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-rw-r--r--doc/classes/@GlobalScope.xml68
-rw-r--r--doc/classes/AABB.xml2
-rw-r--r--doc/classes/AStar.xml6
-rw-r--r--doc/classes/AStar2D.xml5
-rw-r--r--doc/classes/AcceptDialog.xml6
-rw-r--r--doc/classes/Animation.xml12
-rw-r--r--doc/classes/AnimationNodeStateMachinePlayback.xml13
-rw-r--r--doc/classes/AnimationPlayer.xml4
-rw-r--r--doc/classes/Area2D.xml48
-rw-r--r--doc/classes/Area3D.xml48
-rw-r--r--doc/classes/Array.xml39
-rw-r--r--doc/classes/ArrayMesh.xml12
-rw-r--r--doc/classes/BoxMesh.xml3
-rw-r--r--doc/classes/BoxShape3D.xml4
-rw-r--r--doc/classes/Button.xml12
-rw-r--r--doc/classes/Camera2D.xml56
-rw-r--r--doc/classes/Camera3D.xml4
-rw-r--r--doc/classes/CanvasItem.xml2
-rw-r--r--doc/classes/CheckBox.xml8
-rw-r--r--doc/classes/CheckButton.xml8
-rw-r--r--doc/classes/ClassDB.xml1
-rw-r--r--doc/classes/CodeEdit.xml4
-rw-r--r--doc/classes/Color.xml4
-rw-r--r--doc/classes/ColorPickerButton.xml6
-rw-r--r--doc/classes/ConeTwistJoint3D.xml4
-rw-r--r--doc/classes/ConfirmationDialog.xml2
-rw-r--r--doc/classes/Control.xml205
-rw-r--r--doc/classes/Decal.xml2
-rw-r--r--doc/classes/Dictionary.xml14
-rw-r--r--doc/classes/EditorExportPlugin.xml15
-rw-r--r--doc/classes/EditorInterface.xml14
-rw-r--r--doc/classes/EditorPlugin.xml11
-rw-r--r--doc/classes/EditorSceneImporterAssimp.xml36
-rw-r--r--doc/classes/EditorSceneImporterGLTF.xml13
-rw-r--r--doc/classes/EditorSceneImporterMesh.xml160
-rw-r--r--doc/classes/EditorSceneImporterMeshNode3D.xml21
-rw-r--r--doc/classes/EncodedObjectAsID.xml4
-rw-r--r--doc/classes/Engine.xml16
-rw-r--r--doc/classes/Environment.xml39
-rw-r--r--doc/classes/FileDialog.xml4
-rw-r--r--doc/classes/GLTFAccessor.xml43
-rw-r--r--doc/classes/GLTFAnimation.xml17
-rw-r--r--doc/classes/GLTFBufferView.xml25
-rw-r--r--doc/classes/GLTFCamera.xml23
-rw-r--r--doc/classes/GLTFDocument.xml13
-rw-r--r--doc/classes/GLTFLight.xml27
-rw-r--r--doc/classes/GLTFMesh.xml19
-rw-r--r--doc/classes/GLTFNode.xml43
-rw-r--r--doc/classes/GLTFSkeleton.xml67
-rw-r--r--doc/classes/GLTFSkin.xml71
-rw-r--r--doc/classes/GLTFSpecGloss.xml25
-rw-r--r--doc/classes/GLTFState.xml251
-rw-r--r--doc/classes/GLTFTexture.xml17
-rw-r--r--doc/classes/GPUParticles2D.xml3
-rw-r--r--doc/classes/GPUParticles3D.xml3
-rw-r--r--doc/classes/Generic6DOFJoint3D.xml2
-rw-r--r--doc/classes/GeometryInstance3D.xml2
-rw-r--r--doc/classes/Gradient.xml4
-rw-r--r--doc/classes/GraphEdit.xml23
-rw-r--r--doc/classes/GraphNode.xml10
-rw-r--r--doc/classes/HingeJoint3D.xml4
-rw-r--r--doc/classes/Image.xml14
-rw-r--r--doc/classes/ItemList.xml43
-rw-r--r--doc/classes/JSONParseResult.xml2
-rw-r--r--doc/classes/Joint3D.xml2
-rw-r--r--doc/classes/Label.xml8
-rw-r--r--doc/classes/LineEdit.xml4
-rw-r--r--doc/classes/LinkButton.xml4
-rw-r--r--doc/classes/MainLoop.xml24
-rw-r--r--doc/classes/MenuButton.xml6
-rw-r--r--doc/classes/Mesh.xml6
-rw-r--r--doc/classes/MultiplayerAPI.xml3
-rw-r--r--doc/classes/NetworkedMultiplayerPeer.xml3
-rw-r--r--doc/classes/NinePatchRect.xml8
-rw-r--r--doc/classes/Node.xml10
-rw-r--r--doc/classes/Node3D.xml6
-rw-r--r--doc/classes/OS.xml68
-rw-r--r--doc/classes/Object.xml2
-rw-r--r--doc/classes/OptionButton.xml6
-rw-r--r--doc/classes/PackedByteArray.xml14
-rw-r--r--doc/classes/PackedColorArray.xml14
-rw-r--r--doc/classes/PackedFloat32Array.xml14
-rw-r--r--doc/classes/PackedFloat64Array.xml14
-rw-r--r--doc/classes/PackedInt32Array.xml14
-rw-r--r--doc/classes/PackedInt64Array.xml14
-rw-r--r--doc/classes/PackedSceneGLTF.xml58
-rw-r--r--doc/classes/PackedStringArray.xml14
-rw-r--r--doc/classes/PackedVector2Array.xml14
-rw-r--r--doc/classes/PackedVector3Array.xml14
-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml5
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml5
-rw-r--r--doc/classes/PinJoint3D.xml4
-rw-r--r--doc/classes/Plane.xml2
-rw-r--r--doc/classes/PlaneMesh.xml1
-rw-r--r--doc/classes/PopupMenu.xml12
-rw-r--r--doc/classes/ProgressBar.xml2
-rw-r--r--doc/classes/ProjectSettings.xml216
-rw-r--r--doc/classes/ProximityGroup3D.xml4
