr "Máscara do segundo botão extra do mouse." +msgstr "Máscara do segundo botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Invalid button or axis." @@ -4354,7 +4354,6 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "" "Hints that a float property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " @@ -4362,9 +4361,9 @@ msgid "" "easing." msgstr "" "Sugere que uma propriedade float deve ser editada através de uma função de " -"suavização. A string de sugestão pode incluir [code]\"attenuation\"[/code] " -"para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para incluir " -"também a suavização in/out." +"flexibilização. A cadeia de sugestão pode incluir [code]\"attenuation\"[/" +"code] para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para " +"incluir também a flexibilização in/out." #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." @@ -17844,11 +17843,11 @@ msgstr "" #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." -msgstr "Enviado quando o ponteiro do mouse entra no nó." +msgstr "Enviado quando o ponteiro do rato entra no nó." #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." -msgstr "Enviado quando o ponteiro do mouse sai do nó." +msgstr "Enviado quando o ponteiro do rato sai do nó." #: doc/classes/Control.xml msgid "Sent when the node grabs focus." @@ -30979,7 +30978,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -37028,7 +37031,7 @@ msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the position of the agent in world space." -msgstr "Retorna a posição global do mouse." +msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -37256,7 +37259,7 @@ msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." -msgstr "Retorna a posição global do mouse." +msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy @@ -65291,11 +65294,11 @@ msgstr "Emitido quando um item é editado." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." -msgstr "Emitido quando um item é editado com botão direito do mouse." +msgstr "Emitido quando um item é editado com botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." -msgstr "Emitido quando um item é selecionado com o botão direito do mouse." +msgstr "Emitido quando um item é selecionado com o botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." @@ -65310,7 +65313,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "" -"Emitido quando um clique com o botão esquerdo do mouse não seleciona nenhum " +"Emitido quando um clique com o botão esquerdo do rato não seleciona nenhum " "item." #: doc/classes/Tree.xml diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index 463bc9c957..687566bef1 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -45,12 +45,13 @@ # Mr.Albino <ricmorsoleto@gmail.com>, 2022. # Zer0-Zer0 <dankmemerson@tutanota.com>, 2022. # Julio Yagami <juliohenrique31501234@hotmail.com>, 2022. +# Andrey Gonçalves <kaptaryd@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-09 19:48+0000\n" -"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n" +"PO-Revision-Date: 2023-01-09 20:42+0000\n" +"Last-Translator: Andrey Gonçalves <kaptaryd@gmail.com>\n" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/pt_BR/>\n" "Language: pt_BR\n" @@ -58,7 +59,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -860,7 +861,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " @@ -883,8 +883,26 @@ msgid "" "See also [method lerp] which performs the reverse of this operation, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" -"Retornar a interpolação ou extrapolação do fator considerando o ranger " -"especÃfico [code ]para[/code]" +"Retorna o fator de interpolação ou extrapolação considerando o intervalo " +"especificado no [code]de[/code] e [code]para[/code], e o valor interpolado " +"especificado no [code]peso[/code]. O valor retornado irá ser entre " +"[code]0.0[/code] e [code]1.0[/code] se [code]peso[/code] for entre [code]de[/" +"code] e [code]para[/code] (inclusivo). Se [code]peso[/code] está fora do " +"intervalo especificado, então um fator de extrapolação será retornado " +"(retorna valor menor que [code]0.0[/code] ou maior que [code]1.0[/code]). " +"Use [method clamp] no resultado do [method inverse_lerp] se isso não for o " +"desejado.\n" +"[codeblock]\n" +"# A razão da interpolação no uso do `lerp()` abaixo é 0.75.\n" +"var meio = lerp(20, 30, 0.75)\n" +"#`meio` agora é 27.5.\n" +"# Agora, vamos fingir que esquecemos a razão original e o queremos de " +"volta.\n" +"var razao = inverse_lerp(20, 30, 27.5)\n" +"#`razao` agora é 0.75.\n" +"[/codeblock]\n" +"Veja também o [method lerp] que faz o inverso desta operação, e [method " +"range_lerp] para mapear uma série contÃnua de valores uns aos outros." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1423,6 +1441,17 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"Imprime um rastreamento de pilha no local do código atual. Veja também " +"[method get_stack]\n" +"A saÃda no console seria mais ou menos assim:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Nota:[/b] [method print_stack] só funciona se a instância em execução " +"estiver conectada a um servidor de depuração (ou seja, uma instância do " +"editor). [method print_stack] não funcionará em projetos exportados no modo " +"de lançamento ou em projetos exportados no modo de depuração se não estiver " +"conectado a um servidor de depuração." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4070,74 +4099,105 @@ msgid "" "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" +"Mensagem de pressão do canal MIDI. Esta mensagem geralmente é enviada ao " +"pressionar a tecla após ela \"ir de dentro pra fora\". Essa mensagem é " +"diferente do pós-toque polifônico, pois indica a pressão mais alta em todas " +"as teclas." #: doc/classes/@GlobalScope.xml msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" +"Mensagem MIDI de dobra de tom (pitch bend). Esta mensagem é enviada para " +"indicar uma mudança no dobrador de tom (roda ou alavanca, tipicamente)." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" +"Mensagem exclusiva do sistema MIDI. Isso tem um comportamento exclusivo do " +"dispositivo do qual você está recebendo entrada. A obtenção desses dados não " +"está implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " "synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" +"Mensagem MIDI de um quarto de quadro. Contém informações de tempo usadas " +"para sincronizar dispositivos MIDI. A obtenção desses dados não está " +"implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " "start of the song. Getting this data is not implemented in Godot." msgstr "" +"Mensagem de ponteiro de posição de música MIDI. Dá o número de semicolcheias " +"(cada 16ª nota) desde o inÃcio da música. A obtenção desses dados não está " +"implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" +"Mensagem MIDI de seleção de música. Especifica qual sequência ou música será " +"tocada. A obtenção desses dados não está implementada no Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" +"Mensagem de solicitação de sintonia MIDI. Ao receber uma solicitação de " +"sintonia, todos os sintetizadores analógicos devem sintonizar seus " +"osciladores." #: doc/classes/@GlobalScope.xml msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" +"Mensagem de relógio de tempo MIDI. Enviado 24 vezes por semÃnima quando a " +"sincronização é necessária." #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" +"mensagem de inÃcio MIDI. Inicie a reprodução da sequência atual. Esta " +"mensagem será seguida de relógios de temporização." #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" +"Mensagem de continuação MIDI. Continue no ponto em que a sequência foi " +"interrompida." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." -msgstr "" +msgstr "Mensagem de parada MIDI. Pare a sequência atual." #: doc/classes/@GlobalScope.xml msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "" +"Mensagem de detecção ativa de MIDI. Esta mensagem deve ser enviada " +"repetidamente para informar ao receptor que uma conexão está ativa." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" +"Mensagem de reinicialização do sistema MIDI. Redefina todos os receptores no " +"sistema para o status de inicialização. Ele não deve ser enviado no próprio " +"power-up." #: doc/classes/@GlobalScope.xml msgid "" @@ -31205,7 +31265,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ro.po b/doc/translations/ro.po index dd88e8d66b..94c966c61c 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -29940,7 +29940,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 9d569d7760..b76873e4f1 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -57,12 +57,14 @@ # Handsless coder <yfintktajy1@gmail.com>, 2022. # Evgeniy Khramov <thejenjagamertjg@gmail.com>, 2022. # Григорий <bolon667@gmail.com>, 2022. +# Artur Leonov (Depish) <depish.eskry@yandex.ru>, 2022. +# Patrik <avdmur@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-06 11:48+0000\n" -"Last-Translator: Григорий <bolon667@gmail.com>\n" +"PO-Revision-Date: 2022-12-23 10:00+0000\n" +"Last-Translator: Patrik <avdmur@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ru/>\n" "Language: ru\n" @@ -71,7 +73,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -127,7 +129,7 @@ msgstr "УнаÑледовано:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "(переназначает %s)" +msgstr "(переопределÑет %s)" #: doc/tools/make_rst.py msgid "Default" @@ -461,9 +463,9 @@ msgstr "" "Ограничивает [code]value[/code], Ð²Ð¾Ð·Ð²Ñ€Ð°Ñ‰Ð°Ñ Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ðµ не меньше [code]min[/" "code] и не больше [code]max[/code].\n" "[codeblock]\n" -"a = clamp(1000, 1, 20) # a будет 20\n" -"a = clamp(-10, 1, 20) # a будет 1\n" -"a = clamp(15, 1, 20) # a будет 15\n" +"a = clamp(1000, 1, 20) # вернёт 20\n" +"a = clamp(-10, 1, 20) # вернёт 1\n" +"a = clamp(15, 1, 20) # вернёт 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -534,12 +536,12 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" -"[b]Примечание:[/b] [code]dectime[/code] был уÑтаревшим и будет удален в " -"Godot 4.0, пожалуйÑта, иÑпользуйте [метод move_toward] вмеÑто него.\n" +"[b]Примечание:[/b] [code]dectime[/code] уÑтарел и будет удален в Godot 4.0, " +"пожалуйÑта, иÑпользуйте [method move_toward] вмеÑто него.\n" "Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" -"a = dectime(60, 10, 0.1)) # a равно 59.0\n" +"a = dectime(60, 10, 0.1)) # вернёт59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -635,7 +637,7 @@ msgstr "" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() шпаргалка значений кривой[/url]\n" -"См. также [метод smoothstep]. ЕÑли вам нужно выполнить более Ñложные " +"См. также [method smoothstep]. ЕÑли вам нужно выполнить более Ñложные " "переходы, иÑпользуйте [Tween] или [AnimationPlayer]." #: modules/gdscript/doc_classes/@GDScript.xml @@ -766,7 +768,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -790,22 +791,27 @@ msgid "" "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" -"Возвращает маÑÑив Ñловарей, предÑтавлÑющий текущий Ñтек вызовов.\n" +"Возвращает маÑÑив Ñловарей, предÑтавлÑющий текущий Ñтек вызовов. См. также " +"[method print_stack].\n" "[codeblock]\n" "func _ready():\n" -" foo()\n" +"\tfoo()\n" "\n" "func foo():\n" -" bar()\n" +"\tbar()\n" "\n" "func bar():\n" -" print(get_stack())\n" +"\tprint(get_stack())\n" "[/codeblock]\n" "выведет\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] [method get_stack] работает только при подключенном " +"Ñервере отладки (например в редакторе). [method get_stack] не будет работать " +"в проектах, ÑкÑпортированных в режиме release или в проектах " +"ÑкÑпортированных в режиме debug, еÑли они не подключены к Ñерверу отладки." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -914,7 +920,8 @@ msgstr "" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` теперь 0.75.\n" "[/codeblock]\n" -"Смотрите также [метод lerp], который выполнÑет обратную Ñтой операцию." +"Смотрите также [method lerp], который выполнÑет обратную операцию и [method " +"range_lerp] Ð´Ð»Ñ Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ñледовательного Ñ€Ñда значений в другом." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1048,23 +1055,23 @@ msgid "" msgstr "" "Ð›Ð¸Ð½ÐµÐ¹Ð½Ð°Ñ Ð¸Ð½Ñ‚ÐµÑ€Ð¿Ð¾Ð»ÑÑ†Ð¸Ñ Ð¼ÐµÐ¶Ð´Ñƒ Ð´Ð²ÑƒÐ¼Ñ ÑƒÐ³Ð»Ð°Ð¼Ð¸ (в радианах) по нормализованному " "значению.\n" -"Ðналогично [методу lerp], но корректно интерполируетÑÑ, когда углы " -"оборачивают вокруг [конÑтанты @GDScript.TAU]. Чтобы выполнить упрощенную " -"интерполÑцию Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода lerp_angle], объедините его Ñ [методом ease] " -"или [методом smoothstep].\n" +"Ðналогично [method lerp], но корректно интерполируетÑÑ, когда углы " +"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную " +"интерполÑцию Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method lerp_angle], объедините его Ñ [method ease] " +"или [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" -" var min_angle = deg2rad(0.0)\n" -" var max_angle = deg2rad(90.0)\n" -" rotation = lerp_angle(min_angle, max_angle, elapsed)\n" -" elapsed += delta\n" +"\tvar min_angle = deg2rad(0.0)\n" +"\tvar max_angle = deg2rad(90.0)\n" +"\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" +"\telapsed += delta\n" "[/codeblock]\n" "[b]Примечание:[/b] Ðтот метод проходит через кратчайший путь между " "[code]from[/code] и [code]to[/code]. Тем не менее, еÑли разница между Ñтими " -"Ð´Ð²ÑƒÐ¼Ñ ÑƒÐ³Ð»Ð°Ð¼Ð¸ и любым целым чиÑлом [code]k[/code] приблизительно [code]PI + " -"k * TAU[/code], неочевидно в какую Ñторону [/code]из-за ошибок в точноÑти " +"Ð´Ð²ÑƒÐ¼Ñ ÑƒÐ³Ð»Ð°Ð¼Ð¸ и любым целым чиÑлом [code]k[/code] приблизительно [code]PI + k " +"* TAU[/code], неочевидно в какую Ñторону [/code]из-за ошибок в точноÑти " "чиÑел Ñ Ð¿Ð»Ð°Ð²Ð°ÑŽÑ‰ÐµÐ¹ точкой. Ðапример, [code]lerp_angle(0, PI, weight)[/code] " "оборачиваетÑÑ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð² чаÑовой Ñтрелки, а [code]lerp_angle(0, PI + 5 * TAU, " "weight)[/code] оборачиваетÑÑ Ð¿Ð¾ чаÑовой." @@ -1098,6 +1105,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " @@ -1124,19 +1132,19 @@ msgstr "" "ÑÑылаютÑÑ Ð² другом меÑте, например, в другом Ñкрипте или в Ñцене), что может " "вызвать небольшую задержку, оÑобенно при загрузке Ñцен. Чтобы избежать " "ненужных задержек при многократной загрузке чего-либо, либо Ñохраните реÑÑƒÑ€Ñ " -"в переменной, либо иÑпользуйте [метод preload].\n" +"в переменной, либо иÑпользуйте [method preload].\n" "[b]Примечание: [/b] Пути к реÑурÑам можно получить, щёлкнув правой кнопкой " "мыши на реÑурÑе в панели Â«Ð¤Ð°Ð¹Ð»Ð¾Ð²Ð°Ñ ÑиÑтема» и выбрав \"Копировать путь\" или " "перетащив файл из панели Â«Ð¤Ð°Ð¹Ð»Ð¾Ð²Ð°Ñ ÑиÑтема» в Ñценарий.\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory and " "cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" +"var main = load(\"res://main.tscn\") # main будет Ñодержать объект " +"PackedScene.