diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Animation.xml | 7 | ||||
-rw-r--r-- | doc/classes/OfflineMultiplayerPeer.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 10 | ||||
-rw-r--r-- | doc/classes/RenderingDevice.xml | 3 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 4 | ||||
-rw-r--r-- | doc/classes/String.xml | 2 | ||||
-rw-r--r-- | doc/classes/TextureButton.xml | 10 |
8 files changed, 34 insertions, 24 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 008296713d..af8d9c416f 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -568,13 +568,6 @@ The animation step value. </member> </members> - <signals> - <signal name="tracks_changed"> - <description> - Emitted when there's a change in the list of tracks, e.g. tracks are added, moved or have changed paths. - </description> - </signal> - </signals> <constants> <constant name="TYPE_VALUE" value="0" enum="TrackType"> Value tracks set values in node properties, but only those which can be interpolated. For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons. diff --git a/doc/classes/OfflineMultiplayerPeer.xml b/doc/classes/OfflineMultiplayerPeer.xml new file mode 100644 index 0000000000..5e15992d54 --- /dev/null +++ b/doc/classes/OfflineMultiplayerPeer.xml @@ -0,0 +1,12 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="OfflineMultiplayerPeer" inherits="MultiplayerPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + A [MultiplayerPeer] which is always connected and acts as a server. + </brief_description> + <description> + This is the default [member MultiplayerAPI.multiplayer_peer] for the [member Node.multiplayer]. It mimics the behavior of a server with no peers connected. + This means that the [SceneTree] will act as the multiplayer authority by default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/code], and calls to [method MultiplayerAPI.get_unique_id] will return [constant MultiplayerPeer.TARGET_PEER_SERVER]. + </description> + <tutorials> + </tutorials> +</class> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 59660b4de5..30fa54d669 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,12 +25,12 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> - <param index="0" name="distance" type="Vector2" /> + <param index="0" name="motion" type="Vector2" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.08" /> <param index="3" name="recovery_as_collision" type="bool" default="false" /> <description> - Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. + Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details). @@ -47,13 +47,13 @@ <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform2D" /> - <param index="1" name="distance" type="Vector2" /> + <param index="1" name="motion" type="Vector2" /> <param index="2" name="collision" type="KinematicCollision2D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.08" /> <param index="4" name="recovery_as_collision" type="bool" default="false" /> <description> - Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. - Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index bf7882a1ea..2ef54683f2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,13 +32,13 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> - <param index="0" name="distance" type="Vector3" /> + <param index="0" name="motion" type="Vector3" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.001" /> <param index="3" name="recovery_as_collision" type="bool" default="false" /> <param index="4" name="max_collisions" type="int" default="1" /> <description> - Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. + Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). @@ -64,14 +64,14 @@ <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform3D" /> - <param index="1" name="distance" type="Vector3" /> + <param index="1" name="motion" type="Vector3" /> <param index="2" name="collision" type="KinematicCollision3D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.001" /> <param index="4" name="recovery_as_collision" type="bool" default="false" /> <param index="5" name="max_collisions" type="int" default="1" /> <description> - Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. - Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 2de812f5fc..7b041d3b75 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -648,8 +648,9 @@ <param index="0" name="vertex_count" type="int" /> <param index="1" name="vertex_format" type="int" /> <param index="2" name="src_buffers" type="RID[]" /> + <param index="3" name="offsets" type="PackedInt64Array" default="PackedInt64Array()" /> <description> - Creates a vertex array based on the specified buffers. + Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer. </description> </method> <method name="vertex_buffer_create"> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 13e5470a56..2ffa4dc50b 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -838,6 +838,8 @@ <method name="create_local_rendering_device" qualifiers="const"> <return type="RenderingDevice" /> <description> + Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice. + [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code]. </description> </method> <method name="decal_create"> @@ -1273,6 +1275,8 @@ <method name="get_rendering_device" qualifiers="const"> <return type="RenderingDevice" /> <description> + Returns the global RenderingDevice. + [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code]. </description> </method> <method name="get_rendering_info"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 999913b1ac..53040b2753 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -738,7 +738,7 @@ </description> </method> <method name="split_floats" qualifiers="const"> - <return type="PackedFloat32Array" /> + <return type="PackedFloat64Array" /> <param index="0" name="delimiter" type="String" /> <param index="1" name="allow_empty" type="bool" default="true" /> <description> diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 043eeb9a80..b185828577 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -27,19 +27,19 @@ <member name="texture_click_mask" type="BitMap" setter="set_click_mask" getter="get_click_mask"> Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes. </member> - <member name="texture_disabled" type="Texture2D" setter="set_disabled_texture" getter="get_disabled_texture"> + <member name="texture_disabled" type="Texture2D" setter="set_texture_disabled" getter="get_texture_disabled"> Texture to display when the node is disabled. See [member BaseButton.disabled]. </member> - <member name="texture_focused" type="Texture2D" setter="set_focused_texture" getter="get_focused_texture"> + <member name="texture_focused" type="Texture2D" setter="set_texture_focused" getter="get_texture_focused"> Texture to display when the node has mouse or keyboard focus. [member texture_focused] is displayed [i]over[/i] the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons. </member> - <member name="texture_hover" type="Texture2D" setter="set_hover_texture" getter="get_hover_texture"> + <member name="texture_hover" type="Texture2D" setter="set_texture_hover" getter="get_texture_hover"> Texture to display when the mouse hovers the node. </member> - <member name="texture_normal" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture"> + <member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal"> Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state. </member> - <member name="texture_pressed" type="Texture2D" setter="set_pressed_texture" getter="get_pressed_texture"> + <member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed"> Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the [member BaseButton.shortcut] key. </member> </members> |