-rw-r--r--doc/classes/Quat.xml2
-rw-r--r--doc/classes/Rect2.xml33
-rw-r--r--doc/classes/Rect2i.xml33
-rw-r--r--doc/classes/RectangleShape2D.xml4
-rw-r--r--doc/classes/Reference.xml2
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/RenderingDevice.xml2
-rw-r--r--doc/classes/RenderingServer.xml76
-rw-r--r--doc/classes/Resource.xml17
-rw-r--r--doc/classes/ResourceLoader.xml4
-rw-r--r--doc/classes/RichTextLabel.xml62
-rw-r--r--doc/classes/RigidBody2D.xml18
-rw-r--r--doc/classes/RigidBody3D.xml22
-rw-r--r--doc/classes/SceneTree.xml15
-rw-r--r--doc/classes/SliderJoint3D.xml4
-rw-r--r--doc/classes/String.xml20
-rw-r--r--doc/classes/StyleBox.xml12
-rw-r--r--doc/classes/StyleBoxFlat.xml18
-rw-r--r--doc/classes/StyleBoxTexture.xml16
-rw-r--r--doc/classes/SurfaceTool.xml40
-rw-r--r--doc/classes/TabContainer.xml24
-rw-r--r--doc/classes/Tabs.xml20
-rw-r--r--doc/classes/TextEdit.xml8
-rw-r--r--doc/classes/TextParagraph.xml90
-rw-r--r--doc/classes/TextServer.xml3
-rw-r--r--doc/classes/TextureProgressBar.xml (renamed from doc/classes/TextureProgress.xml)8
-rw-r--r--doc/classes/Theme.xml36
-rw-r--r--doc/classes/TileMap.xml1
-rw-r--r--doc/classes/Tree.xml2
-rw-r--r--doc/classes/UndoRedo.xml29
-rw-r--r--doc/classes/Variant.xml2
-rw-r--r--doc/classes/Vector2.xml30
-rw-r--r--doc/classes/Vector3.xml12
-rw-r--r--doc/classes/VideoPlayer.xml1
-rw-r--r--doc/classes/Viewport.xml6
-rw-r--r--doc/classes/VisualShader.xml13
-rw-r--r--doc/classes/VisualShaderNodeBooleanConstant.xml2
-rw-r--r--doc/classes/VisualShaderNodeColorConstant.xml2
-rw-r--r--doc/classes/VisualShaderNodeConstant.xml14
-rw-r--r--doc/classes/VisualShaderNodeCubemap.xml2
-rw-r--r--doc/classes/VisualShaderNodeFloatConstant.xml2
-rw-r--r--doc/classes/VisualShaderNodeIntConstant.xml2
-rw-r--r--doc/classes/VisualShaderNodeSDFRaymarch.xml15
-rw-r--r--doc/classes/VisualShaderNodeSDFToScreenUV.xml15
-rw-r--r--doc/classes/VisualShaderNodeScreenUVToSDF.xml15
-rw-r--r--doc/classes/VisualShaderNodeTexture.xml2
-rw-r--r--doc/classes/VisualShaderNodeTextureSDF.xml15
-rw-r--r--doc/classes/VisualShaderNodeTextureSDFNormal.xml15
-rw-r--r--doc/classes/VisualShaderNodeTextureUniform.xml2
-rw-r--r--doc/classes/VisualShaderNodeTransformConstant.xml2
-rw-r--r--doc/classes/VisualShaderNodeVec3Constant.xml2
-rw-r--r--doc/classes/WeakRef.xml2
-rw-r--r--doc/classes/XRController3D.xml14
-rw-r--r--doc/classes/XRPositionalTracker.xml38
-rw-r--r--doc/translations/ar.po4
-rw-r--r--doc/translations/ca.po4
-rw-r--r--doc/translations/classes.pot4
-rw-r--r--doc/translations/cs.po4
-rw-r--r--doc/translations/de.po4
-rw-r--r--doc/translations/es.po4
-rw-r--r--doc/translations/extract.py4
-rw-r--r--doc/translations/fa.po4
-rw-r--r--doc/translations/fi.po4
-rw-r--r--doc/translations/fr.po4
-rw-r--r--doc/translations/id.po4
-rw-r--r--doc/translations/it.po4
-rw-r--r--doc/translations/ja.po4
-rw-r--r--doc/translations/ko.po4
-rw-r--r--doc/translations/nl.po4
-rw-r--r--doc/translations/pl.po4
-rw-r--r--doc/translations/pt_BR.po4
-rw-r--r--doc/translations/ro.po4
-rw-r--r--doc/translations/ru.po4
-rw-r--r--doc/translations/sr_Cyrl.po4
-rw-r--r--doc/translations/th.po4
-rw-r--r--doc/translations/tr.po4
-rw-r--r--doc/translations/uk.po4
-rw-r--r--doc/translations/zh_Hans.po4
-rw-r--r--doc/translations/zh_Hant.po4
177 files changed, 2329 insertions, 900 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index f94eb7adef..bf81362e79 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -140,7 +140,7 @@
i = ceil(1.45) # i is 2
i = ceil(1.001) # i is 2
[/codeblock]
- See also [method floor], [method round], and [method stepify].
+ See also [method floor], [method round], and [method snapped].
</description>
</method>
<method name="clamp">
@@ -303,7 +303,7 @@
# a is -3.0
a = floor(-2.99)
[/codeblock]
- See also [method ceil], [method round], and [method stepify].
+ See also [method ceil], [method round], and [method snapped].
[b]Note:[/b] This method returns a float. If you need an integer, you can use [code]int(x)[/code] directly.