\n" "[/codeblock]\n" "[b]Важно:[/b] Путь должен быть абÑолютным, локальный путь проÑто вернет " "[code]null[/code].\n" -"Ðтот метод предÑтавлÑет Ñобой упрощенную верÑию [метода ResourceLoader." +"Ðтот метод предÑтавлÑет Ñобой упрощенную верÑию [method ResourceLoader." "load], который можно иÑпользовать Ð´Ð»Ñ Ð±Ð¾Ð»ÐµÐµ Ñложных Ñценариев." #: modules/gdscript/doc_classes/@GDScript.xml @@ -1449,6 +1457,16 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"Выводит Ñтек вызовов из текущей функции. Смотрите также: [method " +"get_stack].\n" +"Вывод в конÑоли будет примерно таким:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Примечание:[/b] [method print_stack] работает только при подключенном " +"Ñервере отладки (например в редакторе). [method print_stack] не будет " +"работать в проектах, ÑкÑпортированных в режиме release или в проектах " +"ÑкÑпортированных в режиме debug, еÑли они не подключены к Ñерверу отладки." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1687,7 +1705,7 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"Возвращает маÑÑив Ñ Ð·Ð°Ð´Ð°Ð½Ð½Ñ‹Ð¼ диапазоном. [метод range] может быть вызван " +"Возвращает маÑÑив Ñ Ð·Ð°Ð´Ð°Ð½Ð½Ñ‹Ð¼ диапазоном. [method range] может быть вызван " "Ñ‚Ñ€ÐµÐ¼Ñ ÑпоÑобами:\n" "[code]range(n: int)[/code]: ÐачинаетÑÑ Ñ 0, увеличиваетÑÑ Ñ ÑˆÐ°Ð³Ð¾Ð¼ в 1 и " "оÑтанавливаетÑÑ [i]перед[/i] [code]n[/code]. Ðргумент [code]n[/code] Ñто " @@ -1702,16 +1720,16 @@ msgstr "" "[b]инклюзив[/b] и [b]ÑкÑклюзив[/b], ÑоответÑтвенно. Ðргумент [code]s[/code] " "[b]может[/b] быть негативным, но не [code]0[/code]. ЕÑли [code]s[/code] Ñто " "[code]0[/code], будет выведено Ñообщение об ошибке.\n" -"[метод range] преобразует вÑе аргументы в [int] перед обработкой.\n" +"[method range] преобразует вÑе аргументы в [int] перед обработкой.\n" "[b]Примечание:[/b] Возвращает пуÑтой маÑÑив, еÑли ни одно значение не " "удовлетворÑет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или " "[code]range(5, 5, 1)[/code]).\n" "Примеры:\n" "[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"print(range(4)) # Выведет [0, 1, 2, 3]\n" +"print(range(2, 5)) # Выведет [2, 3, 4]\n" +"print(range(0, 6, 2)) # Выведет [0, 2, 4]\n" +"print(range(4, 1, -1)) # Выведет [4, 3, 2]\n" "[/codeblock]\n" "Чтобы выполнить итерацию по [Array] в обратном порÑдке, иÑпользуйте:\n" "[codeblock]\n" @@ -1739,6 +1757,18 @@ msgid "" "For complex use cases where you need multiple ranges, consider using [Curve] " "or [Gradient] instead." msgstr "" +"Ограничивает [code]значение[/code] из диапазона [code][istart, istop][/code] " +"до диапазона [code][ostart, ostop][/code]. Смотрите также [method lerp] и " +"[method inverse_lerp]. ЕÑли [code]значение[/code] за пределами [code]" +"[istart, istop][/code], тогда, выходное значение тоже будет за пределами " +"[code][ostart, ostop][/code]. ИÑпользуйте [method clamp] Ñо значением " +"полученным от [method range_lerp] еÑли не хотите выходить за пределы.[/" +"code]\n" +"[codeblock]\n" +"range_lerp(75, 0, 100, -1, 1) # Возвращает 0.5\n" +"[/codeblock]\n" +"Ð”Ð»Ñ Ñлучаев где вам нужно неÑколько диапазонов, иÑпользуйте [Curve] или " +"[Gradient]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1755,10 +1785,10 @@ msgstr "" "в большую Ñторону.\n" "[codeblock]\n" "a = round(2.49) # Возвращает 2.0\n" -"a = round(2.5) # Возвращает 3.0\n" +"a = round(2.5)\t# Возвращает 3.0\n" "a = round(2.51) # Возвращает 3.0\n" "[/codeblock]\n" -"См. также[метод floor], [метод ceil], [метод stepify], и [int]." +"См. также[method floor], [method ceil], [method stepify], и [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1852,14 +1882,15 @@ msgstr "" "S-образной кривой, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ ÑоответÑтвует значению [code]s[/code] между " "[code]0[/code] и [code]1[/code].\n" "S-Ð¾Ð±Ñ€Ð°Ð·Ð½Ð°Ñ ÐºÑ€Ð¸Ð²Ð°Ñ ÑвлÑетÑÑ ÐºÑƒÐ±Ð¸Ñ‡ÐµÑким Ñрмитовым Ñплайном, заданным функцией " -"[code]f(s) = 3*s^2 - 2*s^3[/code].\n" +"[code]f(y) = 3*y^2 - 2*y^3[/code], где [code]y = (x-from) / (to-from)[/" +"code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Возвращает 0.0\n" "smoothstep(0, 2, 0.5) # Возвращает 0.15625\n" "smoothstep(0, 2, 1.0) # Возвращает 0.5\n" "smoothstep(0, 2, 2.0) # Возвращает 1.0\n" "[/codeblock]\n" -"Ð’ Ñравнении Ñ [method ease] Ñо значение кривой [code]-1.6521[/code], [метод " +"Ð’ Ñравнении Ñ [method ease] Ñо значение кривой [code]-1.6521[/code], [method " "smoothstep] возвращает наиболее плавную кривую без внезапных изменений " "производной. ЕÑли вам нужно выполнить более продвинутые перемещениÑ, " "иÑпользуйте [Tween] или [AnimationPlayer].\n" @@ -1956,8 +1987,8 @@ msgid "" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" -"Преобразует форматированную Ñтроку, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð±Ñ‹Ð»Ð° возвращена [методом " -"var2str] в иÑходное значение.\n" +"Преобразует форматированную Ñтроку, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð±Ñ‹Ð»Ð° возвращена [method var2str] " +"в иÑходное значение.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" @@ -2265,7 +2296,7 @@ msgid "" msgstr "" "ОÑтанавливает выполнение функции и возвращает текущее приоÑтановленное " "ÑоÑтоÑние вызывающей функции.\n" -"Ð’Ñ‹Ð·Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð»Ð¶Ð½Ð° вызвать [метод GDScriptFunctionState.resume] на " +"Ð’Ñ‹Ð·Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð´Ð¾Ð»Ð¶Ð½Ð° вызвать [method GDScriptFunctionState.resume] на " "ÑоÑтоÑнии Ð´Ð»Ñ Ð²Ð¾Ð·Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ. Ðто аннулирует ÑоÑтоÑние. Внутри " "возобновленной функции [code]yield()[/code] возвращает вÑе, что было " "передано в вызов функции [code]resume()[/code].\n" @@ -2278,21 +2309,21 @@ msgstr "" "работы функции:\n" "[codeblock].\n" "func _ready():\n" -" yield(countdown(), \"completed\") # ожидание Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸ " +"\tyield(countdown(), \"completed\") # ожидание Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸ " "countdown()\n" -" print('Ready')\n" +"\tprint('Ready')\n" "\n" "func countdown():\n" -" yield(get_tree(), \"idle_frame\") # возвращает объект " +"\tyield(get_tree(), \"idle_frame\") # возвращает объект " "GDScriptFunctionState Ð´Ð»Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ð¸ _ready()\n" -" print(3)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(2)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(1)\n" -" yield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(3)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(2)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" +"\tprint(1)\n" +"\tyield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" -"# печатает:\n" +"# выведет:\n" "# 3\n" "# 2\n" "# 1\n" @@ -13808,6 +13839,7 @@ msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml +#, fuzzy msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " @@ -13836,7 +13868,7 @@ msgstr "" "Обратите внимание, что положение узла [Camera2D] [code][/code] не отражает " "фактичеÑкое положение Ñкрана, которое может отличатьÑÑ Ð¸Ð·-за примененного " "ÑÐ³Ð»Ð°Ð¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð¸Ð»Ð¸ ограничений. Ð”Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ñ€ÐµÐ°Ð»ÑŒÐ½Ð¾Ð³Ð¾ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¼Ð¾Ð¶Ð½Ð¾ " -"иÑпользовать [метод get_camera_screen_center]." +"иÑпользовать [method get_camera_screen_center]." #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" @@ -16052,11 +16084,11 @@ msgstr "" "ÑвойÑтва (например, CanvasItem.modulate) могут принимать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð±Ð¾Ð»ÑŒÑˆÐµ 1 " "(переÑвет или цвета HDR).\n" "Ð’Ñ‹ также можете Ñоздать цвет из Ñтандартизированных имен цветов Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ " -"[метода @GDScript.ColorN] или непоÑредÑтвенно иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ здеÑÑŒ " +"[method @GDScript.ColorN] или непоÑредÑтвенно иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ здеÑÑŒ " "цветовые конÑтанты. Стандартизированный набор цветов оÑнован на [url=https://" "en.wikipedia.org/wiki/X11_color_names]именах цветов X11[/url].\n" "ЕÑли вы хотите задать Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð² диапазоне от 0 до 255, вам Ñледует " -"иÑпользовать [метод @GDScript.Color8].\n" +"иÑпользовать [method @GDScript.Color8].\n" "[b]Примечание:[/b] Ð’ булевом контекÑте значение Color будет равно " "[code]false[/code], еÑли оно равно [code]Color(0, 0, 0, 0, 1)[/code] " "(непрозрачный черный). Ð’ противном Ñлучае значение Color вÑегда будет равно " @@ -17703,24 +17735,24 @@ msgid "" msgstr "" "Виртуальный метод, который должен быть реализован пользователем. ИÑпользуйте " "Ñтот метод Ð´Ð»Ñ Ð¾Ð±Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ¸ и приема входных данных на Ñлементах " -"пользовательÑкого интерфейÑа. См. [метод accept_event].\n" +"пользовательÑкого интерфейÑа. См. [method accept_event].\n" "Пример: щелчок по Ñлементу управлениÑ.\n" "[codeblock].\n" "func _gui_input(event):\n" -" if event is InputEventMouseButton:\n" -" if event.button_index == BUTTON_LEFT and event.pressed:\n" -" print(\"Ðа Ð¼ÐµÐ½Ñ Ð½Ð°Ð¶Ð°Ð»Ð¸ D:\")\n" +"\tif event is InputEventMouseButton:\n" +"\t\tif event.button_index == BUTTON_LEFT and event.pressed:\n" +"\t\t\tprint(\"Ðа Ð¼ÐµÐ½Ñ Ð½Ð°Ð¶Ð°Ð»Ð¸ D:\")\n" "[/codeblock].\n" "Событие не Ñработает, еÑли:\n" -"* щелчок вне Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ (Ñм. [метод has_point]);\n" +"* щелчок вне Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ (Ñм. [method has_point]);\n" "* у Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ [member mouse_filter] уÑтановлено значение [constant " "MOUSE_FILTER_IGNORE];\n" "* Ñлемент ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð·Ð°Ð³Ð¾Ñ€Ð¾Ð¶ÐµÐ½ другим [Control] Ñверху, у которого [member " "mouse_filter] не уÑтановлен на [constant MOUSE_FILTER_IGNORE];\n" "* родитель Ñлемента ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¸Ð¼ÐµÐµÑ‚ [member mouse_filter], уÑтановленный на " "[constant MOUSE_FILTER_STOP] или принÑл Ñобытие;\n" -"* Ñобытие проиÑходит вне прÑмоугольника родителÑ, и у Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½ [член " -"rect_clip_content] или [метод _clips_input].\n" +"* Ñобытие проиÑходит вне прÑмоугольника родителÑ, и у Ñ€Ð¾Ð´Ð¸Ñ‚ÐµÐ»Ñ Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½ " +"[member rect_clip_content] или [method _clips_input].\n" "[b]Примечание:[/b] Положение ÑÐ¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¾Ñ‚Ð½Ð¾Ñительно начала Ñлемента управлениÑ." #: doc/classes/Control.xml @@ -17852,7 +17884,7 @@ msgstr "" "получении Ñлементов темы Ð´Ð»Ñ Ñлемента управлениÑ.\n" "[b]Примечание:[/b] Переопределение можно удалить, приÑвоив ему значение " "[code]null[/code]. Ðто поведение уÑтарело и будет удалено в верÑии 4.0, " -"иÑпользуйте [метод remove_stylebox_override] вмеÑто Ñтого.\n" +"иÑпользуйте [method remove_stylebox_override] вмеÑто Ñтого.\n" "См. также [метод get_stylebox].\n" "[b]Пример Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ ÑвойÑтва в StyleBox путем его дублированиÑ:[/b]\n" "[codeblock]\n" @@ -17867,7 +17899,7 @@ msgstr "" "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" "# Удалите переопределение Ñтилей.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" -"[/codeblock]." +"[/codeblock]" #: doc/classes/Control.xml msgid "" @@ -18583,7 +18615,7 @@ msgstr "" "необходимое Ð´Ð»Ñ Ð¿Ð¾ÑÐ²Ð»ÐµÐ½Ð¸Ñ Ð²Ñплывающей подÑказки Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ опции [code]gui/" "timers/tooltip_delay_sec[/code] в ÐаÑтройках проекта.\n" "Ð’ÑÐ¿Ð»Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ð¿Ð¾Ð´Ñказка будет иÑпользовать либо реализацию по умолчанию, либо " -"пользовательÑкую, которую вы можете Ñоздать, переопределив [метод " +"пользовательÑкую, которую вы можете Ñоздать, переопределив [method " "_make_custom_tooltip]. Ð’ÑÐ¿Ð»Ñ‹Ð²Ð°ÑŽÑ‰Ð°Ñ Ð¿Ð¾Ð´Ñказка по умолчанию включает " "[PopupPanel] и [Label], ÑвойÑтва темы которых можно наÑтроить Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ " "методов [Theme] Ñ [code]\"TooltipPanel\"[/code] и [code]\"TooltipLabel\"[/" @@ -23673,17 +23705,17 @@ msgstr "" "ÑоÑтоÑние можно было воÑÑтановить при возврате на вкладку). Ðти данные " "автоматичеÑки ÑохранÑÑŽÑ‚ÑÑ Ð´Ð»Ñ ÐºÐ°Ð¶Ð´Ð¾Ð¹ Ñцены в файле [code]editstate[/code] в " "папке метаданных редактора. ЕÑли вы хотите Ñохранить глобальные (незавиÑимые " -"от Ñцены) данные редактора Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ плагина, вы можете иÑпользовать [метод " -"get_window_layout] вмеÑто Ñтого.\n" +"от Ñцены) данные редактора Ð´Ð»Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ плагина, вы можете иÑпользовать " +"[method get_window_layout] вмеÑто Ñтого.\n" "ИÑпользуйте [method set_state] Ð´Ð»Ñ Ð²Ð¾ÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ñохраненного ÑоÑтоÑниÑ.\n" "[b]Примечание:[/b] Ðтот метод не Ñледует иÑпользовать Ð´Ð»Ñ ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð²Ð°Ð¶Ð½Ñ‹Ñ… " "наÑтроек, которые должны ÑохранÑÑ‚ÑŒÑÑ Ð² проекте.\n" "[b]Примечание:[/b] Ð”Ð»Ñ ÐºÐ¾Ñ€Ñ€ÐµÐºÑ‚Ð½Ð¾Ð³Ð¾ ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸ воÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ ÑоÑтоÑÐ½Ð¸Ñ " -"необходимо реализовать [метод get_plugin_name].\n" +"необходимо реализовать [method get_plugin_name].\n" "[codeblock].\n" "func get_state():\n" -" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" -" return state\n" +"\tvar state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +"\treturn state\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml @@ -27854,7 +27886,7 @@ msgstr "" "Вершины каждого многоугольника будут округлены в ÑоответÑтвии Ñ Ñ‚Ð¸Ð¿Ð¾Ð¼ " "[code]join_type[/code], Ñм. [enum PolyJoinType].\n" "Ð’ результате операции может быть получен внешний многоугольник (граница) и " -"внутренний многоугольник (отверÑтие), которые можно отличить, вызвав [метод " +"внутренний многоугольник (отверÑтие), которые можно отличить, вызвав [method " "is_polygon_clockwise].\n" "[b]Примечание:[/b] Ð”Ð»Ñ Ñпециального перевода вершин многоугольника " "иÑпользуйте метод [method Transform2D.xform]:\n" @@ -28261,9 +28293,9 @@ msgstr "" "занимает от 5 до 20 Ñекунд в большинÑтве Ñцен. Уменьшение [member subdiv] " "может уÑкорить запекание.\n" "[b]Примечание:[/b] [GeometryInstance]Ñ‹ и [Light]Ñ‹ должны быть полноÑтью " -"готовы до вызова [метода bake]. ЕÑли вы Ñоздаете их процедурно и некоторые " +"готовы до вызова [method bake]. ЕÑли вы Ñоздаете их процедурно и некоторые " "Ñетки или оÑвещение отÑутÑтвуют в вашем запекаемом [GIProbe], иÑпользуйте " -"[code]call_deferred(\"bake\")[/code] вмеÑто прÑмого вызова [метода bake]." +"[code]call_deferred(\"bake\")[/code] вмеÑто прÑмого вызова [method bake]." #: doc/classes/GIProbe.xml msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." @@ -30899,14 +30931,14 @@ msgid "" "in the URL. See [method String.http_escape] for an example." msgstr "" "Создает Ð·Ð°Ð¿Ñ€Ð¾Ñ Ð½Ð° базовом [HTTPClient]. ЕÑли нет ошибок конфигурации, " -"пытаетÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [метод HTTPClient.connect_to_host] и " -"передает параметры в [метод HTTPClient.request].