</description>
</method>
@@ -668,7 +668,7 @@
</method>
<method name="print" qualifiers="vararg">
<description>
- Converts one or more arguments to strings in the best way possible and prints them to the console.
+ Converts one or more arguments of any type to string in the best way possible and prints them to the console.
[codeblock]
a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
@@ -848,7 +848,7 @@
[codeblock]
round(2.6) # Returns 3
[/codeblock]
- See also [method floor], [method ceil], and [method stepify].
+ See also [method floor], [method ceil], and [method snapped].
</description>
</method>
<method name="seed">
@@ -944,6 +944,22 @@
[/codeblock]
</description>
</method>
+ <method name="snapped">
+ <return type="float">
+ </return>
+ <argument index="0" name="x" type="float">
+ </argument>
+ <argument index="1" name="step" type="float">
+ </argument>
+ <description>
+ Snaps float value [code]x[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ [codeblock]
+ snapped(100, 32) # Returns 96
+ snapped(3.14159, 0.01) # Returns 3.14
+ [/codeblock]
+ See also [method ceil], [method floor], and [method round].
+ </description>
+ </method>
<method name="sqrt">
<return type="float">
</return>
@@ -974,27 +990,11 @@
[/codeblock]
</description>
</method>
- <method name="stepify">
- <return type="float">
- </return>
- <argument index="0" name="x" type="float">
- </argument>
- <argument index="1" name="step" type="float">
- </argument>
- <description>
- Snaps float value [code]x[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals.
- [codeblock]
- stepify(100, 32) # Returns 96
- stepify(3.14159, 0.01) # Returns 3.14
- [/codeblock]
- See also [method ceil], [method floor], and [method round].
- </description>
- </method>
<method name="str" qualifiers="vararg">
<return type="String">
</return>
<description>
- Converts one or more arguments to string in the best way possible.
+ Converts one or more arguments of any type to string in the best way possible.
</description>
</method>
<method name="str2var">
@@ -1250,17 +1250,17 @@
</member>
</members>
<constants>
- <constant name="MARGIN_LEFT" value="0" enum="Margin">
- Left margin, usually used for [Control] or [StyleBox]-derived classes.
+ <constant name="SIDE_LEFT" value="0" enum="Side">
+ Left side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
- <constant name="MARGIN_TOP" value="1" enum="Margin">
- Top margin, usually used for [Control] or [StyleBox]-derived classes.
+ <constant name="SIDE_TOP" value="1" enum="Side">
+ Top side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
- <constant name="MARGIN_RIGHT" value="2" enum="Margin">
- Right margin, usually used for [Control] or [StyleBox]-derived classes.
+ <constant name="SIDE_RIGHT" value="2" enum="Side">
+ Right side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
- <constant name="MARGIN_BOTTOM" value="3" enum="Margin">
- Bottom margin, usually used for [Control] or [StyleBox]-derived classes.
+ <constant name="SIDE_BOTTOM" value="3" enum="Side">
+ Bottom side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
<constant name="CORNER_TOP_LEFT" value="0" enum="Corner">
Top-left corner.
@@ -2423,6 +2423,16 @@
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="21" enum="PropertyHint">
Hints that an image is compressed using lossless compression.
</constant>
+ <constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint">
+ Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance:
+ [codeblock]
+ hint_string = "%s:" % [TYPE_INT] # Array of inteters.
+ hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
+ hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources.
+ hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources.
+ [/codeblock]
+ [b]Note:[/b] the final colon is required to specify for properly detecting built-in types.
+ </constant>
<constant name="PROPERTY_USAGE_STORAGE" value="1" enum="PropertyUsageFlags">
The property is serialized and saved in the scene file (default).
</constant>
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index baea84df65..8cd7e6f5fa 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -219,7 +219,7 @@
<argument index="0" name="aabb" type="AABB">
</argument>
<description>
- Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="merge">
diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml
index 0cd7d3dc25..bfdc66623d 100644
--- a/doc/classes/AStar.xml
+++ b/doc/classes/AStar.xml
@@ -33,6 +33,7 @@
[/csharp]
[/codeblocks]
[method _estimate_cost] should return a lower bound of the distance, i.e. [code]_estimate_cost(u, v) &lt;= _compute_cost(u, v)[/code]. This serves as a hint to the algorithm because the custom [code]_compute_cost[/code] might be computation-heavy. If this is not the case, make [method _estimate_cost] return the same value as [method _compute_cost] to provide the algorithm with the most accurate information.
+ If the default [method _estimate_cost] and [method _compute_cost] methods are used, or if the supplied [method _estimate_cost] method returns a lower bound of the cost, then the paths returned by A* will be the lowest cost paths. Here, the cost of a path equals to the sum of the [method _compute_cost] results of all segments in the path multiplied by the [code]weight_scale[/code]s of the end points of the respective segments. If the default methods are used and the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], then this equals to the sum of Euclidean distances of all segments in the path.
</description>
<tutorials>
</tutorials>
@@ -71,7 +72,8 @@
<argument index="2" name="weight_scale" type="float" default="1.0">
</argument>
<description>
- Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
[codeblocks]
[gdscript]
var astar = AStar.new()
@@ -380,7 +382,7 @@
<argument index="1" name="weight_scale" type="float">
</argument>
<description>
- Sets the [code]weight_scale[/code] for the point with the given [code]id[/code].
+ Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
</description>
</method>
</methods>
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 1540d8dacc..2a51678209 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -43,7 +43,8 @@
<argument index="2" name="weight_scale" type="float" default="1.0">
</argument>
<description>
- Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
[codeblocks]
[gdscript]
var astar = AStar2D.new()
@@ -350,7 +351,7 @@
<argument index="1" name="weight_scale" type="float">
</argument>
<description>
- Sets the [code]weight_scale[/code] for the point with the given [code]id[/code].
+ Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
</description>
</method>
</methods>
diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml
index e5eb216062..f4cf246713 100644
--- a/doc/classes/AcceptDialog.xml
+++ b/doc/classes/AcceptDialog.xml
@@ -23,7 +23,7 @@
If [code]true[/code], [code]right[/code] will place the button to the right of any sibling buttons.
</description>
</method>
- <method name="add_cancel">
+ <method name="add_cancel_button">
<return type="Button">
</return>
<argument index="0" name="name" type="String">
@@ -39,7 +39,7 @@
Returns the label used for built-in text.
</description>
</method>
- <method name="get_ok">
+ <method name="get_ok_button">
<return type="Button">
</return>
<description>
@@ -76,7 +76,7 @@
<signals>
<signal name="cancelled">
<description>
- Emitted when the dialog is closed or the button created with [method add_cancel] is pressed.
+ Emitted when the dialog is closed or the button created with [method add_cancel_button] is pressed.
</description>
</signal>
<signal name="confirmed">
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index d34308501c..9720405ffd 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -168,7 +168,7 @@
<argument index="2" name="stream" type="Resource">
</argument>
<description>
- Sets the stream of the key identified by [code]key_idx[/code] to value [code]offset[/code]. The [code]track_idx[/code] must be the index of an Audio Track.
+ Sets the stream of the key identified by [code]key_idx[/code] to value [code]stream[/code]. The [code]track_idx[/code] must be the index of an Audio Track.
</description>
</method>
<method name="bezier_track_get_key_in_handle" qualifiers="const">
@@ -409,7 +409,7 @@
<argument index="1" name="key_idx" type="int">
</argument>
<description>
- Returns the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]).
+ Returns the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]).
</description>
</method>
<method name="track_get_key_value" qualifiers="const">
@@ -514,15 +514,15 @@
Removes a key by index in a given track.
</description>
</method>
- <method name="track_remove_key_at_position">
+ <method name="track_remove_key_at_time">
<return type="void">
</return>
<argument index="0" name="track_idx" type="int">
</argument>
- <argument index="1" name="position" type="float">
+ <argument index="1" name="time" type="float">
</argument>
<description>
- Removes a key by position (seconds) in a given track.
+ Removes a key at [code]time[/code] in a given track.
</description>
</method>
<method name="track_set_enabled">
@@ -592,7 +592,7 @@
<argument index="2" name="transition" type="float">
</argument>
<description>
- Sets the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]).
+ Sets the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]).
</description>
</method>
<method name="track_set_key_value">
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index 60ff425cdb..c8468f9c8f 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -21,6 +21,12 @@
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
+ <method name="get_current_length" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_current_node" qualifiers="const">
<return type="StringName">
</return>
@@ -28,6 +34,13 @@
Returns the currently playing animation state.
</description>
</method>
+ <method name="get_current_play_position" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Returns the playback position within the current animation state.
+ </description>
+ </method>
<method name="get_travel_path" qualifiers="const">
<return type="PackedStringArray">
</return>
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index de2087d930..bebff61671 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -260,6 +260,10 @@
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.
</member>
+ <member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true">
+ This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.
+ In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.
+ </member>
<member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath(&quot;..&quot;)">
The node from which node path references will travel.
</member>
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 72c40478bb..a02f077cf7 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -140,14 +140,16 @@
<argument index="0" name="area" type="Area2D">
</argument>
<description>
- Emitted when another area enters.
+ Emitted when another Area2D enters this Area2D. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area[/code] the other Area2D.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Area2D">
</argument>
<description>
- Emitted when another area exits.
+ Emitted when another Area2D exits this Area2D. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area[/code] the other Area2D.
</description>
</signal>
<signal name="area_shape_entered">
@@ -157,10 +159,14 @@
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
- <argument index="3" name="self_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when another area enters, reporting which shapes overlapped. [code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the parent object of the owner of the [code]shape[/code].
+ Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area_id[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D].
+ [code]area[/code] the other Area2D.
+ [code]area_shape[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D].
+ [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D].
</description>
</signal>
<signal name="area_shape_exited">
@@ -170,26 +176,30 @@
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
- <argument index="3" name="self_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when another area exits, reporting which shapes were overlapping.
+ Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area_id[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D].
+ [code]area[/code] the other Area2D.
+ [code]area_shape[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D].
+ [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D].
</description>
</signal>
<signal name="body_entered">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a physics body enters.
- The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a physics body exits.
- The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
</description>
</signal>
<signal name="body_shape_entered">
@@ -199,11 +209,14 @@
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
- <argument index="3" name="area_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a physics body enters, reporting which shapes overlapped.
- The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body_id[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
+ [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap].
+ [code]body_shape[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D].
+ [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D].
</description>
</signal>
<signal name="body_shape_exited">
@@ -213,11 +226,14 @@
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
- <argument index="3" name="area_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a physics body exits, reporting which shapes were overlapping.
- The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body_id[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
+ [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap].
+ [code]body_shape[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D].
+ [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D].
</description>
</signal>
</signals>
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 2f8042bb1e..bd43d619dd 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -150,14 +150,16 @@
<argument index="0" name="area" type="Area3D">
</argument>
<description>
- Emitted when another area enters.
+ Emitted when another Area3D enters this Area3D. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area[/code] the other Area3D.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Area3D">
</argument>
<description>
- Emitted when another area exits.
+ Emitted when another Area3D exits this Area3D. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area[/code] the other Area3D.
</description>
</signal>
<signal name="area_shape_entered">
@@ -167,10 +169,14 @@
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
- <argument index="3" name="self_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when another area enters, reporting which areas overlapped. [code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the parent object of the owner of the [code]shape[/code].
+ Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area_id[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
+ [code]area[/code] the other Area3D.
+ [code]area_shape[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D].
+ [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D].
</description>
</signal>
<signal name="area_shape_exited">
@@ -180,26 +186,30 @@
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
- <argument index="3" name="self_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when another area exits, reporting which areas were overlapping.
+ Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
+ [code]area_id[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
+ [code]area[/code] the other Area3D.
+ [code]area_shape[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D].
+ [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D].
</description>
</signal>
<signal name="body_entered">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a physics body enters.
- The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when a [PhysicsBody3D] or [GridMap] enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a physics body exits.
- The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when a [PhysicsBody3D] or [GridMap] exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
</description>
</signal>
<signal name="body_shape_entered">
@@ -209,11 +219,14 @@
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
- <argument index="3" name="area_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a physics body enters, reporting which shapes overlapped.
- The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body_id[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
+ [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap].
+ [code]body_shape[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D].
+ [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D].
</description>
</signal>
<signal name="body_shape_exited">
@@ -223,11 +236,14 @@
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
- <argument index="3" name="area_shape" type="int">
+ <argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a physics body exits, reporting which shapes were overlapping.
- The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body_id[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
+ [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap].
+ [code]body_shape[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D].
+ [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D].
</description>
</signal>
</signals>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 6a9eb89602..de3d89ee0f 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -228,20 +228,15 @@
If [code]deep[/code] 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.
</description>
</method>
- <method name="empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="erase">
<return type="void">
</return>
<argument index="0" name="value" type="Variant">
</argument>
<description>
- Removes the first occurrence of a value from the array.
+ Removes the first occurrence of a value from the array. To remove an element by index, use [method remove] instead.
+ [b]Note:[/b] This method acts in-place and doesn't return a value.
+ [b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed.
</description>
</method>
<method name="find">
@@ -318,7 +313,8 @@
<return type="int">
</return>
<description>
- Returns a hashed integer value representing the array contents.
+ Returns a hashed integer value representing the array and its contents.
+ [b]Note:[/b] Arrays with equal contents can still produce different hashes. Only the exact same arrays will produce the same hashed integer value.
</description>
</method>
<method name="insert">
@@ -330,6 +326,8 @@
</argument>
<description>
Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]pos == size()[/code]).
+ [b]Note:[/b] This method acts in-place and doesn't return a value.
+ [b]Note:[/b] On large arrays, this method will be slower if the inserted element is close to the beginning of the array (index 0). This is because all elements placed after the newly inserted element have to be reindexed.
</description>
</method>
<method name="invert">
@@ -339,6 +337,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="max">
<return type="Variant">
</return>
@@ -421,14 +426,15 @@
<return type="Variant">
</return>
<description>
- Removes and returns the last element of the array. Returns [code]null[/code] if the array is empty, without printing an error message.
+ Removes and returns the last element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. See also [method pop_front].
</description>
</method>
<method name="pop_front">
<return type="Variant">
</return>
<description>
- Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, without printing an error message.
+ Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. See also [method pop_back].
+ [b]Note:[/b] On large arrays, this method is much slower than [method pop_back] as it will reindex all the array's elements every time it's called. The larger the array, the slower [method pop_front] will be.
</description>
</method>
<method name="push_back">
@@ -437,7 +443,7 @@
<argument index="0" name="value" type="Variant">
</argument>
<description>
- Appends an element at the end of the array.
+ Appends an element at the end of the array. See also [method push_front].
</description>
</method>
<method name="push_front">
@@ -446,7 +452,8 @@
<argument index="0" name="value" type="Variant">
</argument>
<description>
- Adds an element at the beginning of the array.
+ Adds an element at the beginning of the array. See also [method push_back].
+ [b]Note:[/b] On large arrays, this method is much slower than [method push_back] as it will reindex all the array's elements every time it's called. The larger the array, the slower [method push_front] will be.
</description>
</method>
<method name="remove">
@@ -455,7 +462,9 @@
<argument index="0" name="position" type="int">
</argument>
<description>
- Removes an element from the array by index. If the index does not exist in the array, nothing happens.
+ Removes an element from the array by index. If the index does not exist in the array, nothing happens. To remove an element by searching for its value, use [method erase] instead.
+ [b]Note:[/b] This method acts in-place and doesn't return a value.
+ [b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed.
</description>
</method>
<method name="resize">
@@ -482,7 +491,7 @@
<return type="void">
</return>
<description>
- Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling.
+ Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling.
</description>
</method>
<method name="size">
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index ef33d7ea77..1f532f4843 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -121,7 +121,7 @@
Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping.
</description>
</method>
- <method name="regen_normalmaps">
+ <method name="regen_normal_maps">
<return type="void">
</return>
<description>
@@ -209,19 +209,13 @@
</method>
</methods>
<members>
- <member name="blend_shape_mode" type="int" setter="set_blend_shape_mode" getter="get_blend_shape_mode" enum="ArrayMesh.BlendShapeMode" default="1">
- Sets the blend shape mode to one of [enum ArrayMesh.BlendShapeMode].
+ <member name="blend_shape_mode" type="int" setter="set_blend_shape_mode" getter="get_blend_shape_mode" enum="Mesh.BlendShapeMode" default="1">
+ Sets the blend shape mode to one of [enum Mesh.BlendShapeMode].
</member>
<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )">
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>
</members>
<constants>
- <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
- Blend shapes are normalized.
- </constant>
- <constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
- Blend shapes are relative to base weight.
- </constant>
</constants>
</class>
diff --git a/doc/classes/BoxMesh.xml b/doc/classes/BoxMesh.xml
index 88d22ac899..1404477b46 100644
--- a/doc/classes/BoxMesh.xml
+++ b/doc/classes/BoxMesh.xml
@@ -6,6 +6,7 @@
<description>
Generate an axis-aligned box [PrimitiveMesh].
The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code].
+ [b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
</tutorials>
@@ -13,7 +14,7 @@
</methods>
<members>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3( 2, 2, 2 )">
- Size of the box mesh.
+ The box's width, height and depth.