\n" +"пытаетÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ [method HTTPClient.connect_to_host] и " +"передает параметры в [method HTTPClient.request].\n" "Возвращает [constant OK], еÑли Ð·Ð°Ð¿Ñ€Ð¾Ñ ÑƒÑпешно Ñоздан. (Ðто не означает, что " -"Ñервер ответил), [конÑтанта ERR_UNCONFIGURED], еÑли не находитÑÑ Ð² дереве, " -"[конÑтанта ERR_BUSY], еÑли вÑе еще обрабатывает предыдущий запроÑ, " -"[конÑтанта ERR_INVALID_PARAMETER], еÑли Ð·Ð°Ð´Ð°Ð½Ð½Ð°Ñ Ñтрока не ÑвлÑетÑÑ " -"правильным форматом URL, или [конÑтанта ERR_CANT_CONNECT], еÑли не " -"иÑпользуетÑÑ Ð¿Ð¾Ñ‚Ð¾Ðº и [HTTPClient] не может ÑоединитьÑÑ Ñ Ñ…Ð¾Ñтом.\n" +"Ñервер ответил), [constant ERR_UNCONFIGURED], еÑли не находитÑÑ Ð² дереве, " +"[constant ERR_BUSY], еÑли вÑе еще обрабатывает предыдущий запроÑ, [constant " +"ERR_INVALID_PARAMETER], еÑли Ð·Ð°Ð´Ð°Ð½Ð½Ð°Ñ Ñтрока не ÑвлÑетÑÑ Ð¿Ñ€Ð°Ð²Ð¸Ð»ÑŒÐ½Ñ‹Ð¼ форматом " +"URL, или [constant ERR_CANT_CONNECT], еÑли не иÑпользуетÑÑ Ð¿Ð¾Ñ‚Ð¾Ðº и " +"[HTTPClient] не может ÑоединитьÑÑ Ñ Ñ…Ð¾Ñтом.\n" "[b]Примечание:[/b] ЕÑли [code]метод[/code] ÑвлÑетÑÑ [constant HTTPClient." "METHOD_GET], Ð¿Ð¾Ð»ÐµÐ·Ð½Ð°Ñ Ð½Ð°Ð³Ñ€ÑƒÐ·ÐºÐ°, Ð¾Ñ‚Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ð°Ñ Ñ‡ÐµÑ€ÐµÐ· [code]request_data[/" "code], может быть проигнорирована Ñервером или даже привеÑти к отклонению " @@ -32299,7 +32331,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -34067,38 +34103,38 @@ msgid "" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" "JavaScriptObject иÑпользуетÑÑ Ð´Ð»Ñ Ð²Ð·Ð°Ð¸Ð¼Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñ Ð¾Ð±ÑŠÐµÐºÑ‚Ð°Ð¼Ð¸ JavaScript, " -"полученными или Ñозданными Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [метода JavaScript.get_interface], " -"[метода JavaScript.create_object] или [метода JavaScript.create_callback].\n" +"полученными или Ñозданными Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ [method JavaScript.get_interface], " +"[method JavaScript.create_object] или [method JavaScript.create_callback].\n" "Пример:\n" "[codeblock]\n" -"раÑширÑет Node\n" +"extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # Ðта " "ÑÑылка должна быть Ñохранена\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" -" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый " +"\tvar buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый " "ArrayBuffer(10)\n" -" print(buf) # печатает [JavaScriptObject:OBJECT_ID]\n" -" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый " +"\tprint(buf) # печатает [JavaScriptObject:OBJECT_ID]\n" +"\tvar uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый " "Uint8Array(buf)\n" -" uint8arr[1] = 255\n" -" prints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n" -" console.log(uint8arr) # печатает в конÑоли браузера \"Uint8Array(10) " -"[ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n" +"\tuint8arr[1] = 255\n" +"\tprints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n" +"\tconsole.log(uint8arr) # печатает в конÑоли браузера \"Uint8Array(10) [ 0, " +"255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n" "\n" -" # Ðквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n" -" JavaScript.get_interface(\"Array\").from(uint8arr)." +"\t# Ðквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n" +"\tJavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" -" # Будет вызван Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ð°Ð¼Ð¸, переданными в обратный вызов \"forEach\".\n" -" # [0, 0, [JavaScriptObject:1173]]\n" -" # [255, 1, [JavaScriptObject:1173]]\n" -" # ...\n" -" # [0, 9, [JavaScriptObject:1180]]\n" -" print(args)\n" +"\t# Будет вызван Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ð°Ð¼Ð¸, переданными в обратный вызов \"forEach\".\n" +"\t# [0, 0, [JavaScriptObject:1173]]\n" +"\t# [255, 1, [JavaScriptObject:1173]]\n" +"\t# ...\n" +"\t# [0, 9, [JavaScriptObject:1180]]\n" +"\tprint(args)\n" "[/codeblock].\n" "[b]Примечание:[/b] ДоÑтупно только в платформе HTML5." @@ -39775,7 +39811,7 @@ msgstr "Возвращает значение задержки данного к msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" -"Возвращает нормаль Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸, возвращенной [методом map_get_closest_point]." +"Возвращает нормаль Ð´Ð»Ñ Ñ‚Ð¾Ñ‡ÐºÐ¸, возвращенной [method map_get_closest_point]." #: doc/classes/NavigationServer.xml msgid "" @@ -39976,10 +40012,10 @@ msgstr "" "пирами, чтобы гарантировать, что пропуÑÐºÐ½Ð°Ñ ÑпоÑобноÑÑ‚ÑŒ пиров не будет " "превышена. Параметры пропуÑкной ÑпоÑобноÑти также определÑÑŽÑ‚ размер окна " "ÑоединениÑ, которое ограничивает количеÑтво надежных пакетов, которые могут " -"находитьÑÑ Ð² пути в любой момент времени. Возвращает [конÑтанту OK], еÑли " -"клиент был Ñоздан, [конÑтанту ERR_ALREADY_IN_USE], еÑли данный ÑкземплÑÑ€ " +"находитьÑÑ Ð² пути в любой момент времени. Возвращает [constant OK], еÑли " +"клиент был Ñоздан, [constant ERR_ALREADY_IN_USE], еÑли данный ÑкземплÑÑ€ " "NetworkedMultiplayerENet уже имеет открытое Ñоединение (в Ñтом Ñлучае " -"необходимо Ñначала вызвать [метод close_connection]) или [конÑтанту " +"необходимо Ñначала вызвать [method close_connection]) или [constant " "ERR_CANT_CREATE], еÑли клиент не может быть Ñоздан. ЕÑли указано " "[code]client_port[/code], клиент также будет Ñлушать указанный порт; Ñто " "полезно Ð´Ð»Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… методов обхода NAT." @@ -75012,23 +75048,24 @@ msgid "" "viewport_set_render_direct_to_screen]." msgstr "" "Копирует видовой Ñкран в облаÑÑ‚ÑŒ Ñкрана, указанную [code]rect[/code]. ЕÑли " -"[член Viewport.render_direct_to_screen] равен [code]true[/code], то вьюпорт " -"не иÑпользует фреймбуфер и Ñодержимое вьюпорта выводитÑÑ Ð½ÐµÐ¿Ð¾ÑредÑтвенно на " -"Ñкран. Однако обратите внимание, что корневой видовой Ñкран риÑуетÑÑ " -"поÑледним, поÑтому он будет риÑоватьÑÑ Ð¿Ð¾Ð²ÐµÑ€Ñ… Ñкрана. СоответÑтвенно, вы " -"должны уÑтановить корневой видовой Ñкран на облаÑÑ‚ÑŒ, ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð½Ðµ покрывает " -"облаÑÑ‚ÑŒ, к которой вы прикрепили Ñтот видовой Ñкран.\n" +"[member Viewport.render_direct_to_screen] равен [code]true[/code], то " +"вьюпорт не иÑпользует фреймбуфер и Ñодержимое вьюпорта выводитÑÑ " +"непоÑредÑтвенно на Ñкран. Однако обратите внимание, что корневой видовой " +"Ñкран риÑуетÑÑ Ð¿Ð¾Ñледним, поÑтому он будет риÑоватьÑÑ Ð¿Ð¾Ð²ÐµÑ€Ñ… Ñкрана. " +"СоответÑтвенно, вы должны уÑтановить корневой видовой Ñкран на облаÑÑ‚ÑŒ, " +"ÐºÐ¾Ñ‚Ð¾Ñ€Ð°Ñ Ð½Ðµ покрывает облаÑÑ‚ÑŒ, к которой вы прикрепили Ñтот видовой Ñкран.\n" "Ðапример, вы можете уÑтановить корневой видовой Ñкран так, чтобы он вообще " "не отриÑовывалÑÑ, иÑÐ¿Ð¾Ð»ÑŒÐ·ÑƒÑ Ñледующий код:\n" "[codeblock].\n" "func _ready():\n" -" get_viewport().set_attach_to_screen_rect(Rect2())\n" -" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" +"\tget_viewport().set_attach_to_screen_rect(Rect2())\n" +"\t$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock].\n" "ИÑпользование Ñтого метода может привеÑти к значительной оптимизации, " "оÑобенно на уÑтройÑтвах низкого клаÑÑа. Однако за Ñто приходитÑÑ " "раÑплачиватьÑÑ Ð½ÐµÐ¾Ð±Ñ…Ð¾Ð´Ð¸Ð¼Ð¾Ñтью управлÑÑ‚ÑŒ видовыми Ñкранами вручную. Ð”Ð»Ñ " -"дальнейшей оптимизации Ñмотрите [метод viewport_set_render_direct_to_screen]." +"дальнейшей оптимизации Ñмотрите [method " +"viewport_set_render_direct_to_screen]." #: doc/classes/VisualServer.xml msgid "" diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 3a58e3f2a9..d82d0b12ee 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -29911,7 +29911,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 2846de07bb..2fccf2bef4 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -29922,7 +29922,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 65cad9bf8a..b4ec51f179 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -29909,7 +29909,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/th.po b/doc/translations/th.po index 54fbdbfe27..0ca308df1c 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -30049,7 +30049,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/tl.po b/doc/translations/tl.po index a9b6a9e2a9..a3d46e6b1d 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -29997,7 +29997,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 5d8f2afe29..a41bb69483 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -30744,7 +30744,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 3714c11d88..6c071cee85 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -20,8 +20,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-11-25 12:13+0000\n" -"Last-Translator: Лев ДворÑкий <ne3r0n@gmail.com>\n" +"PO-Revision-Date: 2022-12-28 14:08+0000\n" +"Last-Translator: KazanskiyMaks <kazanskiy.maks@gmail.com>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/uk/>\n" "Language: uk\n" @@ -30,7 +30,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -106,13 +106,11 @@ msgid "Getter" msgstr "Отримувач" #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method should typically be overridden by the user to have any effect." msgstr "Зазвичай, цей метод перевизначаєтьÑÑ ÐºÐ¾Ñ€Ð¸Ñтувачем, щоб він мав вплив." #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." @@ -120,13 +118,11 @@ msgstr "" "Цей метод не має побічних ефектів. Ðе змінює ніÑку змінну екземплÑра об'єкта." #: doc/tools/make_rst.py -#, fuzzy msgid "" "This method accepts any number of arguments after the ones described here." msgstr "Цей метод приймає будь-Ñке чиÑло аргументів піÑÐ»Ñ Ð¾Ð¿Ð¸Ñаних тут." #: doc/tools/make_rst.py -#, fuzzy msgid "This method is used to construct a type." msgstr "Цей метод викориÑтовуєтьÑÑ Ð´Ð»Ñ Ð¿Ð¾Ð±ÑƒÐ´Ð¾Ð²Ð¸ типів." @@ -136,8 +132,8 @@ msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" -"Ð”Ð»Ñ Ð²Ð¸ÐºÐ¾Ñ€Ð¸ÑтаннÑ, цей метод не потребує ÑÑ‚Ð²Ð¾Ñ€ÐµÐ½Ð½Ñ Ð¾Ð±'єкта, тому він може " -"бути викликаним напрÑму вказавши назву клаÑу." +"Ð”Ð»Ñ Ð²Ð¸ÐºÐ»Ð¸ÐºÑƒ, метод не потребує ÑÑ‚Ð²Ð¾Ñ€ÐµÐ½Ð½Ñ Ð¾Ð±'єкта, тому він може бути " +"викориÑтаним проÑто вказавши назву клаÑу." #: doc/tools/make_rst.py msgid "" @@ -285,22 +281,22 @@ msgid "" "[/codeblock]" msgstr "" "ПеревірÑÑ”, чи [code]condition[/code] дорівнює [code]true[/code]. Якщо " -"[code]condition[/code] дорівнює [code]false[/code], буде згенеровано " -"помилку. Якщо виконуєтьÑÑ Ñƒ редакторі, проєкт буде також призупинено, поки " -"ви не продовжите його. Може бути викориÑтано, Ñк більш дієва форма [method " -"push_error] Ð´Ð»Ñ Ð·Ð²Ñ–Ñ‚ÑƒÐ²Ð°Ð½Ð½Ñ Ð¿Ð¾Ð¼Ð¸Ð»Ð¾Ðº розробникам проєкту, або допоміжним " -"кориÑтувачам.\n" +"[code]condition[/code] дорівнює [code]false[/code], буде Ñтворено помилку. " +"Якщо виконуєтьÑÑ Ð² редакторі, проєкт також буде призупинено, поки ви не " +"відновите його роботу. Можна викориÑтати, Ñк більш дієву форму [method " +"push_error] Ð´Ð»Ñ Ð·Ð²Ñ–Ñ‚ÑƒÐ²Ð°Ð½Ð½Ñ Ð¿Ð¾Ð¼Ð¸Ð»Ð¾Ðº розробникам проєкту, або кориÑтувачам " +"Ð´Ð¾Ð¿Ð¾Ð²Ð½ÐµÐ½Ð½Ñ (add-on).\n" "[b]Ðотатка:[/b] З міркувань продуктивноÑÑ‚Ñ–, код вÑередині [method assert] " -"виконуєтьÑÑ Ñ‚Ñ–Ð»ÑŒÐºÐ¸ у діагноÑтичних збірках, або коли проєкт виконуєтьÑÑ Ñƒ " -"редакторі. Ðе викориÑтовуйте код, Ñкий негативно впливає на Ð²Ð¸ÐºÐ¾Ð½Ð°Ð½Ð½Ñ " -"[method assert]. Інакше, проєкт буде поводити Ñебе інакше, Ñкщо він буде " -"екÑпортованим у режимі публікації.\n" +"виконуєтьÑÑ Ñ‚Ñ–Ð»ÑŒÐºÐ¸ у діагноÑтичних збірках, або коли проєкт виконуєтьÑÑ Ð² " +"редакторі. Ðе включайте в код, де викориÑÑ‚Ð°Ð½Ð½Ñ [method assert] призведе до " +"побічних ефектів. У противному разі, проєкт буде поводити Ñебе інакше, Ñкщо " +"він буде екÑпортованим у режимі публікації.\n" "Якщо задано необов'Ñзковий аргумент [code]message[/code], то він буде " "показаний у додаток до Ð¿Ð¾Ð²Ñ–Ð´Ð¾Ð¼Ð»ÐµÐ½Ð½Ñ \"Assertion failed\". Ви можете " -"ÑкориÑтатиÑÑ Ñ†Ð¸Ð¼ Ð´Ð»Ñ Ð½Ð°Ð´Ð°Ð½Ð½Ñ Ð´Ð¾Ð´Ð°Ñ‚ÐºÐ¾Ð²Ð¸Ñ… відомоÑтей щодо того, чому перевірку " -"не було пройдено.\n" +"ÑкориÑтатиÑÑ Ñ†Ð¸Ð¼ Ð´Ð»Ñ Ð½Ð°Ð´Ð°Ð½Ð½Ñ Ð´Ð¾Ð´Ð°Ñ‚ÐºÐ¾Ð²Ð¸Ñ… відомоÑтей щодо причини провалу " +"перевірки.\n" "[codeblock]\n" -"# ПрипуÑтимо, що ви хочете, щоб швидкіÑÑ‚ÑŒ (speed) була у межах від 0 до 20.\n" +"# ПрипуÑтимо, ви хочете, щоб швидкіÑÑ‚ÑŒ (speed) була у межах від 0 до 20.\n" "var speed = -10\n" "assert(speed < 20) # ІÑтина, програма продовжить виконаннÑ\n" "assert(speed >= 0) # Хиба, програму буде зупинено\n" @@ -375,6 +371,7 @@ msgstr "" "полÑрну ÑиÑтему (відÑтань до початку координат та кут)." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" @@ -384,6 +381,13 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" +"Заокруглює [code]s[/code] вгору (до додатної неÑкінченноÑÑ‚Ñ–), повертаючи " +"найменше чиÑло, ще не менше за [code]s[/code].\n" +"[codeblock]\n" +"a = ceil(1.45) # a дорівнює 2.0\n" +"a = ceil(1.001) # a дорівнює 2.0\n" +"[/codeblock]\n" +"Також переглÑньте [method floor], [method round], [method stepify] та [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -396,6 +400,13 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" +"Повертає Ñимвол, Ñк Ð Ñдок з даного Юнікод коду(що ÑуміÑний з ASCII кодом).\n" +"[codeblock]\n" +"a = char(65) # a дорівнює \"A\"\n" +"a = char(65 + 32) # a дорівнює \"a\"\n" +"a = char(8364) # a дорівнює \"€\"\n" +"[/codeblock]\n" +"Це протилежніÑÑ‚ÑŒ до [method ord]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -407,6 +418,13 @@ msgid "" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" +"ЗатиÑкує [code]value[/code] та повертає значеннÑ, що не менше за [code]min[/" +"code] Ñ– не більше за [code]max[/code].\n" +"[codeblock]\n" +"a = clamp(1000, 1, 20) # a дорівнює 20\n" +"a = clamp(-10, 1, 20) # a дорівнює 1\n" +"a = clamp(15, 1, 20) # a дорівнює 15\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -421,6 +439,16 @@ msgid "" "print(a.length())\n" "[/codeblock]" msgstr "" +"Конвертує один тип в інший у найкращий ÑпоÑіб. Параметр [code]type[/code] " +"викориÑтовує Ð·Ð½Ð°Ñ‡ÐµÐ½Ð½Ñ Ð· [enum Variant.Type].\n" +"[codeblock]\n" +"a = Vector2(1, 0)\n" +"# Виводить 1\n" +"print(a.length())\n" +"a = convert(a, TYPE_STRING)\n" +"# Виводить 6, бо Ñ€Ñдок \"(1, 0)\" ÑкладаєтьÑÑ Ð· 6 Ñимволів\n" +"print(a.length())\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -431,11 +459,10 @@ msgid "" "a = cos(PI) # a is -1.0\n" "[/codeblock]" msgstr "" -"Повертає абÑолютне Ð·Ð½Ð°Ñ‡ÐµÐ½Ð½Ñ Ð¿Ð°Ñ€Ð°Ð¼ÐµÑ‚Ñ€Ñƒ [code]s[/code] (тобто Ð·Ð½Ð°Ñ‡ÐµÐ½Ð½Ñ Ð±ÐµÐ· " -"знака, працює Ð´Ð»Ñ Ñ†Ñ–Ð»Ð¸Ñ… чиÑел Ñ– чиÑел із рухомою крапкою).\n" +"Повертає коÑÐ¸Ð½ÑƒÑ ÐºÑƒÑ‚Ð° [code]s[/code] в радіанах.\n" "[codeblock]\n" -"# a дорівнює 1\n" -"a = abs(-1)\n" +"a = cos(TAU) # a дорівнює 1.0\n" +"a = cos(PI) # a дорівнює -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -452,11 +479,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." -msgstr "" +msgstr "Перетворює з децибел в лінійну енергію (аудіо)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." -msgstr "" +msgstr "ЗаÑтарілий пÑевдонім Ð´Ð»Ñ [method step_decimals]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -468,6 +495,13 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" +"[b]Ðотатка:[/b] [code]dectime[/code] заÑтарілий Ñ– буде вилучений в Godot " +"4.0, натоміÑÑ‚ÑŒ краще викориÑтовуйте [method move_toward].