</member>
<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
Number of extra edge loops inserted along the Z axis.
diff --git a/doc/classes/BoxShape3D.xml b/doc/classes/BoxShape3D.xml
index d8cbd8b980..f5051413ce 100644
--- a/doc/classes/BoxShape3D.xml
+++ b/doc/classes/BoxShape3D.xml
@@ -14,8 +14,8 @@
<methods>
</methods>
<members>
- <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )">
- The box's half extents. The width, height and depth of this shape is twice the half extents.
+ <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3( 2, 2, 2 )">
+ The box's width, height and depth.
</member>
</members>
<constants>
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index e47198a381..4bbe74f888 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -118,17 +118,17 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
Default text [Color] of the [Button].
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
Text [Color] used when the [Button] is disabled.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
Text [Color] used when the [Button] is being hovered.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
- Text [Color] used when the [Button] is being pressed.
+ <theme_item name="font_outline_color" type="Color" default="Color( 1, 1, 1, 1 )">
+ Text outline [Color] of the [Button].
</theme_item>
- <theme_item name="font_outline_modulate" type="Color" default="Color( 1, 1, 1, 1 )">
- Text oubline [Color] of the [Button].
+ <theme_item name="font_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
+ Text [Color] used when the [Button] is being pressed.
</theme_item>
<theme_item name="font_size" type="int">
Font size of the [Button]'s text.
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index c7ee915109..2a4e726d43 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -52,19 +52,19 @@
<method name="get_drag_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the specified margin. See also [member drag_margin_bottom], [member drag_margin_top], [member drag_margin_left], and [member drag_margin_right].
+ Returns the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
</description>
</method>
<method name="get_limit" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the specified camera limit. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
+ Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
</description>
</method>
<method name="make_current">
@@ -85,23 +85,23 @@
<method name="set_drag_margin">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="drag_margin" type="float">
</argument>
<description>
- Sets the specified margin. See also [member drag_margin_bottom], [member drag_margin_top], [member drag_margin_left], and [member drag_margin_right].
+ Sets the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
</description>
</method>
<method name="set_limit">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="limit" type="int">
</argument>
<description>
- Sets the specified camera limit. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
+ Sets the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
</description>
</method>
</methods>
@@ -115,23 +115,31 @@
<member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport">
The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead.
</member>
- <member name="drag_margin_bottom" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
- Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
+ <member name="drag_bottom_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
+ Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the bottom edge of the screen.
</member>
- <member name="drag_margin_h_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled" default="false">
- If [code]true[/code], the camera only moves when reaching the horizontal drag margins. If [code]false[/code], the camera moves horizontally regardless of margins.
+ <member name="drag_horizontal_enabled" type="bool" setter="set_drag_horizontal_enabled" getter="is_drag_horizontal_enabled" default="false">
+ If [code]true[/code], the camera only moves when reaching the horizontal (left and right) drag margins. If [code]false[/code], the camera moves horizontally regardless of margins.
</member>
- <member name="drag_margin_left" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
- Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
+ <member name="drag_horizontal_offset" type="float" setter="set_drag_horizontal_offset" getter="get_drag_horizontal_offset" default="0.0">
+ The relative horizontal drag offset of the camera between the right ([code]-1[/code]) and left ([code]1[/code]) drag margins.
+ [b]Note:[/b] Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when the horizontal drag margin is enabled or the drag margins are changed.
</member>
- <member name="drag_margin_right" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
- Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
+ <member name="drag_left_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
+ Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the left edge of the screen.
</member>
- <member name="drag_margin_top" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
- Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
+ <member name="drag_right_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
+ Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the right edge of the screen.
</member>
- <member name="drag_margin_v_enabled" type="bool" setter="set_v_drag_enabled" getter="is_v_drag_enabled" default="false">
- If [code]true[/code], the camera only moves when reaching the vertical drag margins. If [code]false[/code], the camera moves vertically regardless of margins.
+ <member name="drag_top_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
+ Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the top edge of the screen.
+ </member>
+ <member name="drag_vertical_enabled" type="bool" setter="set_drag_vertical_enabled" getter="is_drag_vertical_enabled" default="false">
+ If [code]true[/code], the camera only moves when reaching the vertical (top and bottom) drag margins. If [code]false[/code], the camera moves vertically regardless of the drag margins.
+ </member>
+ <member name="drag_vertical_offset" type="float" setter="set_drag_vertical_offset" getter="get_drag_vertical_offset" default="0.0">
+ The relative vertical drag offset of the camera between the bottom ([code]-1[/code]) and top ([code]1[/code]) drag margins.
+ [b]Note:[/b] Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when the vertical drag margin is enabled or the drag margins are changed.
</member>
<member name="editor_draw_drag_margin" type="bool" setter="set_margin_drawing_enabled" getter="is_margin_drawing_enabled" default="false">
If [code]true[/code], draws the camera's drag margin rectangle in the editor.
@@ -160,14 +168,6 @@
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The camera's offset, useful for looking around or camera shake animations.
</member>
- <member name="offset_h" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
- The horizontal offset of the camera, relative to the drag margins.
- [b]Note:[/b] Offset H is used only to force offset relative to margins. It's not updated in any way if drag margins are enabled and can be used to set initial offset.
- </member>
- <member name="offset_v" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0">
- The vertical offset of the camera, relative to the drag margins.
- [b]Note:[/b] Used the same as [member offset_h].
- </member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Camera2D.Camera2DProcessMode" default="1">
The camera's process callback. See [enum Camera2DProcessMode].
</member>
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index b3fe452b12..034b2e9629 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -189,7 +189,7 @@
<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The [Environment] to use for this camera.
</member>
- <member name="far" type="float" setter="set_zfar" getter="get_zfar" default="100.0">
+ <member name="far" type="float" setter="set_far" getter="get_far" default="4000.0">
The distance to the far culling boundary for this camera relative to its local Z axis.
</member>
<member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0">
@@ -209,7 +209,7 @@
<member name="keep_aspect" type="int" setter="set_keep_aspect_mode" getter="get_keep_aspect_mode" enum="Camera3D.KeepAspect" default="1">
The axis to lock during [member fov]/[member size] adjustments. Can be either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT].
</member>
- <member name="near" type="float" setter="set_znear" getter="get_znear" default="0.05">
+ <member name="near" type="float" setter="set_near" getter="get_near" default="0.05">
The distance to the near culling boundary for this camera relative to its local Z axis.
</member>
<member name="projection" type="int" setter="set_projection" getter="get_projection" enum="Camera3D.Projection" default="0">
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index fcdd072c80..d13f431a16 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -9,7 +9,7 @@
Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis.
A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode.
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
- [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
</description>
<tutorials>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml
index 89fb960e88..bd91f9ed06 100644
--- a/doc/classes/CheckBox.xml
+++ b/doc/classes/CheckBox.xml
@@ -36,16 +36,16 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
The [CheckBox] text's font color.
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
The [CheckBox] text's font color when it's disabled.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
The [CheckBox] text's font color when it's hovered.
</theme_item>
- <theme_item name="font_color_hover_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_hover_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
The [CheckBox] text's font color when it's hovered and pressed.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
The [CheckBox] text's font color when it's pressed.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml
index 882f1c69f3..a05e532d4a 100644
--- a/doc/classes/CheckButton.xml
+++ b/doc/classes/CheckButton.xml
@@ -33,16 +33,16 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
The [CheckButton] text's font color.
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
The [CheckButton] text's font color when it's disabled.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
The [CheckButton] text's font color when it's hovered.
</theme_item>
- <theme_item name="font_color_hover_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_hover_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
The [CheckButton] text's font color when it's hovered and pressed.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
The [CheckButton] text's font color when it's pressed.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml
index 2a6a2ddd91..860bdc7c8f 100644
--- a/doc/classes/ClassDB.xml
+++ b/doc/classes/ClassDB.xml
@@ -67,6 +67,7 @@
</argument>
<description>
Returns an array with all the methods of [code]class[/code] or its ancestry if [code]no_inheritance[/code] is [code]false[/code]. Every element of the array is a [Dictionary] with the following keys: [code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: (class_name, hint, hint_string, name, type, usage)[/code].
+ [b]Note:[/code] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names.
</description>
</method>
<method name="class_get_property" qualifiers="const">
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 8834ff82c6..f897f2405b 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -179,9 +179,9 @@
</theme_item>
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
</theme_item>
- <theme_item name="font_color_readonly" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
+ <theme_item name="font_readonly_color" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
</theme_item>
- <theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 0, 0, 0, 1 )">
</theme_item>
<theme_item name="font_size" type="int">
Font size of the [CodeEdit]'s text.
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 755fd7eea2..8af5f29b65 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
- You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
+ You can also create a color from standardized color names by using [code]ColorN[/code] ([b]FIXME:[/b] No longer true, a Color(String) constructor should be re-implemented for that) or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
@@ -158,7 +158,7 @@
<argument index="0" name="to" type="Color">
</argument>
<description>
- Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="lerp">
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index c04e8b9ea0..b351faf9ca 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -73,13 +73,13 @@
<theme_item name="font_color" type="Color" default="Color( 1, 1, 1, 1 )">
Default text [Color] of the [ColorPickerButton].
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.3 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.3 )">
Text [Color] used when the [ColorPickerButton] is disabled.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 1, 1, 1, 1 )">
Text [Color] used when the [ColorPickerButton] is being hovered.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 0.8, 0.8, 0.8, 1 )">
+ <theme_item name="font_pressed_color" type="Color" default="Color( 0.8, 0.8, 0.8, 1 )">
Text [Color] used when the [ColorPickerButton] is being pressed.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/ConeTwistJoint3D.xml b/doc/classes/ConeTwistJoint3D.xml
index e86e95bec3..bd6e24dafd 100644
--- a/doc/classes/ConeTwistJoint3D.xml
+++ b/doc/classes/ConeTwistJoint3D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConeTwistJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
- A twist joint between two 3D bodies.
+ A twist joint between two 3D PhysicsBodies.
</brief_description>
<description>
The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint3D].
The twist axis is initiated as the X axis of the [Joint3D].
- Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint3D in the local space of the two Bodies.
+ Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint3D in the local space of the two Bodies. See also [Generic6DOFJoint3D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml
index a850afdd9f..9d8977cef1 100644
--- a/doc/classes/ConfirmationDialog.xml
+++ b/doc/classes/ConfirmationDialog.xml
@@ -18,7 +18,7 @@
<tutorials>
</tutorials>
<methods>
- <method name="get_cancel">
+ <method name="get_cancel_button">
<return type="Button">
</return>
<description>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index ae1a8d86a7..d94e495a5e 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Control" inherits="CanvasItem" version="4.0">
<brief_description>
- All user interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent.
+ All user interface nodes inherit from Control. A control's anchors and offsets adapt its position and size relative to its parent.
</brief_description>
<description>
- Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
- For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
+ Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change.
+ For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
[b]User Interface nodes and input[/b]
Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [code]MainLoop._input_event[/code].
[b]FIXME:[/b] No longer valid after DisplayServer split and Input refactoring.
@@ -213,17 +213,6 @@
Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is [code]null[/code] or invalid, the override is cleared and the icon from assigned [Theme] is used.
</description>
</method>
- <method name="add_theme_shader_override">
- <return type="void">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
- <argument index="1" name="shader" type="Shader">
- </argument>
- <description>
- Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is [code]null[/code] or invalid, the override is cleared and the shader from assigned [Theme] is used.
- </description>
- </method>
<method name="add_theme_stylebox_override">
<return type="void">
</return>
@@ -317,6 +306,20 @@
[/codeblocks]
</description>
</method>
+ <method name="find_next_valid_focus" qualifiers="const">
+ <return type="Control">
+ </return>
+ <description>
+ Finds the next (below in the tree) [Control] that can receive the focus.