\n" +"Повертає результат [code]value[/code] зменшений на [code]step[/code] * " +"[code]amount[/code].\n" +"[codeblock]\n" +"a = dectime(60, 10, 0.1)) # a дорівнює 59.0\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -489,6 +523,23 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" +"Порівнює два значеннÑ, шлÑхом порівнÑÐ½Ð½Ñ Ñ—Ñ… реального вміÑту, рекурÑивно Ð´Ð»Ñ " +"будь-Ñкого [Array] чи [Dictionary] аж до найглибшого рівнÑ.\n" +"Порівнюючи з [code]==[/code], відмітимо:\n" +"- Ð”Ð»Ñ [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" +"code], [code]Object[/code] та [code]RID[/code] що [code]deep_equal[/code], " +"що [code]==[/code] працюють однаково.\n" +"- Ð”Ð»Ñ [code]Dictionary[/code], [code]==[/code] виÑвлÑÑ” рівніÑÑ‚ÑŒ тоді й " +"тільки тоді, коли йде порівнÑÐ½Ð½Ñ Ð· цим Ñамим [code]Dictionary[/code], без " +"рекурÑÑ–Ñ— чи будь-Ñкого Ð²Ñ€Ð°Ñ…ÑƒÐ²Ð°Ð½Ð½Ñ Ð²Ð¼Ñ–Ñту.\n" +"- Ð”Ð»Ñ [code]Array[/code], [code]==[/code] виÑвлÑÑ” рівніÑÑ‚ÑŒ тоді й тільки " +"тоді, коли кожний елемент у першому [code]Array[/code] дорівнює відповідному " +"елементу в другому [code]Array[/code], де порівнÑÐ½Ð½Ñ Ð¿Ñ€Ð¾Ñ…Ð¾Ð´Ð¸Ñ‚ÑŒ через " +"[code]==[/code]. Це означає, що [code]==[/code] рекурÑивно порівнює " +"[code]Array[/code], але не [code]Dictionary[/code].\n" +"Загалом, Ñкщо у Ð²Ð°Ñ Ð¿Ð¾Ñ‚ÐµÐ½Ñ†Ñ–Ð¹Ð½Ð¾ викориÑтовуєтьÑÑ [code]Dictionary[/code], Ñ– " +"вам потрібно порівнÑÐ½Ð½Ñ Ð· урахуваннÑм вміÑту, викориÑтовуйте " +"[code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -30098,7 +30149,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 962440bfab..36ef54b096 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -30410,7 +30410,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 966ec9b0f9..773dda130e 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -3,7 +3,7 @@ # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # -# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022. +# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty <m1330586660@163.com>, 2020, 2021. @@ -37,7 +37,7 @@ # Juer Genie Whang <2695996944@qq.com>, 2021. # SimonChang <simon_chang@foxmail.com>, 2021. # zeng haochen <m18621006730@163.com>, 2021. -# suplife <2634557184@qq.com>, 2021. +# suplife <2634557184@qq.com>, 2021, 2023. # Magian <magian1127@gmail.com>, 2021, 2022. # ji233 <27987772@qq.com>, 2021. # 沈士超 <shenshichao920@hotmail.com>, 2021. @@ -64,7 +64,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-12-12 06:48+0000\n" +"PO-Revision-Date: 2023-01-09 20:42+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -73,7 +73,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -730,7 +730,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" @@ -754,7 +753,7 @@ msgid "" "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" -"返回一个表示当å‰è°ƒç”¨å †æ ˆçš„å—典数组。\n" +"返回一个表示当å‰è°ƒç”¨å †æ ˆçš„å—典数组。å¦è¯·å‚阅 [method print_stack]。\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -769,7 +768,11 @@ msgstr "" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注æ„:[/b]è¿è¡Œä¸çš„实例连接到调试æœåŠ¡å™¨ï¼ˆä¾‹å¦‚编辑器实例)åŽï¼Œ[method " +"get_stack] æ‰èƒ½æ£å¸¸å·¥ä½œã€‚[method get_stack] æ— æ³•åœ¨ä½¿ç”¨å‘布模å¼å¯¼å‡ºçš„项目ä¸æ£" +"常工作。使用调试模å¼å¯¼å‡ºçš„项目如果没有连接到调试æœåŠ¡å™¨ï¼Œåˆ™è¯¥å‡½æ•°ä¹Ÿæ— 法æ£å¸¸å·¥" +"作。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1367,6 +1370,15 @@ msgid "" "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" +"输出当å‰ä»£ç ä½ç½®çš„æ ˆè¿½è¸ªã€‚å¦è¯·å‚阅 [method get_stack]。\n" +"控制å°ä¸çš„è¾“å‡ºæ˜¯ç±»ä¼¼è¿™æ ·çš„ï¼š\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]注æ„:[/b]è¿è¡Œä¸çš„实例连接到调试æœåŠ¡å™¨ï¼ˆä¾‹å¦‚编辑器实例)åŽï¼Œ[method " +"print_stack] æ‰èƒ½æ£å¸¸å·¥ä½œã€‚[method print_stack] æ— æ³•åœ¨ä½¿ç”¨å‘布模å¼å¯¼å‡ºçš„项目" +"ä¸æ£å¸¸å·¥ä½œã€‚使用调试模å¼å¯¼å‡ºçš„项目如果没有连接到调试æœåŠ¡å™¨ï¼Œåˆ™è¯¥å‡½æ•°ä¹Ÿæ— 法æ£" +"常工作。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4407,6 +4419,18 @@ msgid "" "[b]Note:[/b] The final colon is required to specify for properly detecting " "built-in types." msgstr "" +"æ示一个属性代表特定的类型。如果属性为 [constant TYPE_STRING],则å¯ä»¥é€šè¿‡åˆ›å»º" +"对è¯æ¡†è®¾ç½®å…¶ç±»åž‹ã€‚å¦‚æžœä½ éœ€è¦åˆ›å»ºä¸€ä¸ª [Array] æ¥æ”¾ç½®ç‰¹å®šç±»åž‹çš„å…ƒç´ ï¼Œåˆ™ " +"[code]hint_string[/code] 必须使用 [code]\":\"[/code] æ¥ç¼–ç 嵌套类型,使用 " +"[code]\"/\"[/code] æ¥æŒ‡å®š [Resource] 类型。例如:\n" +"[codeblock]\n" +"hint_string = \"%s:\" % [TYPE_INT] # 整数数组。\n" +"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # 浮点数二维数组。\n" +"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # 资æºæ•°ç»„。\n" +"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " +"# 资æºäºŒç»´æ•°ç»„。\n" +"[/codeblock]\n" +"[b]注æ„:[/b]最åŽçš„冒å·æ˜¯å¿…须的,å¦åˆ™æ— 法æ£ç¡®æ£€æµ‹å†…置类型。" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." @@ -8808,7 +8832,6 @@ msgstr "" "è¾ƒæ…¢ã€‚è¿™æ˜¯å› ä¸ºæ‰€æœ‰æ”¾ç½®åœ¨åˆ é™¤å…ƒç´ ä¹‹åŽçš„å…ƒç´ éƒ½å¿…é¡»é‡æ–°ç´¢å¼•ã€‚" #: doc/classes/Array.xml -#, fuzzy msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " @@ -8828,7 +8851,9 @@ msgstr "" "var array = []\n" "array.resize(10)\n" "array.fill(0) # å°† 10 ä¸ªå…ƒç´ éƒ½åˆå§‹åŒ–为 0。\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注æ„:[/b]如果 [code]value[/code] 为引用类型(派生自 [Object]ã€[Array]ã€" +"[Dictionary] ç‰ï¼‰ï¼Œé‚£ä¹ˆä¼šç”¨åŒä¸€ä¸ªå¯¹è±¡çš„引用填充该数组,å³ä¸ä¼šåˆ›å»ºå‰¯æœ¬ã€‚" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -9076,7 +9101,6 @@ msgstr "" "索引之间的å˜åŒ–。" #: doc/classes/Array.xml -#, fuzzy msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" @@ -9092,6 +9116,9 @@ msgid "" "[/codeblock]" msgstr "" "对数组进行排åºã€‚\n" +"[b]注æ„:[/b]排åºæ‰€ä½¿ç”¨çš„算法并ä¸[url=https://zh.wikipedia.org/wiki/" +"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" +"也就是说,使用 [method sort] 时相ç‰çš„值之间的顺åºå¯èƒ½ä¼šæ”¹å˜ã€‚\n" "[b]注æ„:[/b]å—符串按å—æ¯é¡ºåºæŽ’åºï¼ˆä¸Žè‡ªç„¶é¡ºåºç›¸å)。当对一个以数å—åºåˆ—结尾的" "å—符串数组进行排åºæ—¶ï¼Œè¿™å¯èƒ½ä¼šå¯¼è‡´æ„外的行为。请看下é¢çš„例å。\n" "[codeblock]\n" @@ -9101,7 +9128,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Array.xml -#, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " @@ -9135,8 +9161,11 @@ msgstr "" "å¯¹äºŽä¸¤ä¸ªå…ƒç´ [code]a[/code] å’Œ [code]b[/code],如果给定的方法返回 " "[code]true[/code],数组ä¸çš„å…ƒç´ [code]b[/code] å°†æŽ’åœ¨å…ƒç´ [code]a[/code] 之" "åŽã€‚\n" -"[b]注æ„:[/b]ä½ ä¸èƒ½éšæœºåŒ–è¿”å›žå€¼ï¼Œå› ä¸ºå †æŽ’åºç®—æ³•æœŸæœ›ä¸€ä¸ªç¡®å®šçš„ç»“æžœã€‚è€Œè¿™æ ·åšä¼š" -"导致æ„外的行为。\n" +"[b]注æ„:[/b]排åºæ‰€ä½¿ç”¨çš„算法并ä¸[url=https://zh.wikipedia.org/wiki/" +"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" +"也就是说,使用 [method sort] 时相ç‰çš„值之间的顺åºå¯èƒ½ä¼šæ”¹å˜ã€‚\n" +"[b]注æ„:[/b]ä¸èƒ½éšæœºè¿”å›žä¸€ä¸ªå€¼ï¼Œå› ä¸ºå †æŽ’åºç®—法期望确定的结果。éšæœºè¿”回一个值" +"会导致æ„外的行为。\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" @@ -9787,7 +9816,7 @@ msgid "" "However, at this point in time only one interface can render to an HMD." msgstr "" "调用这个æ¥åˆå§‹åŒ–这个接å£ã€‚第一个被åˆå§‹åŒ–的接å£ç¡®å®šä¸ºä¸»æŽ¥å£ï¼Œç”¨äºŽæ¸²æŸ“输出。\n" -"在åˆå§‹åŒ–了接å£ä¹‹åŽï¼Œéœ€è¦å¯ç”¨è§†çª—çš„ AR/VR 模å¼ï¼Œå°†å¼€å§‹æ¸²æŸ“。\n" +"在åˆå§‹åŒ–了接å£ä¹‹åŽï¼Œéœ€è¦å¯ç”¨è§†å£çš„ AR/VR 模å¼ï¼Œå°†å¼€å§‹æ¸²æŸ“。\n" "[b]注æ„:[/b]对于任何使用 Godot 主输出的设备,如移动 VRï¼Œä½ å¿…é¡»åœ¨ä¸»è§†å£ä¸Šå¯" "用 AR/VR 模å¼ã€‚\n" "å¦‚æžœä½ ä¸ºä¸€ä¸ªå¤„ç†è‡ªå·±è¾“出的平å°è¿™æ ·åšï¼ˆå¦‚ OpenVR),Godot 就会在å±å¹•ä¸Šåªæ˜¾ç¤ºä¸€" @@ -9844,9 +9873,9 @@ msgid "" "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" -"这个接å£è¾“出到一个外部设备。如果使用主视区,å±å¹•ä¸Šçš„输出是一个未ç»ä¿®æ”¹çš„左眼" -"或å³çœ¼çš„缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相" -"åŒé•¿å®½æ¯”,则被拉伸。使用一个å•ç‹¬çš„视窗节点å¯ä»¥é‡Šæ”¾å‡ºä¸»è§†åŒºï¼Œç”¨äºŽå…¶ä»–用途。" +"这个接å£è¾“出到一个外部设备。如果使用主视å£ï¼Œå±å¹•ä¸Šçš„输出是一个未ç»ä¿®æ”¹çš„左眼" +"或å³çœ¼çš„缓冲区,如果没有将视å£å°ºå¯¸æ›´æ”¹ä¸º [method get_render_targetsize] 的相" +"åŒé•¿å®½æ¯”,则被拉伸。使用一个å•ç‹¬çš„视å£èŠ‚点å¯ä»¥é‡Šæ”¾å‡ºä¸»è§†å£ï¼Œç”¨äºŽå…¶ä»–用途。" #: doc/classes/ARVRInterface.xml msgid "" @@ -12402,14 +12431,13 @@ msgid "Clears the audio sample data buffer." msgstr "æ¸…é™¤éŸ³é¢‘æ ·æœ¬æ•°æ®ç¼“冲区。" #: doc/classes/AudioStreamGeneratorPlayback.xml -#, fuzzy msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" -"如果å¯ä»¥å°†å¤§å°ä¸º [code]amount[/code] 的缓冲区推é€åˆ°éŸ³é¢‘é‡‡æ ·æ•°æ®ç¼“冲区而ä¸ä½¿å…¶" -"溢出,则返回 [code]true[/code],å¦åˆ™è¿”回 [code]false[/code]。" +"返回能够推é€åˆ°éŸ³é¢‘é‡‡æ ·æ•°æ®ç¼“冲区而ä¸ä½¿å…¶æº¢å‡ºçš„帧数。如果结果为 [code]0[/" +"code],则缓冲区已满。" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -13042,7 +13070,6 @@ msgstr "" "[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在ç€è‰²å™¨è„šæœ¬ä¸å¯¹å…¶è¿›è¡Œè®¿é—®ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " @@ -13055,44 +13082,40 @@ msgid "" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" -"用于对当å‰å±å¹•æ˜¾ç¤ºè¿›è¡ŒåŽå°ç¼“冲的节点。BackBufferCopy 节点ä¸å®šä¹‰çš„区域与其覆盖" -"å±å¹•çš„å†…å®¹ä¸€èµ·ç¼“å†²ï¼Œæˆ–è€…æ ¹æ®æ‹·è´æ¨¡å¼è®¾ç½®çš„整个å±å¹•è¿›è¡Œç¼“冲。在ç€è‰²å™¨è„šæœ¬ä¸ä½¿" -"用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数æ¥è®¿é—®ç¼“冲区。\n" +"用于对当å‰æ˜¾ç¤ºçš„å±å¹•è¿›è¡ŒåŽå°ç¼“冲的节点。[BackBufferCopy] 节点ä¸å®šä¹‰çš„区域与其" +"覆盖å±å¹•çš„å†…å®¹ä¸€èµ·ç¼“å†²ï¼Œæˆ–è€…æ ¹æ®æ‹·è´æ¨¡å¼è®¾ç½®çš„整个å±å¹•è¿›è¡Œç¼“冲。在ç€è‰²å™¨è„šæœ¬" +"ä¸ä½¿ç”¨ [code]texture(SCREEN_TEXTURE, ...)[/code] 函数æ¥è®¿é—®ç¼“冲区。\n" "[b]注æ„:[/b]由于该节点继承自 [Node2D] è€Œéž [Control],锚点和边è·å°†ä¸ä¼šåº”用于" "从 [Control] 派生的å节点。这在调整窗å£å¤§å°æ—¶å¯èƒ½ä¼šå‡ºçŽ°é—®é¢˜ã€‚为é¿å…è¿™ç§æƒ…况," -"请将 [Control] æ´¾ç”ŸèŠ‚ç‚¹æ·»åŠ ä¸º BackBufferCopy 节点的[i]åŒçº§[/i],ä¸è¦å°†å®ƒä»¬æ·»" -"åŠ ä¸ºå…¶å节点。" +"请将 [Control] æ´¾ç”ŸèŠ‚ç‚¹æ·»åŠ ä¸º [BackBufferCopy] 节点的[i]åŒçº§[/i],ä¸è¦å°†å®ƒä»¬" +"æ·»åŠ ä¸ºå…¶å节点。" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模å¼ã€‚è§ [enum CopyMode] 常é‡ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" -"BackBufferCopy 覆盖的区域。åªæœ‰å½“ [member copy_mode] 是 [constant " +"该 [BackBufferCopy] 所覆盖的区域。åªæœ‰å½“ [member copy_mode] 为 [constant " "COPY_MODE_RECT] æ—¶æ‰ä½¿ç”¨ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" -"ç¦ç”¨ç¼“冲模å¼ã€‚è¿™æ„å‘³ç€ BackBufferCopy 节点将直接使用它所覆盖的å±å¹•éƒ¨åˆ†ã€‚" +"ç¦ç”¨ç¼“冲模å¼ã€‚è¿™æ„味ç€è¯¥ [BackBufferCopy] 节点将直接使用它所覆盖的å±å¹•éƒ¨åˆ†ã€‚" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "[BackBufferCopy] buffers a rectangular region." -msgstr "BackBufferCopy 缓冲一个矩形区域。" +msgstr "[BackBufferCopy] 缓冲一个矩形区域。" #: doc/classes/BackBufferCopy.xml -#, fuzzy msgid "[BackBufferCopy] buffers the entire screen." -msgstr "BackBufferCopy 缓冲整个å±å¹•ã€‚" +msgstr "[BackBufferCopy] 缓冲整个å±å¹•ã€‚" #: doc/classes/BakedLightmap.xml msgid "Prerendered indirect light map for a scene." @@ -14561,9 +14584,9 @@ msgid "" "[Viewport] (or higher viewports) can't be displayed." msgstr "" "相机是一个特殊节点,用于显示从其当å‰ä½ç½®å¯è§çš„内容。相机在最近的 [Viewport] " -"节点ä¸æ³¨å†Œè‡ªå·±ï¼ˆå½“æ ‘ä¸Šè¡Œï¼‰ã€‚æ¯ä¸ªè§†åŒºåªèƒ½æ¿€æ´»ä¸€ä¸ªç›¸æœºã€‚å¦‚æžœåœ¨æ ‘ä¸Šæ²¡æœ‰å¯ç”¨çš„视" -"区,相机将在全局视区ä¸æ³¨å†Œã€‚æ¢å¥è¯è¯´ï¼Œç›¸æœºåªæ˜¯ä¸º [Viewport] æä¾› 3D 显示能" -"åŠ›ï¼Œå¦‚æžœæ²¡æœ‰ï¼Œåˆ™æ— æ³•æ˜¾ç¤ºåœ¨è¯¥ [Viewport] 或更高视区ä¸æ³¨å†Œçš„场景。" +"节点ä¸æ³¨å†Œè‡ªå·±ï¼ˆå½“æ ‘ä¸Šè¡Œï¼‰ã€‚æ¯ä¸ªè§†å£åªèƒ½æ¿€æ´»ä¸€ä¸ªç›¸æœºã€‚å¦‚æžœåœ¨æ ‘ä¸Šæ²¡æœ‰å¯ç”¨çš„视" +"å£ï¼Œç›¸æœºå°†åœ¨å…¨å±€è§†å£ä¸æ³¨å†Œã€‚æ¢å¥è¯è¯´ï¼Œç›¸æœºåªæ˜¯ä¸º [Viewport] æä¾› 3D 显示能" +"åŠ›ï¼Œå¦‚æžœæ²¡æœ‰ï¼Œåˆ™æ— æ³•æ˜¾ç¤ºåœ¨è¯¥ [Viewport] 或更高视å£ä¸æ³¨å†Œçš„场景。" #: doc/classes/Camera.xml msgid "" @@ -14720,7 +14743,7 @@ msgid "" "[/codeblock]" msgstr "" "返回 [Viewport] 矩形ä¸çš„ 2D åæ ‡ï¼Œè¯¥åæ ‡æ˜ å°„åˆ°ä¸–ç•Œç©ºé—´ä¸ç»™å®šçš„ 3D 点。\n" -"[b]注æ„:[/b]当使用它æ¥å®šä½ 3D 视区上的 GUI å…ƒç´ æ—¶ï¼Œå¦‚æžœ 3D 点在相机åŽé¢ï¼Œè¯·" +"[b]注æ„:[/b]当使用它æ¥å®šä½ 3D 视å£ä¸Šçš„ GUI å…ƒç´ æ—¶ï¼Œå¦‚æžœ 3D 点在相机åŽé¢ï¼Œè¯·" "使用 [method is_position_behind] æ¥é˜²æ¢å®ƒä»¬æ˜¾ç¤ºã€‚\n" "[codeblock]\n" "# 这个代ç å—是继承自 Spatial 的脚本的一部分。\n" @@ -14768,7 +14791,7 @@ msgstr "" "[code]_process[/code] 方法ä¸çš„å˜åŒ–。多普勒效果åªå¯¹ [member " "AudioStreamPlayer3D.doppler_tracking] 设置为 [constant AudioStreamPlayer3D." "DOPPLER_TRACKING_DISABLED] 以外的值的 [AudioStreamPlayer3D] 节点进行模拟。\n" -"[b]注æ„:[/b]è¦åœ¨ç¼–辑器ä¸åˆ‡æ¢å¤šæ™®å‹’效果预览,使用 3D 视区左上角的é€è§†èœå•ï¼Œå¹¶" +"[b]注æ„:[/b]è¦åœ¨ç¼–辑器ä¸åˆ‡æ¢å¤šæ™®å‹’效果预览,使用 3D 视å£å·¦ä¸Šè§’çš„é€è§†èœå•ï¼Œå¹¶" "切æ¢ä¸º[b]å¯ç”¨å¤šæ™®å‹’[/b]。" #: doc/classes/Camera.xml @@ -14816,7 +14839,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The horizontal (X) offset of the camera viewport." -msgstr "相机视窗的水平(X)å移é‡ã€‚" +msgstr "相机视å£çš„水平(X)å移é‡ã€‚" #: doc/classes/Camera.xml msgid "" @@ -14852,7 +14875,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "The vertical (Y) offset of the camera viewport." -msgstr "相机视窗的垂直(Y)å移é‡ã€‚" +msgstr "相机视å£çš„垂直(Y)å移é‡ã€‚" #: doc/classes/Camera.xml msgid "" @@ -15023,7 +15046,7 @@ msgstr "" msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." -msgstr "使之æˆä¸ºè¯¥åœºæ™¯ï¼ˆè§†åŒºå’Œå›¾å±‚ï¼‰çš„å½“å‰ 2D 相机,以防场景ä¸æœ‰å¾ˆå¤šç›¸æœºã€‚" +msgstr "使之æˆä¸ºè¯¥åœºæ™¯ï¼ˆè§†å£å’Œå›¾å±‚ï¼‰çš„å½“å‰ 2D 相机,以防场景ä¸æœ‰å¾ˆå¤šç›¸æœºã€‚" #: doc/classes/Camera2D.xml msgid "" @@ -15070,7 +15093,7 @@ msgid "" "or not a [Viewport], uses the default viewport instead." msgstr "" "连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者ä¸" -"是 [Viewport],则使用默认的视区。" +"是 [Viewport],则使用默认的视å£ã€‚" #: doc/classes/Camera2D.xml msgid "" @@ -15883,11 +15906,11 @@ msgstr "返回æ¤é¡¹ç›®çš„å˜æ¢çŸ©é˜µã€‚" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." -msgstr "以 [Rect2] å½¢å¼è¿”回视区的边界。" +msgstr "以 [Rect2] å½¢å¼è¿”回视å£çš„边界。" #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." -msgstr "返回这个项目相对于视区的å˜æ¢ã€‚" +msgstr "返回这个项目相对于视å£çš„å˜æ¢ã€‚" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." @@ -16281,7 +16304,7 @@ msgid "" "Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" -"å¯ç”¨æ—¶ï¼Œè¯¥ [CanvasLayer] 会使用视区的å˜æ¢ï¼Œæ‰€ä»¥å®ƒä¼šéšç›¸æœºç§»åŠ¨ï¼Œè€Œä¸æ˜¯ä¿æŒåœ¨å±" +"å¯ç”¨æ—¶ï¼Œè¯¥ [CanvasLayer] 会使用视å£çš„å˜æ¢ï¼Œæ‰€ä»¥å®ƒä¼šéšç›¸æœºç§»åŠ¨ï¼Œè€Œä¸æ˜¯ä¿æŒåœ¨å±" "幕上的æŸä¸ªå›ºå®šä½ç½®ã€‚\n" "与 [member follow_viewport_scale] é…åˆå¯ä»¥å®žçŽ°ä¼ª 3D 效果。" @@ -19193,7 +19216,7 @@ msgid "" msgstr "" "åŠ è½½æŒ‡å®šä¸ºå‚æ•°çš„é…置文件。解æžæ–‡ä»¶çš„å†…å®¹å¹¶å°†å…¶åŠ è½½åˆ°è°ƒç”¨è¯¥æ–¹æ³•çš„ " "[ConfigFile] 对象ä¸ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19204,7 +19227,7 @@ msgid "" msgstr "" "åŠ è½½æŒ‡å®šä¸ºå‚æ•°çš„åŠ å¯†é…置文件,使用æ供的 [code]key[/code] 对其解密。解æžæ–‡ä»¶" "çš„å†…å®¹å¹¶å°†å…¶åŠ è½½åˆ°è°ƒç”¨è¯¥æ–¹æ³•çš„ [ConfigFile] 对象ä¸ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19215,7 +19238,7 @@ msgid "" msgstr "" "åŠ è½½ä½œä¸ºå‚æ•°çš„åŠ å¯†é…置文件,使用æ供的 [code]password[/code] 解密。该文件的内" "容被解æžå¹¶åŠ 载到调用该方法的 [ConfigFile] 对象ä¸ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19225,7 +19248,7 @@ msgid "" msgstr "" "å°†ä¼ é€’çš„å—符串解æžä¸ºé…置文件的内容。该å—符串被解æžå¹¶åŠ 载到调用该方法的 " "ConfigFile 对象ä¸ã€‚\n" -"返回 [enum Error] 常é‡ä¹‹ä¸€ï¼ŒæˆåŠŸæ—¶è¿”回 [code]OK[/code]。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19235,7 +19258,7 @@ msgid "" msgstr "" "å°† [ConfigFile] 对象的内容ä¿å˜åˆ°æŒ‡å®šä¸ºå‚数的文件ä¸ã€‚输出文件使用 INI æ ·å¼çš„结" "构。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19246,7 +19269,7 @@ msgid "" msgstr "" "使用æ供的 [code]key[/code] å°† [ConfigFile] 对象的内容ä¿å˜åˆ°ä½œä¸ºå‚数指定的 " "AES-256 åŠ å¯†æ–‡ä»¶ä¸ã€‚输出文件使用 INI æ ·å¼çš„结构。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19257,7 +19280,7 @@ msgid "" msgstr "" "å°† [ConfigFile] 对象的内容ä¿å˜åˆ°ä½œä¸ºå‚数指定的 AES-256 åŠ å¯†æ–‡ä»¶ä¸ï¼Œä½¿ç”¨æä¾›" "çš„ [code]password[/code]è¿›è¡ŒåŠ å¯†ã€‚è¾“å‡ºæ–‡ä»¶ä½¿ç”¨ INI é£Žæ ¼çš„ç»“æž„ã€‚\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -19380,7 +19403,7 @@ msgid "" "code] methods provided by this class." msgstr "" "所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形ã€ç›¸å¯¹äºŽå…¶çˆ¶æŽ§ä»¶æˆ–" -"当å‰è§†çª—的锚点ä½ç½®ä»¥åŠè¡¨ç¤ºé”šç‚¹å移的边è·ã€‚当节点ã€å…¶ä»»ä½•çˆ¶èŠ‚点或å±å¹•å°ºå¯¸å‘生" +"当å‰è§†å£çš„锚点ä½ç½®ä»¥åŠè¡¨ç¤ºé”šç‚¹å移的边è·ã€‚当节点ã€å…¶ä»»ä½•çˆ¶èŠ‚点或å±å¹•å°ºå¯¸å‘生" "å˜åŒ–时,边è·ä¼šè‡ªåŠ¨æ›´æ–°ã€‚\n" "更多关于 Godot çš„ UI 系统ã€é”šç‚¹ã€è¾¹è·å’Œå®¹å™¨çš„ä¿¡æ¯ï¼Œè¯·å‚阅手册ä¸çš„相关教程。è¦" "构建çµæ´»çš„ UI,您需è¦æ··åˆä½¿ç”¨ä»Ž [Control] å’Œ [Container] 节点继承的 UI å…ƒ" @@ -19557,8 +19580,8 @@ msgid "" "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" -"å°†è¾“å…¥äº‹ä»¶æ ‡è®°ä¸ºå·²å¤„ç†ã€‚一旦接å—输入事件,它就会åœæ¢ä¼ æ’ï¼Œç”šè‡³ä¼ æ’到æ£åœ¨ä¾¦å¬" -"[method Node._unhandled_input]或[method Node._unhandled_key_input]的节点。" +"å°†è¾“å…¥äº‹ä»¶æ ‡è®°ä¸ºå·²å¤„ç†ã€‚一旦接å—è¾“å…¥äº‹ä»¶ï¼Œä¼ æ’就会åœæ¢ï¼Œä¸ä¼šå†ä¼ æ’到æ£åœ¨ä¾¦å¬ " +"[method Node._unhandled_input] å’Œ [method Node._unhandled_key_input] 的节点。" #: doc/classes/Control.xml msgid "" @@ -20647,7 +20670,7 @@ msgid "" "handled." msgstr "" "å…³é—模æ€æŽ§ä»¶æ—¶ï¼Œè¾“入是å¦ä¼ æ’。\n" -"如果为 [code]false[/code],事件处ç†å°†åœæ¢åœ¨è§†åŒºçš„输入事件处ç†ã€‚该视区会先将模" +"如果为 [code]false[/code],事件处ç†å°†åœæ¢åœ¨è§†å£çš„输入事件处ç†ã€‚该视å£ä¼šå…ˆå°†æ¨¡" "æ€æŽ§ä»¶éšè—,然åŽå†å°†è¾“å…¥æ ‡è®°ä¸ºå·²å¤„ç†ã€‚" #: doc/classes/Control.xml @@ -20800,7 +20823,7 @@ msgstr "" "这个值进行缩放。\n" "[b]注æ„:[/b]这个属性主è¦ç”¨äºŽåŠ¨ç”»ç”¨é€”。当控件被缩放时,控件内的文本将看起æ¥æ˜¯" "åƒç´ 化或模糊的。è¦åœ¨ä½ 的项目支æŒå¤šç§åˆ†è¾¨çŽ‡ï¼Œè¯·ä½¿ç”¨[url=$DOCS_URL/tutorials/" -"rendering/multiple_resolutions.html]文档[/url]ä¸æè¿°çš„åˆé€‚的视窗拉伸模å¼ï¼Œè€Œ" +"rendering/multiple_resolutions.html]文档[/url]ä¸æè¿°çš„åˆé€‚的视å£æ‹‰ä¼¸æ¨¡å¼ï¼Œè€Œ" "ä¸æ˜¯å•ç‹¬ç¼©æ”¾æŽ§ä»¶ã€‚\n" "[b]注æ„:[/b]如果控件节点是 [Container] 节点的å节点,当场景实例化时,缩放将" "被é‡ç½®ä¸º [code]Vector2(1, 1)[/code]。è¦åœ¨å®žä¾‹åŒ–时设置控件的缩放,使用 " @@ -24076,7 +24099,7 @@ msgstr "" #: doc/classes/CylinderShape.xml msgid "Cylinder shape for collisions." -msgstr "碰撞用的圆柱体形状。" +msgstr "用于碰撞的圆柱体形状。" #: doc/classes/CylinderShape.xml msgid "" @@ -24085,6 +24108,9 @@ msgid "" "engine, there are several known bugs with cylinder collision shapes. Using " "[CapsuleShape] or [BoxShape] instead is recommended." msgstr "" +"用于碰撞的圆柱体形状。\n" +"[b]注æ„:[/b]使用 GodotPhysics 而éžé»˜è®¤çš„ Bullet 物ç†å¼•æ“Žæ—¶ï¼Œåœ†æŸ±ä½“碰撞形状å˜" +"在已知的问题。推è使用 [CapsuleShape] 或 [BoxShape] 代替。" #: doc/classes/CylinderShape.xml msgid "The cylinder's height." @@ -24665,7 +24691,7 @@ msgstr "" "将当å‰æ‰“开的目录改为å‚æ•°ä¼ é€’çš„ç›®å½•ã€‚å‚æ•°å¯ä»¥æ˜¯ç›¸å¯¹äºŽå½“å‰ç›®å½•çš„(例如 " "[code]newdir[/code] 或 [code].../newdir[/code]),也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„(例如 " "[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆ[code]OK[/code] æˆåŠŸæ—¶ï¼‰ã€‚" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24677,7 +24703,7 @@ msgid "" msgstr "" "å°† [code]from[/code] 文件å¤åˆ¶åˆ° [code]to[/code] ç›®æ ‡ä½ç½®ã€‚两个å‚数都应该是相" "对或ç»å¯¹æ–‡ä»¶çš„è·¯å¾„ã€‚å¦‚æžœç›®æ ‡æ–‡ä»¶å˜åœ¨ä¸”没有访问ä¿æŠ¤ï¼Œåˆ™ä¼šè¢«è¦†ç›–。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24685,8 +24711,8 @@ msgid "" "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" -"返回上一次 [method get_next] 调用处ç†çš„当å‰é¡¹ç›®æ˜¯å¦ä¸ºç›®å½•ï¼ˆ[code].[/code]å’Œ" -"[code].[/code]被认为是目录)。" +"返回上一次 [method get_next] 调用处ç†çš„当å‰é¡¹ç›®æ˜¯å¦ä¸ºç›®å½•ï¼ˆ[code].[/code] å’Œ " +"[code].[/code] 属于目录)。" #: doc/classes/Directory.xml msgid "" @@ -24707,16 +24733,16 @@ msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" -"返回当å‰æ‰“开目录的ç»å¯¹è·¯å¾„(例如[code]res://文件夹[/code]或[code]C:\\tmp\\æ–‡" -"件夹[/code])。" +"返回当å‰æ‰“开目录的ç»å¯¹è·¯å¾„(例如 [code]res://文件夹[/code] 或 [code]C:" +"\\tmp\\文件夹[/code])。" #: doc/classes/Directory.xml msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" -"返回当å‰æ‰“开的目录的驱动器索引。请å‚阅[method get_drive]将返回的索引转æ¢ä¸ºé©±" -"动器的å称。" +"返回当å‰æ‰“开的目录的驱动器索引。请å‚阅 [method get_drive] 将返回的索引转æ¢ä¸º" +"驱动器的å称。" #: doc/classes/Directory.xml msgid "" @@ -24757,11 +24783,12 @@ msgid "" "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" -"返回当å‰ç›®å½•ä¸çš„ä¸‹ä¸€ä¸ªå…ƒç´ ï¼ˆæ–‡ä»¶æˆ–ç›®å½•ï¼‰ï¼ˆåŒ…æ‹¬[code].[/code]å’Œ[code].[/" -"code],除éž[code]skip_navigational[/code]被赋予[method list_dir_begin])。\n" +"返回当å‰ç›®å½•ä¸çš„ä¸‹ä¸€ä¸ªå…ƒç´ ï¼ˆæ–‡ä»¶æˆ–ç›®å½•ã€‚é™¤éžå°† [code]skip_navigational[/" +"code] 赋予 [method list_dir_begin],å¦åˆ™åŒ…括 [code].[/code] å’Œ [code].[/" +"code])。\n" "返回的是文件或目录的å称(而ä¸æ˜¯å®ƒçš„完整路径)。一旦æµè¢«å®Œå…¨å¤„ç†ï¼Œè¯¥æ–¹æ³•è¿”回" -"一个空的String,并自动关é—æµï¼ˆå³åœ¨è¿™ç§æƒ…况下,[method list_dir_end]å°†ä¸æ˜¯å¼ºåˆ¶" -"性的)。" +"一个空的 String,并自动关é—æµï¼ˆå³åœ¨è¿™ç§æƒ…况下,[method list_dir_end] å°†ä¸æ˜¯å¼º" +"制性的)。" #: doc/classes/Directory.xml msgid "" @@ -24808,7 +24835,7 @@ msgstr "" "创建一个目录。å‚æ•°å¯ä»¥æ˜¯å½“å‰ç›®å½•çš„相对路径,也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„ã€‚ç›®æ ‡ç›®å½•åº”è¯¥æ”¾" "置在一个已ç»å˜åœ¨çš„目录ä¸ï¼ˆå¦‚æžœè¦é€’归创建完整的路径,请å‚阅 [method " "make_dir_recursive])。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24817,9 +24844,9 @@ msgid "" "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"通过递归调用 [method make_dir]æ–¹æ³•ï¼Œåˆ›å»ºä¸€ä¸ªç›®æ ‡ç›®å½•å’Œå…¶è·¯å¾„ä¸æ‰€æœ‰å¿…è¦çš„ä¸é—´" +"通过递归调用 [method make_dir] æ–¹æ³•ï¼Œåˆ›å»ºä¸€ä¸ªç›®æ ‡ç›®å½•å’Œå…¶è·¯å¾„ä¸æ‰€æœ‰å¿…è¦çš„ä¸é—´" "目录。å‚æ•°å¯ä»¥æ˜¯ç›¸å¯¹äºŽå½“å‰ç›®å½•çš„,也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24833,7 +24860,7 @@ msgstr "" "folder[/code]),用户目录([code]user:// folder[/code])或以下ä½ç½®çš„ç»å¯¹è·¯å¾„" "内:用户文件系统(例如 [code]/tmp/folder[/code] 或 [code]C:\\tmp\\folder[/" "code])。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24847,7 +24874,7 @@ msgstr "" "æ°¸ä¹…åˆ é™¤ç›®æ ‡æ–‡ä»¶æˆ–ç©ºç›®å½•ã€‚å‚æ•°å¯ä»¥æ˜¯ç›¸å¯¹äºŽå½“å‰ç›®å½•çš„,也å¯ä»¥æ˜¯ç»å¯¹è·¯å¾„。如果" "ç›®æ ‡ç›®å½•ä¸æ˜¯ç©ºçš„,æ“作将失败。\n" "å¦‚æžœä½ ä¸æƒ³æ°¸ä¹…åˆ é™¤è¯¥æ–‡ä»¶/目录,请使用 [method OS.move_to_trash] 代替。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ˆæˆåŠŸæ—¶è¿”回 [code]OK[/code])。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24860,7 +24887,7 @@ msgstr "" "å°† [code]from[/code] 文件或目录é‡å‘½å且移动到 [code]to[/code] ç›®æ ‡ã€‚ä¸¤ä¸ªå‚æ•°" "都应该是文件或目录的相对路径或ç»å¯¹è·¯å¾„ã€‚å¦‚æžœç›®æ ‡æ–‡ä»¶æˆ–ç›®å½•å˜åœ¨ä¸”ä¸å—访问ä¿" "护,它将被覆盖。\n" -"返回 [enum Error] 代ç 常é‡ä¹‹ä¸€ï¼ŒæˆåŠŸæ—¶è¿”回 [code]OK[/code]。" +"返回 [enum Error] 错误ç 常é‡ï¼ˆæˆåŠŸæ—¶ä¸º [code]OK[/code])。" #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." @@ -25127,7 +25154,7 @@ msgid "" "This can be a negative number to make the distance between words smaller." msgstr "" "ç©ºæ ¼å—符(在 [member extra_spacing_char] 之外)的é¢å¤–é—´è·ï¼Œå•ä½ä¸ºåƒç´ 。\n" -"è¿™å¯ä»¥æ˜¯è´Ÿæ•°ï¼Œä½¿å—符之间的è·ç¦»æ›´å°ã€‚" +"å¯ä»¥æ˜¯è´Ÿæ•°ï¼Œä¼šä½¿å—符之间的è·ç¦»æ›´å°ã€‚" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the top in pixels." @@ -25166,9 +25193,9 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" -"如果为 [code]true[/code],将使用过滤功能。如果å—ä½“è¿‡åº¦é‡‡æ ·è¢«ç¦ç”¨æˆ–æ— æ•ˆï¼Œè¿™å°†" -"使å—体在缩放时å˜å¾—模糊,而éžåƒç´ 化。当在尺寸éšæ—¶å˜åŒ–的控件ä¸ä½¿ç”¨å—体时,建议" -"å¯ç”¨è¿™ä¸ªåŠŸèƒ½ï¼Œé™¤éžæ˜¯åƒç´ 设计。" +"如果为 [code]true[/code],将使用过滤功能。如果å—ä½“è¿‡é‡‡æ ·è¢«ç¦ç”¨æˆ–æ— æ³•ç”Ÿæ•ˆï¼Œå—" +"体在缩放时会å˜å¾—模糊,而éžåƒç´ 化。在尺寸会éšæ—¶å˜åŒ–的控件ä¸ä½¿ç”¨å—体时,建议å¯" +"用这个功能,除éžæƒ³è¦åƒç´ ç”»é£Žæ ¼ã€‚" #: doc/classes/DynamicFont.xml msgid "" @@ -25176,8 +25203,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"如果为 [code]true[/code],将使用 mipmap 多级æ¸è¿œçº¹ç†ã€‚在å—ä½“è¿‡åº¦é‡‡æ ·è¢«ç¦ç”¨æˆ–" -"æ— æ•ˆæ—¶ï¼Œå¯æ”¹å–„å—体缩å°æ—¶çš„表现。" +"如果为 [code]true[/code],将使用 mipmap 多级æ¸è¿œçº¹ç†ã€‚在å—ä½“è¿‡é‡‡æ ·è¢«ç¦ç”¨æˆ–æ— " +"法生效时,å¯æ”¹å–„å—体缩å°æ—¶çš„表现。" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." @@ -25229,7 +25256,7 @@ msgid "" "and viewport stretch mode." msgstr "" "如果设为比 [code]0.0[/code] 大的值,则会覆盖默认的å—ä½“è¿‡é‡‡æ ·ï¼Œå¿½ç•¥ [member " -"SceneTree.use_font_oversampling] 的值和视å£æ‹‰ä¼¸æ¨¡å¼ã€‚" +"SceneTree.use_font_oversampling] 的值和视å£çš„拉伸模å¼ã€‚" #: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." @@ -26338,7 +26365,7 @@ msgstr "" "æ–°ï¼‰åŠ è½½åœºæ™¯ï¼Œæ¸²æŸ“ç½‘æ ¼é¢„è§ˆï¼Œæ£€æŸ¥å’Œç¼–è¾‘èµ„æºå’Œå¯¹è±¡ã€‚它å…许自定义窗å£ï¼Œä¿å˜å’Œ" "(é‡æ–°ï¼‰åŠ è½½åœºæ™¯ï¼Œæ¸²æŸ“ç½‘æ ¼é¢„è§ˆï¼Œæ£€æŸ¥å’Œç¼–è¾‘èµ„æºå’Œå¯¹è±¡ï¼Œå¹¶æ供对 " "[EditorSettings]ã€[EditorFileSystem]ã€[EditorResourcePreview]ã€" -"[ScriptEditor]ã€ç¼–辑器视窗和场景信æ¯çš„访问。\n" +"[ScriptEditor]ã€ç¼–辑器视å£å’Œåœºæ™¯ä¿¡æ¯çš„访问。\n" "[b]注æ„:[/b]这个类ä¸åº”该直接实例化。相å,使用 [method EditorPlugin." "get_editor_interface] 访问å•ä¾‹ã€‚" @@ -26414,7 +26441,7 @@ msgid "" msgstr "" "返回主编辑器控件。将其作为主å±å¹•çš„父控件。\n" "[b]注æ„:[/b]这将返回包å«æ•´ä¸ªç¼–辑器的主编辑器控件,而ä¸æ˜¯å…·ä½“çš„ 2D或 3D 视" -"窗。\n" +"å£ã€‚\n" "[b]è¦å‘Šï¼š[/b]åˆ é™¤å’Œé‡Šæ”¾è¿™ä¸ªèŠ‚ç‚¹å°†ä½¿ç¼–è¾‘å™¨çš„ä¸€éƒ¨åˆ†å¤±åŽ»ä½œç”¨ï¼Œå¹¶å¯èƒ½å¯¼è‡´å´©æºƒã€‚" #: doc/classes/EditorInterface.xml @@ -26734,7 +26761,7 @@ msgid "" "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" -"注册一个新的 [EditorSpatialGizmoPlugin]。å°å·¥å…·æ’件å¯ä»¥åœ¨ 3D 预览视区ä¸ä¸º " +"注册一个新的 [EditorSpatialGizmoPlugin]。å°å·¥å…·æ’件å¯ä»¥åœ¨ 3D 预览视å£ä¸ä¸º " "[Spatial] æ·»åŠ è‡ªå®šä¹‰çš„å°å·¥å…·ã€‚\n" "注册æ’ä»¶çš„ç¤ºä¾‹è§ [method add_inspector_plugin]。" @@ -26830,8 +26857,8 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"引擎会在 2D 编辑器的视区å‘生更新时调用。使用 [code]overlay[/code] [Control] " -"è¿›è¡Œç»˜åˆ¶ã€‚ä½ å¯ä»¥é€šè¿‡è°ƒç”¨ [method update_overlays] 手动更新视窗。\n" +"引擎会在 2D 编辑器的视å£å‘生更新时调用。使用 [code]overlay[/code] [Control] " +"è¿›è¡Œç»˜åˆ¶ã€‚ä½ å¯ä»¥é€šè¿‡è°ƒç”¨ [method update_overlays] 手动更新视å£ã€‚\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # åœ¨å…‰æ ‡ä½ç½®ç”»ä¸€ä¸ªåœ†ã€‚\n" @@ -26840,7 +26867,7 @@ msgstr "" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" -" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†çª—。\n" +" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†å£ã€‚\n" " update_overlays()\n" " return true\n" " return false\n" @@ -26883,7 +26910,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"当当å‰ç¼–辑场景ä¸æœ‰ä¸€ä¸ªæ ¹èŠ‚点时被调用,[method handles]实现,在2D视窗ä¸å‘生按" +"当当å‰ç¼–辑场景ä¸æœ‰ä¸€ä¸ªæ ¹èŠ‚点时被调用,[method handles]实现,在2D视å£ä¸å‘生按" "键输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code] " "[EditorPlugin]消耗键值[code]event[/code],å¦åˆ™å°†é”®å€¼[code]event[/code]转å‘ç»™" "其他Editor类。例å:\n" @@ -26922,9 +26949,9 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"引擎会在 3D 编辑器的视区å‘生更新时调用。使用 [code]overlay[/code] 控件 " +"引擎会在 3D 编辑器的视å£å‘生更新时调用。使用 [code]overlay[/code] 控件 " "[Control] è¿›è¡Œç»˜åˆ¶ã€‚ä½ å¯ä»¥é€šè¿‡è°ƒç”¨ [method update_overlays] 更新覆盖手动更新" -"视窗。\n" +"视å£ã€‚\n" "[codeblock]\n" "func forward_spatial_draw_over_viewport(overlay):\n" " # åœ¨å…‰æ ‡ä½ç½®ç”»ä¸€ä¸ªåœ†ã€‚\n" @@ -26932,7 +26959,7 @@ msgstr "" "\n" "func forward_spatial_gui_input(camera, event):\n" " if event is InputEventMouseMotion:\n" -" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†çª—。\n" +" # å½“å…‰æ ‡è¢«ç§»åŠ¨æ—¶ï¼Œé‡ç»˜è§†å£ã€‚\n" " update_overlays()\n" " return true\n" " return false\n" @@ -26975,7 +27002,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"在当å‰ç¼–辑的场景ä¸å˜åœ¨æ ¹èŠ‚点时调用,实现[method handles]并在3D视窗ä¸å‘生按键" +"在当å‰ç¼–辑的场景ä¸å˜åœ¨æ ¹èŠ‚点时调用,实现[method handles]并在3D视å£ä¸å‘生按键" "输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code],则" "[EditorPlugin]会使用键值[code]event[/code],å¦åˆ™å°†é”®å€¼[code]event[/code]转å‘" "到其他Editor类。例å:\n" @@ -27245,7 +27272,7 @@ msgid "" "once and it will work permanently for this plugin." msgstr "" "å¯ç”¨ 2D 编辑器的 [method forward_canvas_force_draw_over_viewport] å’Œ 3D 编辑" -"器的 [method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。" +"器的 [method forward_spatial_force_draw_over_viewport] 在其视å£æ›´æ–°æ—¶çš„调用。" "ä½ åªéœ€è¦è°ƒç”¨è¿™ä¸ªæ–¹æ³•ä¸€æ¬¡ï¼Œå®ƒå°±ä¼šå¯¹è¿™ä¸ªæ’件永久起作用。" #: doc/classes/EditorPlugin.xml @@ -27312,7 +27339,7 @@ msgid "" "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" -"æ›´æ–° 2D å’Œ 3D 编辑器视窗的覆盖层。导致方法 [method " +"æ›´æ–° 2D å’Œ 3D 编辑器视å£çš„覆盖层。导致方法 [method " "forward_canvas_draw_over_viewport]ã€[method " "forward_canvas_force_draw_over_viewport]ã€[method " "forward_spatial_draw_over_viewport] å’Œ [method " @@ -27890,7 +27917,6 @@ msgid "Base script that can be used to add extension functions to the editor." msgstr "å¯ç”¨äºŽä¸ºç¼–è¾‘å™¨æ·»åŠ æ‰©å±•åŠŸèƒ½çš„åŸºç¡€è„šæœ¬ã€‚" #: doc/classes/EditorScript.xml -#, fuzzy msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " @@ -27927,7 +27953,9 @@ msgstr "" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" "[b]注æ„:[/b]脚本在编辑器上下文ä¸è¿è¡Œï¼Œè¿™æ„味ç€è¾“出在与编辑器一起å¯åŠ¨çš„控制å°" -"窗å£ï¼ˆstdout),而ä¸æ˜¯é€šå¸¸çš„ Godot [b]输出[/b]é¢æ¿ 。" +"窗å£ï¼ˆstdout),而ä¸æ˜¯é€šå¸¸çš„ Godot [b]输出[/b]é¢æ¿ 。\n" +"[b]注æ„:[/b]EditorScript 进行了引用计数,ä¸å†è¢«å¼•ç”¨æ—¶å°±ä¼šè¢«é”€æ¯ã€‚在进行异æ¥" +"æ“作时,如果ä¸å†å˜åœ¨å¯¹è¯¥è„šæœ¬çš„引用,就å¯èƒ½é€ æˆé”™è¯¯ã€‚" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." @@ -37769,6 +37797,7 @@ msgstr "" "[b]注æ„:[/b]这个值在 Android å’Œ iOS 上å¯ç«‹å³è¢«ç¡¬ä»¶ä¼ 感器的值所覆盖。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -37780,7 +37809,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "è®¾ç½®ä¸€ä¸ªè‡ªå®šä¹‰é¼ æ ‡å…‰æ ‡å›¾åƒï¼Œè¯¥å›¾åƒä»…当游æˆçª—å£å†…å¯è§ã€‚还å¯ä»¥æŒ‡å®šçƒç‚¹ã€‚å°† " "[code]null[/code] ä¼ é€’ç»™ image å‚æ•°å°†é‡ç½®ä¸ºç³»ç»Ÿå…‰æ ‡ã€‚有关详细信æ¯ï¼Œè¯·å‚阅 " @@ -37801,7 +37834,7 @@ msgid "" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" -"设置该视区ä¸ä½¿ç”¨çš„é»˜è®¤å…‰æ ‡å½¢çŠ¶ï¼Œè€Œä¸æ˜¯ [constant CURSOR_ARROW]。\n" +"设置该视å£ä¸ä½¿ç”¨çš„é»˜è®¤å…‰æ ‡å½¢çŠ¶ï¼Œè€Œä¸æ˜¯ [constant CURSOR_ARROW]。\n" "[b]注æ„:[/b]如果è¦æ›´æ”¹ [Control] èŠ‚ç‚¹çš„é»˜è®¤å…‰æ ‡å½¢çŠ¶ï¼Œè¯·æ”¹ç”¨ [member Control." "mouse_default_cursor_shape]。\n" "[b]注æ„:[/b]这个方法会生æˆä¸€ä¸ª [InputEventMouseMotion] 以立å³æ›´æ–°å…‰æ ‡ã€‚" @@ -41529,7 +41562,6 @@ msgstr "" "如果为 [code]true[/code],则光线的效果会逆转,使区域å˜æš—并投射明亮的阴影。" #: doc/classes/Light.xml -#, fuzzy msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " @@ -41540,7 +41572,9 @@ msgid "" msgstr "" "ç¯å…‰çš„大å°ï¼Œä½¿ç”¨ Godot çš„å•ä½ã€‚åªåœ¨çƒ˜ç„™çš„光照贴图ä¸è€ƒè™‘,并且åªåœ¨ [member " "light_bake_mode] 被设置为 [constant BAKE_ALL] æ—¶è€ƒè™‘ã€‚å¢žåŠ è¿™ä¸ªå€¼ä¼šä½¿é˜´å½±çœ‹èµ·" -"æ¥æ›´æ¨¡ç³Šã€‚è¿™å¯ä»¥åœ¨ä¸€å®šç¨‹åº¦ä¸Šç”¨äºŽæ¨¡æ‹ŸåŒºåŸŸç¯å…‰ã€‚" +"æ¥æ›´æ¨¡ç³Šã€‚è¿™å¯ä»¥åœ¨ä¸€å®šç¨‹åº¦ä¸Šç”¨äºŽæ¨¡æ‹ŸåŒºåŸŸç¯å…‰ã€‚\n" +"[b]注æ„:[/b][member light_size] ä¸å— [member Spatial.scale] çš„å½±å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/Light.xml msgid "" @@ -44044,7 +44078,7 @@ msgid "" "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" "用于在 2D ä¸æ˜¾ç¤º [Mesh] 的节点。å¯ä»¥é€šè¿‡ç¼–辑器工具æ 上的工具从现有的 " -"[Sprite] æž„å»ºã€‚é€‰ä¸ [Sprite] 节点,然åŽåœ¨ 2D 编辑器视区顶部选择[b]ç²¾çµ > 转æ¢" +"[Sprite] æž„å»ºã€‚é€‰ä¸ [Sprite] 节点,然åŽåœ¨ 2D 编辑器视å£é¡¶éƒ¨é€‰æ‹©[b]ç²¾çµ > 转æ¢" "为 MeshInstance2D[/b]。" #: doc/classes/MeshInstance2D.xml @@ -45547,7 +45581,6 @@ msgid "3D agent used in navigation for collision avoidance." msgstr "在导航ä¸ç”¨äºŽé˜²æ’žçš„ 3D 代ç†ã€‚" #: doc/classes/NavigationAgent.xml -#, fuzzy msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45574,7 +45607,9 @@ msgstr "" "[NavigationAgent] 是物ç†å®‰å…¨çš„。\n" "[b]注æ„:[/b]使用 [method set_target_location] 之åŽï¼Œå¿…须在æ¯ä¸ªç‰©ç†å¸§ä½¿ç”¨ä¸€" "次 [method get_next_location] 函数æ¥æ›´æ–° NavigationAgent 的内部路径逻辑。这个" -"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚" +"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚\n" +"[b]注æ„:[/b]默认情况下,é¿éšœçš„大强度计算是在å•ç‹¬çš„线程ä¸è¿›è¡Œçš„。在ä¸æ”¯æŒå¤šçº¿" +"程的 HTML5 导出ä¸ï¼Œåˆ™ä¼šåœ¨ä¸»çº¿ç¨‹ä¸è¿›è¡Œï¼Œå¯èƒ½å¯¼è‡´æ€§èƒ½é—®é¢˜ã€‚" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -45867,7 +45902,6 @@ msgid "2D agent used in navigation for collision avoidance." msgstr "在导航ä¸ç”¨äºŽé˜²æ’žçš„ 2D 代ç†ã€‚" #: doc/classes/NavigationAgent2D.xml -#, fuzzy msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45894,7 +45928,9 @@ msgstr "" "[NavigationAgent2D] 是物ç†å®‰å…¨çš„。\n" "[b]注æ„:[/b]使用 [method set_target_location] 之åŽï¼Œå¿…须在æ¯ä¸ªç‰©ç†å¸§ä½¿ç”¨ä¸€" "次 [method get_next_location] 函数æ¥æ›´æ–° NavigationAgent 的内部路径逻辑。这个" -"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚" +"函数返回的å‘é‡ä½ç½®åº”该用作该代ç†çš„父节点的下一次移动ä½ç½®ã€‚\n" +"[b]注æ„:[/b]默认情况下,é¿éšœçš„大强度计算是在å•ç‹¬çš„线程ä¸è¿›è¡Œçš„。在ä¸æ”¯æŒå¤šçº¿" +"程的 HTML5 导出ä¸ï¼Œåˆ™ä¼šåœ¨ä¸»çº¿ç¨‹ä¸è¿›è¡Œï¼Œå¯èƒ½å¯¼è‡´æ€§èƒ½é—®é¢˜ã€‚" #: doc/classes/NavigationAgent2D.xml msgid "" @@ -46763,7 +46799,6 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的æœåŠ¡å™¨æŽ¥å£ã€‚" #: doc/classes/NavigationServer.xml -#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" @@ -46805,6 +46840,8 @@ msgstr "" "的速度触å‘回调。\n" "[b]注æ„:[/b]防撞系统会忽略地区。直接使用修æ£åŽçš„速度å¯èƒ½ä¼šå°†ä»£ç†æŽ¨åˆ°å¯å¯¼èˆªåŒº" "域之外。这是防撞系统的缺陷,更å¤æ‚的情况å¯èƒ½éœ€è¦ç”¨åˆ°ç‰©ç†å¼•æ“Žã€‚\n" +"[b]注æ„:[/b]默认情况下,é¿éšœçš„大强度计算是在å•ç‹¬çš„线程ä¸è¿›è¡Œçš„。在ä¸æ”¯æŒå¤šçº¿" +"程的 HTML5 导出ä¸ï¼Œåˆ™ä¼šåœ¨ä¸»çº¿ç¨‹ä¸è¿›è¡Œï¼Œå¯èƒ½å¯¼è‡´æ€§èƒ½é—®é¢˜ã€‚\n" "æœåŠ¡å™¨ä¼šè®°å½•æ‰€æœ‰çš„调用,在åŒæ¥é˜¶æ®µç»Ÿä¸€æ‰§è¡Œã€‚è¿™æ„味ç€ä½ å¯ä»¥æ”¾å¿ƒå¤§èƒ†åœ°ä»Žä»»ä½•çº¿" "程ä¸è¯·æ±‚对地图进行任何修改。" @@ -50536,9 +50573,9 @@ msgstr "" "[OccluderShape] 是 [Occluder] 节点所使用的资æºï¼Œç”¨äºŽå‡ 何é®æŒ¡å‰”除。\n" "è¯¥å¤šè¾¹å½¢å¿…é¡»æ˜¯å‡¸å¤šè¾¹å½¢ã€‚å¤šè¾¹å½¢é¡¶ç‚¹çš„åˆ›å»ºä¸Žåˆ é™¤å¯ä»¥åœ¨ç¼–辑器的检查器ä¸è¿›è¡Œï¼Œä¹Ÿ" "å¯ä»¥é€šè¿‡è°ƒç”¨ [code]set_polygon_points[/code] 实现。æ¯ä¸€æ¡è¾¹çš„顶点都å¯ä»¥é€šè¿‡åœ¨" -"编辑器视窗ä¸æ‹–拽手柄设置。\n" +"编辑器视å£ä¸æ‹–拽手柄设置。\n" "å¦å¤–,æ¯ä¸€ä¸ªå¤šè¾¹å½¢é®æŒ¡å™¨éƒ½å¯ä»¥æ”¯æŒå•ä¸ªç©ºæ´žã€‚å¦‚æžœä½ åœ¨ç¼–è¾‘å™¨çš„æ£€æŸ¥å™¨ä¸ä¸ºç©ºæ´žæ·»" -"åŠ è‡³å°‘ä¸‰ä¸ªé¡¶ç‚¹ï¼Œå°±å¯ä»¥åœ¨ç¼–辑器视窗ä¸æ‹–拽空洞边缘顶点的å¥æŸ„。\n" +"åŠ è‡³å°‘ä¸‰ä¸ªé¡¶ç‚¹ï¼Œå°±å¯ä»¥åœ¨ç¼–辑器视å£ä¸æ‹–拽空洞边缘顶点的å¥æŸ„。\n" "一般而言,多边形以åŠç©ºæ´žçš„边数越少,è¿è¡Œæ—¶ç³»ç»Ÿçš„处ç†é€Ÿåº¦å°±è¶Šå¿«ï¼Œæ‰€ä»¥åœ¨å¤§å¤šæ•°" "æƒ…å†µä¸‹ä½ éƒ½åªä¼šè®¾ç½® 4 个顶点。" @@ -50632,7 +50669,6 @@ msgstr "" "光的衰å‡ï¼ˆä¸‹é™ï¼‰æ›²çº¿ã€‚在[b]检查器[/b]ä¸ï¼Œé€šè¿‡å³é”®ç‚¹å‡»æ›²çº¿ï¼Œå¯ä»¥èŽ·å¾—许多预设。" #: doc/classes/OmniLight.xml -#, fuzzy msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " @@ -50641,9 +50677,11 @@ msgid "" "[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" -"光的åŠå¾„。请注æ„,有效的照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ï¼Œè¿™å–决于使用的 [member " -"omni_attenuation]ã€‚æ— è®ºä½¿ç”¨ä½•ç§ [member omni_attenuation],光线都ä¸ä¼šåˆ°è¾¾è¿™ä¸ª" -"åŠå¾„以外的地方。" +"该ç¯å…‰çš„åŠå¾„。请注æ„ï¼Œæ ¹æ®ä½¿ç”¨çš„ [member omni_attenuation],有效照明区域å¯èƒ½" +"看起æ¥æ›´å°ã€‚æ— è®ºä½¿ç”¨ [member omni_attenuation] 为何值,光都ä¸ä¼šåˆ°è¾¾æ¤èŒƒå›´ä¹‹å¤–" +"的任何东西。\n" +"[b]注æ„:[/b][member omni_range] ä¸å— [member Spatial.scale] çš„å½±å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/OmniLight.xml msgid "See [enum ShadowDetail]." @@ -51297,7 +51335,6 @@ msgid "Returns the audio driver name for the given index." msgstr "返回给定索引的音频驱动程åºå称。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " @@ -51308,7 +51345,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†è¿”å›ž[i]全局[/i]缓å˜æ•°æ®ç›®å½•ã€‚在桌é¢å¹³å°ä¸Šï¼Œå¯ä»¥é€šè¿‡åœ¨å¯åŠ¨é¡¹" +"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†è¿”å›ž[i]全局[/i]缓å˜æ•°æ®ç›®å½•ã€‚在 Linux 上,å¯ä»¥é€šè¿‡åœ¨å¯åŠ¨é¡¹" "目之å‰è®¾ç½® [code]XDG_CACHE_HOME[/code] 环境å˜é‡æ¥è¦†ç›–æ¤è·¯å¾„。有关更多信æ¯ï¼Œè¯·" "å‚阅文档ä¸çš„ [url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目ä¸çš„文件" "路径》[/url]。å¦è¯·å‚阅 [method get_config_dir] å’Œ [method get_data_dir]。\n" @@ -51362,7 +51399,6 @@ msgstr "" "[/codeblock]" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On Linux, this path can be overridden by " @@ -51373,7 +51409,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户é…置目录。在桌é¢å¹³å°ä¸Šï¼Œè¿™ä¸ªè·¯å¾„å¯ä»¥åœ¨" +"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户é…置目录。在 Linux 上,这个路径å¯ä»¥åœ¨" "å¯åŠ¨é¡¹ç›®å‰é€šè¿‡è®¾ç½®[code]XDG_CONFIG_HOME[/code]环境å˜é‡æ¥è¦†ç›–。更多信æ¯è¯·å‚è§" "文档ä¸[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目ä¸çš„文件路径》" "[/url]。å¦è¯·å‚阅 [method get_cache_dir] å’Œ [method get_data_dir]。\n" @@ -51398,7 +51434,6 @@ msgid "" msgstr "返回当å‰ä½¿ç”¨çš„视频驱动程åºï¼Œä½¿ç”¨[enum VideoDriver]ä¸çš„一个值。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " @@ -51409,7 +51444,7 @@ msgid "" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" -"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户数æ®ç›®å½•ã€‚在桌é¢å¹³å°ä¸Šï¼Œè¿™ä¸ªè·¯å¾„å¯ä»¥åœ¨" +"æ ¹æ®æ“ä½œç³»ç»Ÿçš„æ ‡å‡†ï¼Œè¿”å›ž[i]全局[/i]用户数æ®ç›®å½•ã€‚在 Linux 上,这个路径å¯ä»¥åœ¨" "å¯åŠ¨é¡¹ç›®å‰é€šè¿‡è®¾ç½®[code]XDG_DATA_HOME[/code]环境å˜é‡æ¥è¦†ç›–。更多信æ¯è¯·å‚è§æ–‡" "æ¡£ä¸[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目ä¸çš„文件路径》[/" "url]。å¦è¯·å‚阅 [method get_cache_dir] å’Œ [method get_config_dir]。\n" @@ -53698,14 +53733,14 @@ msgstr "" "使用 [code]process_material[/code] å±žæ€§æ·»åŠ [ParticlesMaterial] æ¥é…置粒å外" "观和行为。或者,您å¯ä»¥æ·»åŠ 一个将应用于所有粒åçš„ [ShaderMaterial]。\n" "[b]注æ„:[/b][Particles] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染器," -"请改用 [CPUParticles]。您å¯ä»¥é€šè¿‡é€‰æ‹©èŠ‚点,å•å‡» 3D 编辑器视窗顶部的" +"请改用 [CPUParticles]。您å¯ä»¥é€šè¿‡é€‰æ‹©èŠ‚点,å•å‡» 3D 编辑器视å£é¡¶éƒ¨çš„" "[b]Particles[/b]èœå•ï¼Œç„¶åŽé€‰æ‹©[b]转æ¢ä¸º CPUParticles[/b],将 [Particles] 转æ¢" "为 [CPUParticles]。\n" "[b]注æ„:[/b]在 macOS 上,渲染 [Particles] 比 [CPUParticles] è¦æ…¢ä¸Šå¾ˆå¤šï¼Œå› 为" "å˜æ¢å馈是在 CPU 上实现的,而ä¸æ˜¯ GPU。以 macOS ä¸ºç›®æ ‡æ—¶ï¼Œè¯·è€ƒè™‘ä½¿ç”¨ " "[CPUParticles]。\n" "[b]注æ„:[/b]在处ç†ç²’å节点åŽï¼Œè®°å¾—通过选择它æ¥æ›´æ–°å…¶ [member " -"visibility_aabb],å•å‡» 3D 编辑器视窗顶部的[b]Particles[/b]èœå•ï¼Œç„¶åŽé€‰æ‹©[b]生" +"visibility_aabb],å•å‡» 3D 编辑器视å£é¡¶éƒ¨çš„[b]Particles[/b]èœå•ï¼Œç„¶åŽé€‰æ‹©[b]生" "æˆå¯è§ AABB[/b]。å¦åˆ™ï¼Œç²’åå¯èƒ½ä¼šç”±äºŽç›¸æœºä½ç½®å’Œè§’度的改å˜çªç„¶æ¶ˆå¤±ã€‚" #: doc/classes/Particles.xml @@ -53860,15 +53895,14 @@ msgid "Particle systems (2D)" msgstr "ç²’å系统(2D)" #: doc/classes/Particles2D.xml -#, fuzzy msgid "2D Particles Demo" -msgstr "2D å¹³å°è·³è·ƒæ¼”示" +msgstr "2D ç²’å演示" #: doc/classes/Particles2D.xml msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " "player)" -msgstr "" +msgstr "2D Dodge The Creeps 演示(玩家身åŽçš„拖尾使用的是 GPUParticles2D)" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." @@ -58119,7 +58153,7 @@ msgid "" msgstr "" "Popup 是基本的 [Control],用于显示对è¯æ¡†å’Œå¼¹å‡ºçª—å£ã€‚默认情况下,它是一个å窗" "å£å’Œæ¨¡æ€ï¼Œå‚阅 [Control],并具有自定义弹出行为的辅助程åºã€‚所有弹出方法都确ä¿" -"在视窗ä¸æ£ç¡®æ”¾ç½®ã€‚" +"在视å£ä¸æ£ç¡®æ”¾ç½®ã€‚" #: doc/classes/Popup.xml msgid "Popup (show the control in modal form)." @@ -60422,7 +60456,7 @@ msgid "" "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游æˆçš„主视窗高度。在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" +"设置游æˆçš„主视å£é«˜åº¦ã€‚在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" "时,也使用æ¤å‚数作为å‚考。" #: doc/classes/ProjectSettings.xml @@ -60451,7 +60485,7 @@ msgid "" "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游æˆçš„主视窗宽度。在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" +"设置游æˆçš„主视å£å®½åº¦ã€‚在桌é¢å¹³å°ä¸Šï¼Œè¿™æ˜¯é»˜è®¤çš„窗å£å¤§å°ã€‚当å¯ç”¨æ‹‰ä¼¸æ¨¡å¼è®¾ç½®" "时,也使用æ¤å‚数作为å‚考。" #: doc/classes/ProjectSettings.xml @@ -60585,7 +60619,7 @@ msgid "" "and is the recommended setting." msgstr "" "如果已å¯ç”¨ï¼Œåˆ™ä¼šåœ¨å°† [member Viewport.gui_disable_input] 设为 [code]false[/" -"code] ç¦ç”¨è§†åŒºçš„ GUI 输入时,将当å‰çš„é¼ æ ‡æ‚¬åœåŠèšç„¦ä¸¢å¼ƒã€‚\n" +"code] ç¦ç”¨è§†å£çš„ GUI 输入时,将当å‰çš„é¼ æ ‡æ‚¬åœåŠèšç„¦ä¸¢å¼ƒã€‚\n" "è¿™æ ·çš„è¡Œä¸ºèƒ½å¤Ÿå¸®åŠ©ä¿æŒ GUI 状æ€çš„å¥å£®ï¼Œè¾“å…¥æ¢å¤æ—¶ï¼Œæ— 论当时å‘生了什么都ä¸ä¼šäº§" "生æ„外的结果。\n" "如果已ç¦ç”¨ï¼Œä¼šä½¿ç”¨æ—§æœ‰è¡Œä¸ºï¼Œé™¤äº†ç¦ç”¨ GUI 输入本身ä¸ä¼šè¿›è¡Œé¢å¤–æ“作。\n" @@ -60596,8 +60630,8 @@ msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" -"如果为 [code]true[/code],在Windowså’ŒUWP的对è¯æ¡†ä¸äº¤æ¢ç¡®å®šå’Œå–消按钮,以éµå¾ª" -"ç•Œé¢æƒ¯ä¾‹ã€‚" +"如果为 [code]true[/code],在 Windows å’Œ UWP 的对è¯æ¡†ä¸äº¤æ¢ç¡®å®šå’Œå–消按钮,以" +"éµå¾ªç•Œé¢æƒ¯ä¾‹ã€‚" #: doc/classes/ProjectSettings.xml msgid "" @@ -60639,9 +60673,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认用于确认焦点按钮ã€èœå•æˆ–列表项,或验è¯è¾“入的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认用于确认焦点按钮ã€èœå•æˆ–列表项,或验è¯è¾“入的 [InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60650,9 +60684,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认放弃一个模æ€æˆ–挂起的输入的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认用于放弃模æ€æˆ–挂起的输入的 [InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60661,9 +60695,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å‘下移动的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å‘下移动的 [InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60676,8 +60710,8 @@ msgid "" msgstr "" "默认[InputEventAction]去[Control]的结æŸä½ç½®(例如[ItemList]或[Tree]ä¸çš„最åŽä¸€" "项),匹é…典型桌é¢UI系统ä¸[constant KEY_END]的行为。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60689,8 +60723,8 @@ msgid "" msgstr "" "默认èšç„¦åœºæ™¯ä¸çš„下一个[Control]çš„[InputEventAction]。焦点行为å¯ä»¥é€šè¿‡[member " "Control.focus_next]é…置。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60702,8 +60736,8 @@ msgid "" msgstr "" "默认èšç„¦åœºæ™¯ä¸çš„å‰ä¸€ä¸ª[Control]çš„[InputEventAction]。焦点行为å¯ä»¥é€šè¿‡[member " "Control.focus_previous]é…置。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60716,8 +60750,8 @@ msgid "" msgstr "" "默认的将进入[Control]的起始ä½ç½®ï¼ˆä¾‹å¦‚[ItemList]或[Tree]ä¸çš„第一个项目)时的" "[InputEventAction],与典型的桌é¢UI系统ä¸[constant KEY_HOME]的行为相匹é…。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬å¯¹äºŽå‡ ä¸ª[Control]" -"的内部逻辑是必è¦çš„。然而,分é…给动作的事件å¯ä»¥è¢«ä¿®æ”¹ã€‚" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª " +"[Control] 的内部逻辑所必需的。然而,分é…给动作的事件å¯ä»¥è¢«ä¿®æ”¹ã€‚" #: doc/classes/ProjectSettings.xml msgid "" @@ -60726,9 +60760,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å‘左移动的[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å‘左移动的[InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60742,8 +60776,8 @@ msgstr "" "默认的在 [Control](例如 [ItemList] 或 [Tree])ä¸å‘下翻页的 " "[InputEventAction]ï¼Œä¸Žå…¸åž‹æ¡Œé¢ UI ç³»ç»Ÿä¸ [constant KEY_PAGEDOWN] 的行为相匹" "é…。\n" -"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª " -"[Control] 的内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60757,8 +60791,8 @@ msgstr "" "默认的在 [Control](例如 [ItemList] 或 [Tree])ä¸å‘上翻页的 " "[InputEventAction]ï¼Œä¸Žå…¸åž‹æ¡Œé¢ UI ç³»ç»Ÿä¸ [constant KEY_PAGEUP] 的行为相匹" "é…。\n" -"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª " -"[Control] 的内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60767,9 +60801,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å³ç§»çš„[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å³ç§»çš„[InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60780,8 +60814,8 @@ msgid "" "to the action can however be modified." msgstr "" "默认选择[Control](例如[ItemList]或[Tree])ä¸çš„一个项目[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60790,9 +60824,9 @@ msgid "" "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" -"默认在UIä¸å‘上移动[InputEventAction]。\n" -"[b]注æ„:[/b]默认的[code]ui_*[/code]动作ä¸èƒ½è¢«åˆ é™¤ï¼Œå› ä¸ºå®ƒä»¬æ˜¯å‡ ä¸ª[Control]çš„" -"内部逻辑所必需的。但是,å¯ä»¥ä¿®æ”¹åˆ†é…给该æ“作的事件。" +"默认在 UI ä¸å‘上移动[InputEventAction]。\n" +"[b]注æ„:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"çš„ï¼Œæ— æ³•åˆ é™¤ã€‚ä½†æ˜¯å¯ä»¥ä¿®æ”¹åˆ†é…给该动作的事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -63204,7 +63238,6 @@ msgstr "" "的值通常会给出最好的结果。å¦è§ [member rendering/quality/filters/use_fxaa]。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " @@ -63224,13 +63257,18 @@ msgid "" "debanding at run-time, set [member Viewport.debanding] on the root " "[Viewport] instead." msgstr "" -"如果为 [code]true[/code],则使用快速åŽå¤„ç†è¿‡æ»¤å™¨ä½¿æ¡å¸¦æ˜Žæ˜¾ä¸é‚£ä¹ˆæ˜Žæ˜¾ã€‚在æŸäº›" -"情况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„抖动模å¼ã€‚建议仅在实际需è¦æ—¶å¯ç”¨åŽ»æ¡å¸¦ï¼Œå› 为" -"抖动模å¼ä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•æˆªå›¾æ›´å¤§ã€‚\n" +"如果为 [code]true[/code],则使用一个快速的åŽæœŸå¤„ç†æ»¤æ³¢å™¨ï¼Œä½¿ 3D 的带状现象明" +"显å‡å°‘。2D 渲染[i]ä¸å—[/i]去æ¡å¸¦çš„å½±å“ï¼Œé™¤éž [member Environment." +"background_mode] 为 [constant Environment.BG_CANVAS]。æ¤æ—¶ [member rendering/" +"quality/intended_usage/framebuffer_allocation] 也必须设为 [b]3D[/b]。\n" +"在æŸäº›æƒ…况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„抖动模å¼ã€‚建议仅在实际需è¦æ—¶å¯ç”¨åŽ»æ¡" +"å¸¦ï¼Œå› ä¸ºæŠ–åŠ¨æ¨¡å¼ä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•æˆªå›¾æ›´å¤§ã€‚\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯å¯ç”¨ã€‚[member rendering/quality/depth/hdr] 也必须" "为 [code]true[/code] æ‰èƒ½ä½¿åŽ»è‰²å¸¦æœ‰æ•ˆã€‚\n" "[b]注æ„:[/b]已知在移动平å°ä¸Šçš„去色带å˜åœ¨ç ´åæ¸²æŸ“çš„é—®é¢˜ã€‚å› æ¤ï¼Œå»ºè®®åœ¨ç”¨äºŽç§»åŠ¨" -"å¹³å°æ—¶ç¦ç”¨æ¤é€‰é¡¹ã€‚" +"å¹³å°æ—¶ç¦ç”¨æ¤é€‰é¡¹ã€‚\n" +"[b]注æ„:[/b]这个属性在项目å¯åŠ¨æ—¶æ˜¯åªè¯»çš„。è¦åœ¨è¿è¡Œæ—¶è®¾ç½®åŽ»æ¡å¸¦ï¼Œè¯·åœ¨æ ¹ " +"[Viewport] 上设置 [member Viewport.debanding]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -65372,6 +65410,13 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" +"在文本ä¸æœç´¢ç¼–译åŽçš„模å¼ã€‚如果找到,则将首个匹é…结果放在 [RegExMatch] 容器ä¸" +"返回,å¦åˆ™è¿”回 [code]null[/code]。\n" +"æœç´¢çš„范围å¯ä»¥ç”¨ [code]offset[/code] å’Œ [code]end[/code] 指定。å¯ç”¨äºŽåœ¨ä¸Šä¸€æ¬¡" +"æˆåŠŸæ‰¾åˆ°åŽå†æ¬¡ä½¿ç”¨ç›¸åŒçš„ [code]subject[/code] 调用这个方法,继ç»å¯»æ‰¾åŒ¹é…。设" +"置这些å‚æ•°å’Œä¼ å…¥ç¼©çŸåŽçš„å—符串是ä¸åŒçš„。例如,起点 [code]^[/code] ä¸ä¼šå— " +"[code]offset[/code] å½±å“,å•è¯è¾¹ç•Œ [code]\\b[/code] 会检查 [code]offset[/" +"code] 之å‰çš„å—符。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -65386,9 +65431,15 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" +"在文本ä¸æœç´¢ç¼–译åŽçš„模å¼ã€‚返回 [RegExMatch] 容器的数组,其ä¸åŒ…å«çš„是互ä¸é‡å " +"的匹é…结果。如果没有找到匹é…,则返回空数组。\n" +"æœç´¢çš„范围å¯ä»¥ç”¨ [code]offset[/code] å’Œ [code]end[/code] 指定。å¯ç”¨äºŽåœ¨ä¸Šä¸€æ¬¡" +"æˆåŠŸæ‰¾åˆ°åŽå†æ¬¡ä½¿ç”¨ç›¸åŒçš„ [code]subject[/code] 调用这个方法,继ç»å¯»æ‰¾åŒ¹é…。设" +"置这些å‚æ•°å’Œä¼ å…¥ç¼©çŸåŽçš„å—符串是ä¸åŒçš„。例如,起点 [code]^[/code] ä¸ä¼šå— " +"[code]offset[/code] å½±å“,å•è¯è¾¹ç•Œ [code]\\b[/code] 会检查 [code]offset[/" +"code] 之å‰çš„å—符。" #: modules/regex/doc_classes/RegEx.xml -#, fuzzy msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " @@ -65403,10 +65454,14 @@ msgid "" "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" -"æœç´¢æ–‡æœ¬ä¸çš„编译模å¼ï¼Œå¹¶å°†å…¶æ›¿æ¢ä¸ºæŒ‡å®šçš„å—符串。诸如 [code]$1[/code] å’Œ " +"在文本ä¸æœç´¢ç¼–译åŽçš„模å¼ï¼Œå¹¶å°†å…¶æ›¿æ¢ä¸ºæŒ‡å®šçš„å—符串。诸如 [code]$1[/code] å’Œ " "[code]$name[/code] ç‰è½¬ä¹‰å’Œåå‘引用会被展开和解决。默认情况下,åªæœ‰ç¬¬ä¸€ä¸ªå®žä¾‹" -"被替æ¢ï¼Œä½†å¯ä»¥å¯¹æ‰€æœ‰å®žä¾‹è¿›è¡Œä¿®æ”¹ï¼ˆå…¨å±€æ›¿æ¢ï¼‰ã€‚å¯ä»¥æŒ‡å®šè¦æœç´¢çš„区域,而ä¸éœ€è¦" -"修改开始和结æŸé”šçš„ä½ç½®ã€‚" +"被替æ¢ï¼Œä½†å¯ä»¥å¯¹æ‰€æœ‰å®žä¾‹è¿›è¡Œä¿®æ”¹ï¼ˆå…¨å±€æ›¿æ¢ï¼‰ã€‚\n" +"æœç´¢çš„范围å¯ä»¥ç”¨ [code]offset[/code] å’Œ [code]end[/code] 指定。å¯ç”¨äºŽåœ¨ä¸Šä¸€æ¬¡" +"æˆåŠŸæ‰¾åˆ°åŽå†æ¬¡ä½¿ç”¨ç›¸åŒçš„ [code]subject[/code] 调用这个方法,继ç»å¯»æ‰¾åŒ¹é…。设" +"置这些å‚æ•°å’Œä¼ å…¥ç¼©çŸåŽçš„å—符串是ä¸åŒçš„。例如,起点 [code]^[/code] ä¸ä¼šå— " +"[code]offset[/code] å½±å“,å•è¯è¾¹ç•Œ [code]\\b[/code] 会检查 [code]offset[/" +"code] 之å‰çš„å—符。" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." @@ -65687,7 +65742,7 @@ msgstr "" "时,这个方法会被调用。它的行为å¯ä»¥é€šè¿‡è¦†ç›–脚本ä¸çš„ [method " "_setup_local_to_scene] 进行定制。\n" "对于大多数资æºï¼Œè¯¥æ–¹æ³•ä¸æ‰§è¡Œä»»ä½•åŸºæœ¬é€»è¾‘。[ViewportTexture] 执行自定义逻辑以" -"æ£ç¡®è®¾ç½®æœ¬åœ°è§†çª—ä¸çš„代ç†çº¹ç†å’Œæ ‡å¿—。" +"æ£ç¡®è®¾ç½®æœ¬åœ°è§†å£ä¸çš„代ç†çº¹ç†å’Œæ ‡å¿—。" #: doc/classes/Resource.xml msgid "" @@ -68854,12 +68909,11 @@ msgid "" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" -"为 [code]true[/code] æ—¶å¯ç”¨å—ä½“è¿‡é‡‡æ ·ã€‚è¿™æ„味ç€æ ¹æ®è§†çª—的缩放比例ä¸åŒï¼Œ" -"[DynamicFont] 渲染的大å°ä¼šæ¯”é…置大å°æ›´é«˜æˆ–更低。例如,如果视窗的缩放系数为 " -"1.5,那么é…置为 14 å·å¤§å°çš„å—体将会按照 21 å·å¤§å°æ¸²æŸ“([code]14 * 1.5[/" -"code])。\n" -"[b]注æ„:[/b]å—ä½“è¿‡é‡‡æ ·ä»…åœ¨è§†çª—æ‹‰ä¼¸æ¨¡å¼ä¸º [constant STRETCH_MODE_VIEWPORT] 且" -"拉伸比例模å¼ä¸æ˜¯ [constant STRETCH_ASPECT_IGNORE] 时有效。\n" +"为 [code]true[/code] æ—¶å¯ç”¨å—ä½“è¿‡é‡‡æ ·ã€‚è¿™æ„味ç€æ ¹æ®è§†å£çš„缩放比例ä¸åŒï¼Œ" +"[DynamicFont] 渲染的大å°ä¼šæ¯”é…置大å°æ›´é«˜æˆ–更低。例如,视å£çš„缩放系数为 1.5 " +"时,é…置大å°ä¸º 14 çš„å—体将会当作大å°ä¸º 21 渲染([code]14 * 1.5[/code])。\n" +"[b]注æ„:[/b]åªæœ‰åœ¨è§†å£æ‹‰ä¼¸æ¨¡å¼ä¸º [constant STRETCH_MODE_VIEWPORT] 且拉伸比例" +"模å¼ä¸æ˜¯ [constant STRETCH_ASPECT_IGNORE] 时,æ‰ä¼šä½¿ç”¨å—ä½“è¿‡é‡‡æ ·ã€‚\n" "[b]注æ„:[/b]项目å¯åŠ¨æ—¶ä¼šä¸ºæ´»åŠ¨çš„ [SceneTree] 自动设置该属性,å–值为 " "[ProjectSettings] çš„ [code]rendering/quality/dynamic_fonts/use_oversampling[/" "code]。ä¸è¿‡è¿è¡Œæ—¶å¯ä»¥æ ¹æ®éœ€è¦å¯¹è¯¥å±žæ€§è¿›è¡Œè¦†ç›–。" @@ -68932,7 +68986,7 @@ msgstr "当节点的é…置更改时å‘出。仅在 [code]tool[/code] 模å¼ä¸‹å #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "当从 [SceneTree] ä¸åˆ 除节点时å‘出。" +msgstr "当从 [SceneTree] ä¸ç§»é™¤èŠ‚点时å‘出。" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is renamed." @@ -68968,15 +69022,15 @@ msgstr "当 [SceneTree] 层次结构å‘生å˜åŒ–(移动或é‡å‘½åå项ç‰ï¼ #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." -msgstr "对组进行调用时,ä¸ä½¿ç”¨æ ‡å¿—(默认)。" +msgstr "对分组进行调用时,ä¸ä½¿ç”¨æ ‡å¿—(默认)。" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." -msgstr "对组进行调用时,使用逆场景åºã€‚" +msgstr "对分组进行调用时,使用逆场景åºã€‚" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." -msgstr "对组进行调用时,立å³æ‰§è¡Œï¼ˆæ£å¸¸æƒ…况下是在空闲时调用的)。" +msgstr "对分组进行调用时,立å³æ‰§è¡Œï¼ˆæ£å¸¸æƒ…况下是在空闲时调用的)。" #: doc/classes/SceneTree.xml msgid "" @@ -68985,6 +69039,9 @@ msgid "" "call is unique or not. Therefore when the same method is called with " "different arguments, only the first call will be performed." msgstr "" +"å³ä¾¿æ‰§è¡Œäº†å¤šæ¬¡è°ƒç”¨ï¼Œä¹Ÿåªå¯¹åˆ†ç»„进行一次调用。\n" +"[b]注æ„:[/b]确定调用是å¦å”¯ä¸€æ—¶ä¸è€ƒè™‘å‚æ•°ã€‚å› æ¤ï¼Œå¦‚果使用ä¸åŒçš„å‚数调用了åŒä¸€" +"个方法,那么åªä¼šæ‰§è¡Œç¬¬ä¸€ä¸ªè°ƒç”¨ã€‚" #: doc/classes/SceneTree.xml msgid "No stretching." @@ -71377,10 +71434,10 @@ msgstr "" msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." -msgstr "旋转部分局部å˜æ¢ä¸ºåº¦ï¼ŒæŒ‰ YXZ-Euler è§’æ ¼å¼æŒ‡å®šï¼ˆX 角ã€Y 角ã€Z 角)。" +msgstr "" +"局部å˜æ¢çš„旋转部分,å•ä½ä¸ºåº¦ï¼Œä»¥ YXZ 欧拉角的形å¼è¡¨ç¤ºï¼ˆX 角ã€Y 角ã€Z 角)。" #: doc/classes/Spatial.xml -#, fuzzy msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " @@ -71392,7 +71449,9 @@ msgid "" msgstr "" "局部å˜æ¢çš„缩放部分。\n" "[b]注æ„:[/b]3D ä¸ï¼Œå˜æ¢çŸ©é˜µæ˜¯æ— 法分解出æ£è´Ÿæ··åˆçš„缩放的。由于 Godot ä¸ä½¿ç”¨å˜" -"æ¢çŸ©é˜µæ¥è¡¨ç¤ºç¼©æ”¾ï¼Œå¾—到的缩放值è¦ä¹ˆå…¨æ£ã€è¦ä¹ˆå…¨è´Ÿã€‚" +"æ¢çŸ©é˜µæ¥è¡¨ç¤ºç¼©æ”¾ï¼Œå¾—到的缩放值è¦ä¹ˆå…¨æ£ã€è¦ä¹ˆå…¨è´Ÿã€‚\n" +"[b]注æ„:[/b]并ä¸æ˜¯æ‰€æœ‰èŠ‚点的外观都会被 [member scale] 属性缩放。例如," +"[Light] 的外观就ä¸å— [member scale] å½±å“。" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." @@ -73038,6 +73097,9 @@ msgid "" "[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" +"èšå…‰ç¯çš„角度,å•ä½ä¸ºåº¦ã€‚\n" +"[b]注æ„:[/b][member spot_angle] ä¸å— [member Spatial.scale] çš„å½±å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." @@ -73048,7 +73110,6 @@ msgid "The spotlight's light energy attenuation curve." msgstr "èšå…‰ç¯çš„å…‰é‡è¡°å‡æ›²çº¿ã€‚" #: doc/classes/SpotLight.xml -#, fuzzy msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " @@ -73058,8 +73119,10 @@ msgid "" "(the light's scale or its parent's scale)." msgstr "" "èšå…‰ç¯å¯ä»¥è¾¾åˆ°çš„最大范围。请注æ„ï¼Œæ ¹æ®ä½¿ç”¨çš„ [member spot_attenuation],有效" -"照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ã€‚æ— è®ºä½¿ç”¨[member spot_attenuation],光都ä¸ä¼šåˆ°è¾¾æ¤èŒƒå›´" -"之外的任何东西。" +"照明区域å¯èƒ½çœ‹èµ·æ¥æ›´å°ã€‚æ— è®º [member spot_attenuation] 为何值,光都ä¸ä¼šåˆ°è¾¾æ¤" +"范围之外的任何东西。\n" +"[b]注æ„:[/b][member spot_angle] ä¸å— [member Spatial.scale] çš„å½±å“ï¼ˆæ— è®ºæ˜¯è¯¥" +"ç¯å…‰çš„缩放还是其父节点的缩放)。" #: doc/classes/SpringArm.xml msgid "A helper node, mostly used in 3rd person cameras." @@ -76689,7 +76752,7 @@ msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" -"å°†è§†åŒºç½®äºŽç¼–è¾‘å…‰æ ‡æ‰€åœ¨çš„è¡Œä¸Šã€‚è¿™ä¹Ÿä¼šå°† [member scroll_horizontal] 值é‡ç½®ä¸º " +"将视å£ç½®äºŽç¼–è¾‘å…‰æ ‡æ‰€åœ¨çš„è¡Œä¸Šã€‚è¿™ä¹Ÿä¼šå°† [member scroll_horizontal] 值é‡ç½®ä¸º " "[code]0[/code]。" #: doc/classes/TextEdit.xml @@ -76723,7 +76786,7 @@ msgid "" "will center at the cursor position after the move occurs." msgstr "" "å°†å…‰æ ‡ç§»åŠ¨åˆ°æŒ‡å®šçš„ [code]column[/code] 索引处。\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†çª—" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†å£" "å°†ä»¥å…‰æ ‡ä½ç½®ä¸ºä¸å¿ƒã€‚" #: doc/classes/TextEdit.xml @@ -76735,7 +76798,7 @@ msgid "" "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" "在指定的 [code]line[/code] ç´¢å¼•å¤„ç§»åŠ¨å…‰æ ‡ã€‚\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†çª—" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动å‘生åŽè§†å£" "å°†ä»¥å…‰æ ‡ä½ç½®ä¸ºä¸å¿ƒã€‚\n" "如果 [code]can_be_hidden[/code] 设置为 [code]true[/code],则å¯ä»¥ä½¿ç”¨ [method " "set_line_as_hidden] éšè—指定的 [code]line[/code]。" @@ -84329,16 +84392,16 @@ msgid "" "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" -"Viewport 会在å±å¹•ä¸Šåˆ›å»ºä¸åŒçš„视图,或者是å¦ä¸€ä¸ªè§†çª—ä¸çš„å视图。å代 2D 节点会" +"Viewport 会在å±å¹•ä¸Šåˆ›å»ºä¸åŒçš„视图,或者是å¦ä¸€ä¸ªè§†å£ä¸çš„å视图。å代 2D 节点会" "在其上显示,å代 3D æ‘„åƒæœºèŠ‚点也会在其上渲染。\n" -"å¦å¤–,视窗å¯ä»¥æœ‰è‡ªå·±çš„ 2D 或 3D 世界,所以它们ä¸ä¼šä¸Žå…¶ä»–视窗共享其所绘制的内" +"å¦å¤–,视å£å¯ä»¥æœ‰è‡ªå·±çš„ 2D 或 3D 世界,所以它们ä¸ä¼šä¸Žå…¶ä»–视å£å…±äº«å…¶æ‰€ç»˜åˆ¶çš„内" "容。\n" -"如果视窗是 [ViewportContainer] çš„å节点,它将自动å 用其大å°ï¼Œå¦åˆ™å¿…须手动设" +"如果视å£æ˜¯ [ViewportContainer] çš„å节点,它将自动å 用其大å°ï¼Œå¦åˆ™å¿…须手动设" "置。\n" -"视窗也å¯ä»¥é€‰æ‹©æˆä¸ºéŸ³é¢‘监å¬è€…ï¼Œä¼šæ ¹æ®å®ƒçš„ 2D 或 3D æ‘„åƒæœºçš„å节点æ¥äº§ç”Ÿä½ç½®éŸ³" +"视å£ä¹Ÿå¯ä»¥é€‰æ‹©æˆä¸ºéŸ³é¢‘监å¬è€…ï¼Œä¼šæ ¹æ®å®ƒçš„ 2D 或 3D æ‘„åƒæœºçš„å节点æ¥äº§ç”Ÿä½ç½®éŸ³" "频。\n" -"å¦å¤–,如果设备有多个å±å¹•ï¼Œè§†çª—å¯ä»¥è¢«åˆ†é…到ä¸åŒçš„å±å¹•ã€‚\n" -"最åŽï¼Œè§†çª—也å¯ä»¥ä½œä¸ºæ¸²æŸ“ç›®æ ‡ï¼Œåœ¨è¿™ç§æƒ…况下,除éžç›¸å…³çš„纹ç†è¢«ç”¨äºŽç»˜åˆ¶ï¼Œå¦åˆ™å®ƒ" +"å¦å¤–,如果设备有多个å±å¹•ï¼Œè§†å£å¯ä»¥è¢«åˆ†é…到ä¸åŒçš„å±å¹•ã€‚\n" +"最åŽï¼Œè§†å£ä¹Ÿå¯ä»¥ä½œä¸ºæ¸²æŸ“ç›®æ ‡ï¼Œåœ¨è¿™ç§æƒ…况下,除éžç›¸å…³çš„纹ç†è¢«ç”¨äºŽç»˜åˆ¶ï¼Œå¦åˆ™å®ƒ" "们将ä¸å¯è§ã€‚\n" "[b]注æ„:[/b]默认情况下,Godot 3.x ä¸æ–°åˆ›å»ºçš„ Viewport æ˜¯ä¸Šä¸‹é¢ å€’çš„ã€‚å¯ç”¨ " "[member render_target_v_flip] å¯ä»¥ä½¿è¯¥ Viewport 使用æ£ç¡®çš„æœå‘显示。" @@ -84385,7 +84448,7 @@ msgstr "返回激活的 3D 相机。" #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." -msgstr "返回视窗的总的å˜æ¢ã€‚" +msgstr "返回视å£çš„总的å˜æ¢ã€‚" #: doc/classes/Viewport.xml msgid "Returns the topmost modal in the stack." @@ -84399,7 +84462,7 @@ msgstr "返回该 [Viewport] ä¸é¼ æ ‡çš„ä½ç½®ï¼Œä½¿ç”¨è¯¥ [Viewport] çš„åæ ‡ #: doc/classes/Viewport.xml msgid "Returns information about the viewport from the rendering pipeline." -msgstr "返回渲染管é“ä¸å…³äºŽè§†çª—çš„ä¿¡æ¯ã€‚" +msgstr "返回渲染管é“ä¸å…³äºŽè§†å£çš„ä¿¡æ¯ã€‚" #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." @@ -84420,7 +84483,7 @@ msgid "" "img.flip_y()\n" "[/codeblock]" msgstr "" -"返回该视窗的纹ç†ã€‚\n" +"返回该视å£çš„纹ç†ã€‚\n" "[b]注æ„:[/b]由于 OpenGL 的工作方å¼ï¼Œäº§ç”Ÿçš„ [ViewportTexture] 是垂直翻转的。" "ä½ å¯ä»¥åœ¨ [method Texture.get_data] 的结果上使用 [method Image.flip_y] æ¥å°†å…¶" "翻转回去,例如:\n" @@ -84459,7 +84522,7 @@ msgid "" "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." "NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" -"如果该视区目å‰æ£åœ¨æ‰§è¡Œæ‹–拽æ“作,则返回 [code]true[/code]。\n" +"如果该视å£ç›®å‰æ£åœ¨æ‰§è¡Œæ‹–拽æ“作,则返回 [code]true[/code]。\n" "å¦‚æžœä½ æ›´å€¾å‘于对其进行轮询,那么就å¯ä»¥ä½œä¸º [constant Node." "NOTIFICATION_DRAG_BEGIN] å’Œ [constant Node.NOTIFICATION_DRAG_END] 的替代å“。" @@ -84540,7 +84603,6 @@ msgstr "" "全局画布å˜æ¢ã€‚" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " @@ -84555,9 +84617,13 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" -"如果为 [code]true[/code],则使用一个快速的åŽæœŸå¤„ç†æ»¤æ³¢å™¨ï¼Œä½¿å¸¦çŠ¶çŽ°è±¡æ˜Žæ˜¾å‡" -"少。在æŸäº›æƒ…况下,去带å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„抖动模å¼ã€‚建议åªæœ‰åœ¨å®žé™…需è¦æ—¶æ‰å¯" -"ç”¨åŽ»å¸¦ï¼Œå› ä¸ºæŠ–åŠ¨æ¨¡å¼ä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•æˆªå›¾å˜å¤§ã€‚\n" +"如果为 [code]true[/code],则使用一个快速的åŽæœŸå¤„ç†æ»¤æ³¢å™¨ï¼Œä½¿ 3D 的带状现象明" +"显å‡å°‘。2D 渲染[i]ä¸å—[/i]去æ¡å¸¦çš„å½±å“ï¼Œé™¤éž [member Environment." +"background_mode] 为 [constant Environment.BG_CANVAS]。æ¤æ—¶ [member usage] 也" +"必须设为 [constant USAGE_3D]。å¦è¯·å‚阅 [member ProjectSettings.rendering/" +"quality/filters/use_debanding]。\n" +"在æŸäº›æƒ…况下,去æ¡å¸¦å¯èƒ½ä¼šå¼•å…¥ç¨å¾®æ˜Žæ˜¾çš„抖动图案。建议åªæœ‰åœ¨å®žé™…需è¦æ—¶æ‰å¯ç”¨" +"去æ¡å¸¦ï¼Œå› ä¸ºæŠ–åŠ¨å›¾æ¡ˆä¼šä½¿æ— æŸåŽ‹ç¼©çš„å±å¹•æˆªå›¾å˜å¤§ã€‚\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯å¯ç”¨ã€‚[member hdr] 也必须是 [code]true[/code] æ‰" "能使去色带生效。" @@ -84566,13 +84632,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "åœ¨è°ƒè¯•æ—¶ï¼Œç”¨äºŽæµ‹è¯•æ¸²æŸ“çš„å‡ ä½•å›¾å½¢çš„å åŠ æ¨¡å¼ã€‚" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], the viewport will disable 3D rendering. To actually " "disable allocation of 3D buffers, set [member usage] instead." msgstr "" -"如果为 [code]true[/code],该视å£å°†ç¦ç”¨ 3D 渲染。对于实际ç¦ç”¨ï¼Œä½¿ç”¨ " -"[code]usage[/code]。" +"如果为 [code]true[/code],该视å£å°†ç¦ç”¨ 3D 渲染。è¦å®žé™…ç¦ç”¨ 3D 缓冲区的分é…," +"请设置 [member usage]。" #: doc/classes/Viewport.xml msgid "" @@ -84616,7 +84681,7 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" "如果为 [code]true[/code],视å£çš„渲染将获益于高动æ€èŒƒå›´ç®—法。高动æ€èŒƒå›´å…许视" -"窗接收 0-1 范围以外的数值。在 Godot ä¸ HDR 默认使用åŠç²¾åº¦æµ®ç‚¹æ•°ï¼ˆ16 ä½ï¼‰ã€‚è¦" +"å£æŽ¥æ”¶ 0-1 范围以外的数值。在 Godot ä¸ HDR 默认使用åŠç²¾åº¦æµ®ç‚¹æ•°ï¼ˆ16 ä½ï¼‰ã€‚è¦" "使用全精度浮点数(32 ä½ï¼‰ï¼Œè¯·å¯ç”¨ [member use_32_bpc_depth]。\n" "[b]注æ„:[/b]需è¦å°† [member usage] 设置为 [constant USAGE_3D] 或 [constant " "USAGE_3D_NO_EFFECTS]ï¼Œå› ä¸º HDR ä¸æ”¯æŒ 2D。\n" @@ -84635,7 +84700,7 @@ msgid "" "require input in linear color space!" msgstr "" "如果为 [code]true[/code],3D 渲染åŽçš„结果将ä¸ä¼šåº”用线性到 sRGB 的颜色转æ¢ã€‚当" -"视å£è¢«ç”¨ä½œæ¸²æŸ“ç›®æ ‡æ—¶ï¼Œè¿™ç‚¹å¾ˆé‡è¦ï¼Œå› 为渲染结果会被用作å¦ä¸€ä¸ªè§†çª—ä¸æ¸²æŸ“çš„ 3D " +"视å£è¢«ç”¨ä½œæ¸²æŸ“ç›®æ ‡æ—¶ï¼Œè¿™ç‚¹å¾ˆé‡è¦ï¼Œå› 为渲染结果会被用作å¦ä¸€ä¸ªè§†å£ä¸æ¸²æŸ“çš„ 3D " "物体的纹ç†ã€‚如果视å£è¢«ç”¨æ¥åˆ›å»ºä¸åŸºäºŽé¢œè‰²çš„æ•°æ®ï¼Œå™ªå£°ã€é«˜åº¦å›¾ã€é‡‡å›¾ç‰ï¼Œè¿™ä¹Ÿå¾ˆ" "é‡è¦ã€‚当视å£è¢«ç”¨ä½œ 2D 对象的纹ç†æ—¶ï¼Œæˆ–者视å£æ˜¯ä½ 的最终输出时,请ä¸è¦å¯ç”¨è¿™ä¸ª" "功能。对于 GLES2 驱动æ¥è¯´ï¼Œè¿™å°†æŠŠ sRGB 输出转æ¢ä¸ºçº¿æ€§è¾“出,这应该åªç”¨äºŽéœ€è¦çº¿" @@ -84725,7 +84790,7 @@ msgid "" msgstr "" "阴影图集的分辨率(用于全å‘光和èšå…‰ï¼‰ã€‚该值将四èˆäº”入到最接近的 2 的幂。\n" "[b]注æ„:[/b]如果设置为 [code]0[/code],点阴影和方å‘阴影[i]都[/i]å°†ä¸å¯è§ã€‚ç”±" -"于用户创建的视区默认值为 [code]0[/code]ï¼Œå› æ¤å¿…须手动将æ¤å€¼è®¾ç½®ä¸ºå¤§äºŽ " +"于用户创建的视å£é»˜è®¤å€¼ä¸º [code]0[/code]ï¼Œå› æ¤å¿…须手动将æ¤å€¼è®¾ç½®ä¸ºå¤§äºŽ " "[code]0[/code](一般至少是 [code]256[/code])。" #: doc/classes/Viewport.xml @@ -84736,7 +84801,7 @@ msgid "" "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" -"如果设置为大于 [code]0.0[/code] 的值,对比度适应性é”化将被应用到3D视窗ä¸ã€‚è¿™" +"如果设置为大于 [code]0.0[/code] 的值,对比度适应性é”化将被应用到3D视å£ä¸ã€‚è¿™" "具有较低的性能æˆæœ¬ï¼Œå¯ä»¥ç”¨æ¥æ¢å¤ä½¿ç”¨ FXAA 所æŸå¤±çš„一些é”度。一般æ¥è¯´ï¼Œ" "[code]0.5[/code] å·¦å³çš„数值å¯ä»¥å¾—到最好的效果。å¦è¯·å‚阅 [member fxaa]。" @@ -84759,7 +84824,6 @@ msgid "" msgstr "如果为 [code]true[/code],该视å£åº”使其背景渲染为é€æ˜Žã€‚" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "The viewport's rendering mode. This controls which buffers are allocated for " "the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " @@ -84768,7 +84832,8 @@ msgid "" "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." msgstr "" -"视区的渲染模å¼ã€‚\n" +"该视å£çš„渲染模å¼ã€‚控制的是为该视å£åˆ†é…哪些缓冲区(仅 2D 或者 2D + 3D)。仅 " +"2D 的选项能够é™ä½Žå†…å˜å 用ã€ç•¥å¾®æå‡æ€§èƒ½ï¼Œå°¤å…¶æ˜¯åœ¨ä½Žç«¯è®¾å¤‡ä¸Šã€‚\n" "[b]注æ„:[/b]如果设为 [constant USAGE_2D] 或 [constant " "USAGE_2D_NO_SAMPLING],则å¯ç”¨ [member hdr] ä¸ä¼šç”Ÿæ•ˆï¼Œå› 为 2D ä¸æ”¯æŒ HDR。" @@ -84783,7 +84848,7 @@ msgid "" "enable [member debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分é…该视窗的帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" +"如果为 [code]true[/code],分é…该视å£çš„帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" "ä¸æ˜¯åŠæµ®ç‚¹æ•°ç²¾åº¦ï¼ˆ16 ä½ï¼‰ã€‚仅在åŒæ—¶å¯ç”¨ [member hdr] 时有效。\n" "[b]注æ„:[/b]å¯ç”¨è¿™ä¸ªè®¾ç½®ä¸ä¼šæå‡æ¸²æŸ“è´¨é‡ã€‚使用完整浮点数精度较慢,一般åªæœ‰è¦" "求更高精度的高级ç€è‰²å™¨éœ€è¦ä½¿ç”¨ã€‚如果是è¦å‡å°‘æ¡å¸¦æ•ˆåº”,请å¯ç”¨ [member " @@ -85015,7 +85080,7 @@ msgstr "" #: doc/classes/ViewportContainer.xml msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." -msgstr "为 [code]true[/code] 时视窗将被缩放到控件的大å°ã€‚" +msgstr "为 [code]true[/code] 时视å£å°†è¢«ç¼©æ”¾åˆ°æŽ§ä»¶çš„大å°ã€‚" #: doc/classes/ViewportContainer.xml msgid "" @@ -85046,7 +85111,7 @@ msgid "" msgstr "" "å°† [Viewport] 节点的内容显示为一个动æ€çš„ [Texture]。å¯ä»¥ç”¨æ¥åœ¨åŒä¸€ä¸ªåœºæ™¯ä¸æ··" "åˆæŽ§ä»¶ã€2D å’Œ 3Då…ƒç´ ã€‚\n" -"è¦é€šè¿‡ä»£ç 创建 ViewportTextureï¼Œè¯·ä½¿ç”¨ç›®æ ‡è§†çª—ä¸Šçš„ [method Viewport." +"è¦é€šè¿‡ä»£ç 创建 ViewportTextureï¼Œè¯·ä½¿ç”¨ç›®æ ‡è§†å£ä¸Šçš„ [method Viewport." "get_texture] 方法。" #: doc/classes/ViewportTexture.xml @@ -85402,6 +85467,8 @@ msgid "" "value will make the [VisualInstance] reliably draw on top of other " "[VisualInstance]s that are otherwise positioned at the same spot." msgstr "" +"这个 [VisualInstance] 所使用的排åºå移é‡ã€‚调高åŽï¼Œè¯¥ [VisualInstance] 会稳定" +"地绘制在åŒä¸€ä½ç½®çš„其他 [VisualInstance] 之上。" #: doc/classes/VisualInstance.xml msgid "" @@ -85411,6 +85478,10 @@ msgid "" "The position based sorting instead allows to better control the drawing " "order when working with [Particles] and [CPUParticles]." msgstr "" +"如果为 [code]true[/code]ï¼Œåˆ™è¯¥å¯¹è±¡ä¼šæ ¹æ®å…¶ [AABB] ä¸å¿ƒç‚¹æŽ’åºã€‚å¦åˆ™ä¼šæ ¹æ®å…¶å…¨" +"å±€ä½ç½®æŽ’åºã€‚\n" +"对 3D æ¨¡åž‹è€Œè¨€ï¼Œæ ¹æ® [AABB] çš„ä¸å¿ƒç‚¹æŽ’åºä¸€èˆ¬æ›´ä¸ºç²¾ç¡®ã€‚使用 [Particles] å’Œ " +"[CPUParticles] æ—¶ï¼Œæ ¹æ®ä½ç½®æŽ’åºèƒ½å¤Ÿæ›´å¥½åœ°æŽ§åˆ¶ç»˜åˆ¶é¡ºåºã€‚" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." @@ -87417,10 +87488,10 @@ msgstr "" "VisualServer 是完全ä¸é€æ˜Žçš„,它的内部结构的完全的具体实现ä¸èƒ½è¢«è®¿é—®ã€‚\n" "VisualServer å¯ä»¥ç”¨æ¥å®Œå…¨ç»•è¿‡åœºæ™¯ç³»ç»Ÿã€‚\n" "å¯ä½¿ç”¨ [code]*_create[/code] 函数创建资æºã€‚\n" -"所有的对象都被绘制到视窗ä¸ã€‚ä½ å¯ä»¥ä½¿ç”¨é™„在 [SceneTree] 上的 [Viewport],或者" +"所有的对象都被绘制到视å£ä¸ã€‚ä½ å¯ä»¥ä½¿ç”¨é™„在 [SceneTree] 上的 [Viewport],或者" "用 [method viewport_create] 自己创建一个。当使用自定义场景或画布时,需è¦ä½¿ç”¨ " "[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画" -"å¸ƒé™„åŠ åˆ°è§†çª—ä¸Šã€‚\n" +"å¸ƒé™„åŠ åˆ°è§†å£ä¸Šã€‚\n" "在 3D ä¸ï¼Œæ‰€æœ‰çš„视觉对象都必须与一个场景相关è”。场景是世界的一个视觉表现。如" "果从一个æ£åœ¨è¿è¡Œçš„游æˆä¸è®¿é—®è§†è§‰æœåŠ¡ï¼Œåœºæ™¯å¯ä»¥é€šè¿‡ [method Spatial." "get_world] ä»Žåœºæ™¯æ ‘ä¸çš„任何 [Spatial] 节点访问。å¦å¤–,å¯ä»¥ç”¨ [method " @@ -87431,7 +87502,7 @@ msgstr "" "一个实例。实例也必须使用 [method instance_set_scenario] é™„åŠ åˆ°åœºæ™¯ä¸ï¼Œä»¥ä¾¿å¯" "è§ã€‚\n" "在 2D ä¸ï¼Œæ‰€æœ‰å¯è§å¯¹è±¡éƒ½æ˜¯æŸç§å½¢å¼çš„画布项目。为了å¯è§ï¼Œä¸€ä¸ªç”»å¸ƒé¡¹éœ€è¦æ˜¯è¿žæŽ¥" -"到视窗的画布的å项,或者它需è¦æ˜¯æœ€ç»ˆè¿žæŽ¥åˆ°ç”»å¸ƒçš„å¦ä¸€ä¸ªç”»å¸ƒé¡¹çš„å项。" +"到视å£çš„画布的å项,或者它需è¦æ˜¯æœ€ç»ˆè¿žæŽ¥åˆ°ç”»å¸ƒçš„å¦ä¸€ä¸ªç”»å¸ƒé¡¹çš„å项。" #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." @@ -87660,7 +87731,7 @@ msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" -"设置[CanvasItem]的父级。父级å¯ä»¥æ˜¯å¦ä¸€ä¸ªç”»å¸ƒé¡¹ç›®ï¼Œä¹Ÿå¯ä»¥æ˜¯è¿žæŽ¥åˆ°è§†çª—çš„æ ¹ç”»" +"设置[CanvasItem]的父级。父级å¯ä»¥æ˜¯å¦ä¸€ä¸ªç”»å¸ƒé¡¹ç›®ï¼Œä¹Ÿå¯ä»¥æ˜¯è¿žæŽ¥åˆ°è§†å£çš„æ ¹ç”»" "布。" #: doc/classes/VisualServer.xml @@ -89743,7 +89814,7 @@ msgid "" "[/codeblock]" msgstr "" "在两个纹ç†ä¹‹é—´åˆ›å»ºæ›´æ–°é“¾ï¼Œä¸Ž [ViewportTexture] 的原ç†ç±»ä¼¼ã€‚基础纹ç†ä¸º " -"[Viewport] 的纹ç†æ—¶ï¼Œè§†åŒºæ¯æ–°æ¸²æŸ“一帧,代ç†çº¹ç†å°±ä¼šè‡ªåŠ¨æ”¶åˆ°æ›´æ–°ã€‚\n" +"[Viewport] 的纹ç†æ—¶ï¼Œè§†å£æ¯æ–°æ¸²æŸ“一帧,代ç†çº¹ç†å°±ä¼šè‡ªåŠ¨æ”¶åˆ°æ›´æ–°ã€‚\n" "例如,æ¤å¤„的代ç 会利用 VisualServer API å°†ä¸€å¼ é€šç”¨çš„ [ImageTexture] 链接到 " "[Viewport] 的纹ç†è¾“出上:\n" "[codeblock]\n" @@ -89781,7 +89852,7 @@ msgstr "设置视图的相机。" #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." -msgstr "设置视窗的画布。" +msgstr "设置视å£çš„画布。" #: doc/classes/VisualServer.xml msgid "" @@ -89804,18 +89875,18 @@ msgid "" "manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" -"将视窗å¤åˆ¶åˆ°å±å¹•ä¸Šç”± [code]rect[/code] 指定的区域。如果 [member Viewport." -"render_direct_to_screen] 为 [code]true[/code],那么视窗就ä¸ä¼šä½¿ç”¨å¸§ç¼“冲,视窗" -"的内容会直接渲染到å±å¹•ä¸Šã€‚然而,请注æ„ï¼Œæ ¹è§†çª—æ˜¯æœ€åŽç»˜åˆ¶çš„ï¼Œå› æ¤å®ƒå°†åœ¨å±å¹•ä¸Š" -"ç»˜åˆ¶ã€‚ç›¸åº”åœ°ï¼Œä½ å°±å¿…é¡»å°†æ ¹è§†çª—è®¾ç½®ä¸ºä¸€ä¸ªä¸è¦†ç›–ä½ æ‰€é™„åŠ çš„è¿™ä¸ªè§†çª—çš„åŒºåŸŸã€‚\n" -"ä¾‹å¦‚ï¼Œä½ å¯ä»¥ç”¨ä»¥ä¸‹ä»£ç å°†æ ¹è§†çª—è®¾ç½®ä¸ºå®Œå…¨ä¸æ¸²æŸ“。\n" +"将视å£å¤åˆ¶åˆ°å±å¹•ä¸Šç”± [code]rect[/code] 指定的区域。如果 [member Viewport." +"render_direct_to_screen] 为 [code]true[/code],那么视å£å°±ä¸ä¼šä½¿ç”¨å¸§ç¼“冲,视å£" +"的内容会直接渲染到å±å¹•ä¸Šã€‚然而,请注æ„ï¼Œæ ¹è§†å£æ˜¯æœ€åŽç»˜åˆ¶çš„ï¼Œå› æ¤å®ƒå°†åœ¨å±å¹•ä¸Š" +"ç»˜åˆ¶ã€‚ç›¸åº”åœ°ï¼Œä½ å°±å¿…é¡»å°†æ ¹è§†å£è®¾ç½®ä¸ºä¸€ä¸ªä¸è¦†ç›–ä½ æ‰€é™„åŠ çš„è¿™ä¸ªè§†å£çš„区域。\n" +"ä¾‹å¦‚ï¼Œä½ å¯ä»¥ç”¨ä»¥ä¸‹ä»£ç å°†æ ¹è§†å£è®¾ç½®ä¸ºå®Œå…¨ä¸æ¸²æŸ“。\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "使用这个方法å¯ä»¥å¸¦æ¥æ˜Žæ˜¾çš„优化,特别是在低端设备上。然而,它的代价是必须手动" -"管ç†ä½ 的视窗。进一æ¥çš„优化请å‚阅 [method " +"管ç†ä½ 的视å£ã€‚进一æ¥çš„优化请å‚阅 [method " "viewport_set_render_direct_to_screen]。" #: doc/classes/VisualServer.xml @@ -89826,32 +89897,32 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"åˆ›å»ºä¸€ä¸ªç©ºè§†çª—å¹¶å°†å…¶æ·»åŠ åˆ° VisualServer ä¸ã€‚å¯ä»¥ç”¨è¿”回的RIDæ¥è®¿é—®å®ƒã€‚这个RID" +"创建一个空视å£å¹¶å°†å…¶æ·»åŠ 到 VisualServer ä¸ã€‚å¯ä»¥ç”¨è¿”回的RIDæ¥è®¿é—®å®ƒã€‚这个RID" "将用于所有[code]viewport_*[/code] çš„VisualServer函数。\n" "ä¸€æ—¦ä½ ç”¨å®Œäº†RIDï¼Œä½ è¦ä½¿ç”¨VisualServerçš„[method free_rid]é™æ€æ–¹æ³•é‡Šæ”¾RID。" #: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." -msgstr "将视窗从å±å¹•ä¸Šåˆ†ç¦»ã€‚" +msgstr "将视å£ä»Žå±å¹•ä¸Šåˆ†ç¦»ã€‚" #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." -msgstr "返回视窗的渲染信æ¯ã€‚有关选项,请å‚阅 [enum ViewportRenderInfo] 常é‡ã€‚" +msgstr "返回视å£çš„渲染信æ¯ã€‚有关选项,请å‚阅 [enum ViewportRenderInfo] 常é‡ã€‚" #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." -msgstr "返回视窗的最åŽæ¸²æŸ“帧。" +msgstr "返回视å£çš„最åŽæ¸²æŸ“帧。" #: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." -msgstr "从画布分离视窗,å之亦然。" +msgstr "从画布分离视å£ï¼Œå之亦然。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -"如果为 [code]true[/code],则将视窗设置为活动状æ€ï¼Œå¦åˆ™å°†å…¶è®¾ç½®ä¸ºéžæ´»åŠ¨çŠ¶æ€ã€‚" +"如果为 [code]true[/code],则将视å£è®¾ç½®ä¸ºæ´»åŠ¨çŠ¶æ€ï¼Œå¦åˆ™å°†å…¶è®¾ç½®ä¸ºéžæ´»åŠ¨çŠ¶æ€ã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -89859,37 +89930,37 @@ msgid "" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" -"è®¾ç½®è§†çª—ç”»å¸ƒçš„å †å 顺åºã€‚\n" +"设置视å£ç”»å¸ƒçš„å †å 顺åºã€‚\n" "[code]layer[/code] 是实际的画布层,而 [code]sublayer[/code] 则指定画布在åŒä¸€" "层ä¸çš„å †å 顺åºã€‚" #: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." -msgstr "设置视窗画布的å˜æ¢ã€‚" +msgstr "设置视å£ç”»å¸ƒçš„å˜æ¢ã€‚" #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." -msgstr "设置视窗的清除模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportClearMode]。" +msgstr "设置视å£çš„清除模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportClearMode]。" #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." -msgstr "设置视窗的调试绘图模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportDebugDraw]。" +msgstr "设置视å£çš„调试绘图模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportDebugDraw]。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." -msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将ç¦ç”¨ã€‚" +msgstr "如果为 [code]true[/code],则视å£çš„ 3D 渲染将ç¦ç”¨ã€‚" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "如果为 [code]true[/code],则ç¦ç”¨è§†çª—环境的渲染。" +msgstr "如果为 [code]true[/code],则ç¦ç”¨è§†å£çŽ¯å¢ƒçš„渲染。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." -msgstr "设置视窗的全局å˜æ¢çŸ©é˜µã€‚" +msgstr "设置视å£çš„全局å˜æ¢çŸ©é˜µã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -89898,13 +89969,13 @@ msgid "" "viewport_set_use_32_bpc_depth].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],该视区会渲染至高动æ€èŒƒå›´ï¼ˆHDR)而ä¸æ˜¯æ ‡å‡†åŠ¨æ€èŒƒå›´" +"如果为 [code]true[/code],该视å£ä¼šæ¸²æŸ“至高动æ€èŒƒå›´ï¼ˆHDR)而ä¸æ˜¯æ ‡å‡†åŠ¨æ€èŒƒå›´" "(SDR)。å¦è¯·å‚阅 [method viewport_set_use_32_bpc_depth]。\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯å¯ç”¨ã€‚" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "如果为 [code]true[/code],则ä¸æ¸²æŸ“视窗的画布。" +msgstr "如果为 [code]true[/code],则ä¸æ¸²æŸ“视å£çš„画布。" #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." @@ -89916,7 +89987,7 @@ msgstr "设置抗锯齿模å¼ã€‚å¯é€‰é¡¹è§ [enum ViewportMSAA]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." -msgstr "设置视窗的父视窗到å¦ä¸€ä¸ªè§†çª—。" +msgstr "设置视å£çš„父视å£åˆ°å¦ä¸€ä¸ªè§†å£ã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -89933,12 +90004,12 @@ msgid "" "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" -"如果为 [code]true[/code],直接将视窗的内容渲染到å±å¹•ä¸Šã€‚è¿™å…许一个低级别的优" -"åŒ–ï¼Œä½ å¯ä»¥è·³è¿‡ç»˜åˆ¶è§†çª—åˆ°æ ¹è§†çª—ã€‚è™½ç„¶è¿™ç§ä¼˜åŒ–å¯ä»¥æ˜¾è‘—æ高速度(特别是在旧设备" -"上),但它是以牺牲å¯ç”¨æ€§ä¸ºä»£ä»·çš„。当å¯ç”¨è¿™ä¸ªåŠŸèƒ½æ—¶ï¼Œä½ ä¸èƒ½ä»Žè§†çª—或" +"如果为 [code]true[/code],直接将视å£çš„内容渲染到å±å¹•ä¸Šã€‚è¿™å…许一个低级别的优" +"åŒ–ï¼Œä½ å¯ä»¥è·³è¿‡ç»˜åˆ¶è§†å£åˆ°æ ¹è§†å£ã€‚虽然这ç§ä¼˜åŒ–å¯ä»¥æ˜¾è‘—æ高速度(特别是在旧设备" +"上),但它是以牺牲å¯ç”¨æ€§ä¸ºä»£ä»·çš„。当å¯ç”¨è¿™ä¸ªåŠŸèƒ½æ—¶ï¼Œä½ ä¸èƒ½ä»Žè§†å£æˆ–" "[code]SCREEN_TEXTURE[/code]ä¸è¯»å–ã€‚ä½ ä¹Ÿä¼šå¤±åŽ»æŸäº›çª—å£è®¾ç½®çš„好处,比如å„ç§æ‹‰ä¼¸" "模å¼ã€‚å¦ä¸€ä¸ªéœ€è¦æ³¨æ„çš„åŽæžœæ˜¯ï¼Œåœ¨2Dä¸ï¼Œæ¸²æŸ“是以窗å£åæ ‡è¿›è¡Œçš„ï¼Œæ‰€ä»¥å¦‚æžœä½ æœ‰ä¸€" -"个两å€äºŽçª—å£å¤§å°çš„è§†çª—ï¼Œå¹¶ä¸”ä½ è®¾ç½®äº†è¿™ä¸ªï¼Œé‚£ä¹ˆåªæœ‰é€‚åˆçª—å£çš„部分æ‰ä¼šè¢«ç»˜åˆ¶ï¼Œ" +"个两å€äºŽçª—å£å¤§å°çš„视å£ï¼Œå¹¶ä¸”ä½ è®¾ç½®äº†è¿™ä¸ªï¼Œé‚£ä¹ˆåªæœ‰é€‚åˆçª—å£çš„部分æ‰ä¼šè¢«ç»˜åˆ¶ï¼Œ" "没有自动缩放的å¯èƒ½ï¼Œå³ä½¿ä½ 的游æˆåœºæ™¯æ˜Žæ˜¾å¤§äºŽçª—å£å¤§å°ã€‚" #: doc/classes/VisualServer.xml @@ -89947,7 +90018,7 @@ msgid "" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" -"设置一个视窗的场景。\n" +"设置视å£çš„场景。\n" "åœºæ™¯åŒ…å« [enum ScenarioDebugMode] çš„ä¿¡æ¯ã€çŽ¯å¢ƒä¿¡æ¯ã€å射图集ç‰ã€‚" #: doc/classes/VisualServer.xml @@ -89971,31 +90042,31 @@ msgid "" "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" -"为视窗[code]viewport[/code]设定é”化强度[code]intensity[/code]。如果设置为大于" -"[code]0.0[/code]的值,对比度适应性é”化将被应用到3D视窗ä¸ã€‚这具有较低的性能æˆ" +"为视å£[code]viewport[/code]设定é”化强度[code]intensity[/code]。如果设置为大于" +"[code]0.0[/code]的值,对比度适应性é”化将被应用到3D视å£ä¸ã€‚这具有较低的性能æˆ" "本,å¯ä»¥ç”¨æ¥æ¢å¤ä½¿ç”¨FXAAæ—¶æŸå¤±çš„一些é”度。一般æ¥è¯´ï¼Œ[code]0.5[/code]å·¦å³çš„值" "å¯ä»¥å¾—到最好的效果。å‚阅[method viewport_set_use_fxaa]。" #: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." -msgstr "设置视窗的宽度和高度。" +msgstr "设置视å£çš„宽度和高度。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." -msgstr "如果为 [code]true[/code],视窗将其背景渲染为é€æ˜Žã€‚" +msgstr "如果为 [code]true[/code],视å£å°†å…¶èƒŒæ™¯æ¸²æŸ“为é€æ˜Žã€‚" #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." -msgstr "设置应更新视窗的时间。å¯é€‰é¡¹è¯·å‚阅 [enum ViewportUpdateMode] 。" +msgstr "设置应更新视å£çš„时间。å¯é€‰é¡¹è¯·å‚阅 [enum ViewportUpdateMode] 。" #: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." -msgstr "设置视窗的 2D/3D 模å¼ã€‚é€‰é¡¹è§ [enum ViewportUsage] 常é‡ã€‚" +msgstr "设置视å£çš„ 2D/3D 模å¼ã€‚é€‰é¡¹è§ [enum ViewportUsage] 常é‡ã€‚" #: doc/classes/VisualServer.xml msgid "" @@ -90005,7 +90076,7 @@ msgid "" "on the same [Viewport] to set HDR to [code]true[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分é…该视区的帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" +"如果为 [code]true[/code],分é…该视å£çš„帧缓冲时将使用完整浮点数精度(32 ä½ï¼‰è€Œ" "ä¸æ˜¯åŠæµ®ç‚¹æ•°ç²¾åº¦ï¼ˆ16 ä½ï¼‰ã€‚åªæœ‰åœ¨åŒä¸€ä¸ª [Viewport] 上通过 [method " "viewport_set_use_32_bpc_depth] å°† HDR 设为 [code]true[/code] 时有效。\n" "[b]注æ„:[/b]仅在 GLES3 åŽç«¯ä¸å¯ç”¨ã€‚" @@ -90015,7 +90086,7 @@ msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -"如果为 [code]true[/code]ï¼Œåˆ™è§†çª—ä½¿ç”¨å¢žå¼ºæˆ–è™šæ‹ŸçŽ°å®žæŠ€æœ¯ã€‚è§ [ARVRInterface]。" +"如果为 [code]true[/code],则视å£ä½¿ç”¨å¢žå¼ºæˆ–è™šæ‹ŸçŽ°å®žæŠ€æœ¯ã€‚è§ [ARVRInterface]。" #: doc/classes/VisualServer.xml msgid "" @@ -90042,14 +90113,14 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" -"å¯ç”¨è¯¥è§†çª—的快速近似抗锯齿。FXAA 是一ç§æµè¡Œçš„å±å¹•ç©ºé—´æŠ—锯齿方法,它速度快,但" +"å¯ç”¨è¯¥è§†å£çš„快速近似抗锯齿。FXAA 是一ç§æµè¡Œçš„å±å¹•ç©ºé—´æŠ—锯齿方法,它速度快,但" "会使图åƒçœ‹èµ·æ¥å¾ˆæ¨¡ç³Šï¼Œç‰¹åˆ«æ˜¯åœ¨ä½Žåˆ†è¾¨çŽ‡ä¸‹ã€‚在 1440p å’Œ 4K ç‰é«˜åˆ†è¾¨çŽ‡ä¸‹ï¼Œå®ƒä»ç„¶" "å¯ä»¥å·¥ä½œå¾—比较好。一些æŸå¤±çš„é”度å¯ä»¥é€šè¿‡å¯ç”¨å¯¹æ¯”度适应性é”化æ¥æ¢å¤ï¼ˆè§ " "[method viewport_set_sharpen_intensity])。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's rendering is flipped vertically." -msgstr "如果为 [code]true[/code],则视窗的渲染垂直翻转。" +msgstr "如果为 [code]true[/code],则视å£çš„渲染垂直翻转。" #: doc/classes/VisualServer.xml msgid "" @@ -90440,33 +90511,33 @@ msgstr "优化阴影贴图的使用,æ高有效分辨率。但å¯èƒ½ä¼šå¯¼è‡´ #: doc/classes/VisualServer.xml msgid "Do not update the viewport." -msgstr "ä¸è¦æ›´æ–°è§†çª—。" +msgstr "ä¸è¦æ›´æ–°è§†å£ã€‚" #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." -msgstr "更新一次视窗,然åŽè®¾ç½®ä¸ºç¦ç”¨ã€‚" +msgstr "更新一次视å£ï¼Œç„¶åŽè®¾ç½®ä¸ºç¦ç”¨ã€‚" #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." -msgstr "åªè¦è§†çª—是å¯è§çš„,就更新视窗。" +msgstr "åªè¦è§†å£æ˜¯å¯è§çš„,就更新视å£ã€‚" #: doc/classes/VisualServer.xml msgid "Always update the viewport." -msgstr "始终更新视窗。" +msgstr "始终更新视å£ã€‚" #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." -msgstr "在绘图之å‰ï¼Œè§†çª—总是被清空。" +msgstr "在绘图之å‰ï¼Œè§†å£æ€»æ˜¯è¢«æ¸…空。" #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." -msgstr "在绘图之å‰ï¼Œè§†çª—永远ä¸ä¼šè¢«æ¸…空。" +msgstr "在绘图之å‰ï¼Œè§†å£æ°¸è¿œä¸ä¼šè¢«æ¸…空。" #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." -msgstr "视窗被清除一次,然åŽæ¸…除模å¼è®¾ç½®ä¸º [constant VIEWPORT_CLEAR_NEVER]。" +msgstr "视å£è¢«æ¸…除一次,然åŽæ¸…除模å¼è®¾ç½®ä¸º [constant VIEWPORT_CLEAR_NEVER]。" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." @@ -92375,7 +92446,7 @@ msgstr "使用给定的纹ç†ä½œä¸ºæ¤å‡½æ•°çš„å‚数。" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the current viewport's texture as the source." -msgstr "使用当å‰è§†çª—的纹ç†ä½œä¸ºæºã€‚" +msgstr "使用当å‰è§†å£çš„纹ç†ä½œä¸ºæºã€‚" #: doc/classes/VisualShaderNodeTexture.xml msgid "" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index a64bd25054..a21d110c05 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -15,12 +15,14 @@ # Otis Kao <momoslim@gmail.com>, 2022. # YuChiang Chang <chiang.c.tw@gmail.com>, 2022. # Hugel <qihu@nfschina.com>, 2022. +# Chih Wei Chien <dppss92132@gmail.com>, 2022. +# Edison Lee <edisonlee@edisonlee55.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-10-12 06:50+0000\n" -"Last-Translator: BinotaLIU <me@binota.org>\n" +"PO-Revision-Date: 2023-01-15 03:49+0000\n" +"Last-Translator: Edison Lee <edisonlee@edisonlee55.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hant/>\n" "Language: zh_TW\n" @@ -28,7 +30,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.15-dev\n" +"X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -84,7 +86,7 @@ msgstr "繼承自:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(覆寫 %s)" #: doc/tools/make_rst.py msgid "Default" @@ -126,13 +128,13 @@ msgstr "æ¤æ–¹æ³•ç”¨æ–¼å»ºæ§‹åž‹åˆ¥ã€‚" msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." -msgstr "" +msgstr "該方法ä¸éœ€è¦ä½¿ç”¨ä¸€å€‹å¯¦é«”來呼å«ï¼Œæ‰€ä»¥ä»–å¯ä»¥ç›´æŽ¥ä½¿ç”¨ class name 呼å«ã€‚" #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." -msgstr "" +msgstr "該方法æ述一個有效的é‹ç®—å使用æ¤åž‹åˆ¥ä½œç‚ºå·¦é‹ç®—值。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." @@ -148,7 +150,6 @@ msgstr "" "供。 (é—œéµå—:內建ã€å…¨åŸŸå‡½å¼ã€buildinã€build inã€global functions)" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a color constructed from integer red, green, blue, and alpha " "channels. Each channel should have 8 bits of information ranging from 0 to " @@ -161,12 +162,12 @@ msgid "" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" -"回傳以整數紅色ã€ç¶ 色ã€è—色與 Alpha 通é“構æˆçš„色彩。æ¯å€‹é€šé“éƒ½æ‡‰åŒ…å« 0 至 255 " -"çš„ 8 ä½å…ƒè³‡è¨Šã€‚\n" +"回傳以整數紅色ã€ç¶ 色ã€è—色與é€æ˜Žé€šé“構æˆçš„色彩。æ¯å€‹é€šé“éƒ½æ‡‰åŒ…å« 0 至 255 çš„ " +"8 ä½å…ƒè³‡è¨Šã€‚\n" "[code]r8[/code] 紅色通é“\n" "[code]g8[/code] ç¶ è‰²é€šé“\n" "[code]b8[/code] è—色通é“\n" -"[code]a8[/code] Alpha 通é“\n" +"[code]a8[/code] é€æ˜Žé€šé“\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" @@ -201,7 +202,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -212,15 +212,15 @@ msgid "" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"回傳以弧度表示的[code]s[/code]çš„å餘弦(cos)值。用於求餘弦(sin)值[code]s[/" -"code]的夾角。\n" +"回傳以弧度表示的[code]s[/code]çš„å餘弦(arc cos)值。用於求餘弦(cos)值[code]s[/" +"code]的夾角。[code]s[/code]å¿…é ˆä»‹æ–¼[code]-1.0[/code]與[code]1.0[/code]之間 " +"(包å«),å¦å‰‡ [method acos] 會回傳 [constant NAN]。\n" "[codeblock]\n" -"# c 為0.523599,若以rad2deg(s)æ›ç®—,則為30度\n" +"# c 為 0.523599,若以 rad2deg(s) æ›ç®—,則為30度\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -230,7 +230,14 @@ msgid "" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" -msgstr "testing" +msgstr "" +"回傳以弧度表示的[code]s[/code]çš„åæ£å¼¦(arc sin)值。用於求æ£å¼¦ (sin) 值" +"[code]s[/code]的夾角。[code]s[/code]å¿…é ˆä»‹æ–¼[code]-1.0[/code]與[code]1.0[/" +"code]之間 (包å«),å¦å‰‡ [method asin] 會回傳 [constant NAN]。\n" +"[codeblock]\n" +"# c 為 0.523599,若以 rad2deg(s) æ›ç®—,則為 30 度\n" +"c = asin(0.5)\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy @@ -30066,7 +30073,11 @@ msgid "" "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors." +"compression mode can't be used for custom cursors.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml @@ -41853,7 +41864,7 @@ msgstr "" #: doc/classes/OS.xml msgid "Desktop directory path." -msgstr "" +msgstr "æ¡Œé¢è³‡æ–™å¤¾è·¯å¾‘。" #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." @@ -41861,27 +41872,27 @@ msgstr "" #: doc/classes/OS.xml msgid "Documents directory path." -msgstr "" +msgstr "檔案資料夾路徑。" #: doc/classes/OS.xml msgid "Downloads directory path." -msgstr "" +msgstr "下載資料夾路徑。" #: doc/classes/OS.xml msgid "Movies directory path." -msgstr "" +msgstr "影片資料夾路徑。" #: doc/classes/OS.xml msgid "Music directory path." -msgstr "" +msgstr "音樂資料夾路徑。" #: doc/classes/OS.xml msgid "Pictures directory path." -msgstr "" +msgstr "圖片資料夾路徑。" #: doc/classes/OS.xml msgid "Ringtones directory path." -msgstr "" +msgstr "鈴è²è³‡æ–™å¤¾è·¯å¾‘。" #: doc/classes/OS.xml msgid "Unknown powerstate." |