+ </description>
+ </method>
+ <method name="find_prev_valid_focus" qualifiers="const">
+ <return type="Control">
+ </return>
+ <description>
+ Finds the previous (above in the tree) [Control] that can receive the focus.
+ </description>
+ </method>
<method name="force_drag">
<return type="void">
</return>
@@ -332,17 +335,17 @@
<method name="get_anchor" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="side" type="int" enum="Side">
</argument>
<description>
- Returns the anchor identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
+ Returns the anchor for the specified [enum Side]. A getter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
</description>
</method>
<method name="get_begin" qualifiers="const">
<return type="Vector2">
</return>
<description>
- Returns [member margin_left] and [member margin_top]. See also [member rect_position].
+ Returns [member offset_left] and [member offset_top]. See also [member rect_position].
</description>
</method>
<method name="get_combined_minimum_size" qualifiers="const">
@@ -391,16 +394,16 @@
<return type="Vector2">
</return>
<description>
- Returns [member margin_right] and [member margin_bottom].
+ Returns [member offset_right] and [member offset_bottom].
</description>
</method>
- <method name="get_focus_neighbour" qualifiers="const">
+ <method name="get_focus_neighbor" qualifiers="const">
<return type="NodePath">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="side" type="int" enum="Side">
</argument>
<description>
- Returns the focus neighbour identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top].
+ Returns the focus neighbor for the specified [enum Side]. A getter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
</description>
</method>
<method name="get_focus_owner" qualifiers="const">
@@ -417,20 +420,20 @@
Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].
</description>
</method>
- <method name="get_margin" qualifiers="const">
- <return type="float">
+ <method name="get_minimum_size" qualifiers="const">
+ <return type="Vector2">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
- </argument>
<description>
- Returns the anchor identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member margin_bottom], [member margin_left], [member margin_right] and [member margin_top].
+ Returns the minimum size for this control. See [member rect_min_size].
</description>
</method>
- <method name="get_minimum_size" qualifiers="const">
- <return type="Vector2">
+ <method name="get_offset" qualifiers="const">
+ <return type="float">
</return>
+ <argument index="0" name="offset" type="int" enum="Side">
+ </argument>
<description>
- Returns the minimum size for this control. See [member rect_min_size].
+ Returns the anchor for the specified [enum Side]. A getter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top].
</description>
</method>
<method name="get_parent_area_size" qualifiers="const">
@@ -454,13 +457,6 @@
Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size].
</description>
</method>
- <method name="get_rotation" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Returns the rotation (in radians).
- </description>
- </method>
<method name="get_theme_color" qualifiers="const">
<return type="Color">
</return>
@@ -692,15 +688,6 @@
Returns [code]true[/code] if icon with given [code]name[/code] has a valid override in this [Control] node.
</description>
</method>
- <method name="has_theme_shader_override" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
- <description>
- Returns [code]true[/code] if [Shader] with given [code]name[/code] has a valid override in this [Control] node.
- </description>
- </method>
<method name="has_theme_stylebox" qualifiers="const">
<return type="bool">
</return>
@@ -745,24 +732,24 @@
<method name="set_anchor">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="side" type="int" enum="Side">
</argument>
<argument index="1" name="anchor" type="float">
</argument>
- <argument index="2" name="keep_margin" type="bool" default="false">
+ <argument index="2" name="keep_offset" type="bool" default="false">
</argument>
<argument index="3" name="push_opposite_anchor" type="bool" default="true">
</argument>
<description>
- Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to value [code]anchor[/code]. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
- If [code]keep_margin[/code] is [code]true[/code], margins aren't updated after this operation.
+ Sets the anchor for the specified [enum Side] to [code]anchor[/code]. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
+ If [code]keep_offset[/code] is [code]true[/code], offsets aren't updated after this operation.
If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If [code]push_opposite_anchor[/code] was [code]false[/code], the left anchor would get value 0.5.
</description>
</method>
- <method name="set_anchor_and_margin">
+ <method name="set_anchor_and_offset">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="side" type="int" enum="Side">
</argument>
<argument index="1" name="anchor" type="float">
</argument>
@@ -771,10 +758,10 @@
<argument index="3" name="push_opposite_anchor" type="bool" default="false">
</argument>
<description>
- Works the same as [method set_anchor], but instead of [code]keep_margin[/code] argument and automatic update of margin, it allows to set the margin offset yourself (see [method set_margin]).
+ Works the same as [method set_anchor], but instead of [code]keep_offset[/code] argument and automatic update of offset, it allows to set the offset yourself (see [method set_offset]).
</description>
</method>
- <method name="set_anchors_and_margins_preset">
+ <method name="set_anchors_and_offsets_preset">
<return type="void">
</return>
<argument index="0" name="preset" type="int" enum="Control.LayoutPreset">
@@ -784,7 +771,7 @@
<argument index="2" name="margin" type="int" default="0">
</argument>
<description>
- Sets both anchor preset and margin preset. See [method set_anchors_preset] and [method set_margins_preset].
+ Sets both anchor preset and offset preset. See [method set_anchors_preset] and [method set_offsets_preset].
</description>
</method>
<method name="set_anchors_preset">
@@ -792,11 +779,11 @@
</return>
<argument index="0" name="preset" type="int" enum="Control.LayoutPreset">
</argument>
- <argument index="1" name="keep_margins" type="bool" default="false">
+ <argument index="1" name="keep_offsets" type="bool" default="false">
</argument>
<description>
Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor.
- If [code]keep_margins[/code] is [code]true[/code], control's position will also be updated.
+ If [code]keep_offsets[/code] is [code]true[/code], control's position will also be updated.
</description>
</method>
<method name="set_begin">
@@ -805,7 +792,7 @@
<argument index="0" name="position" type="Vector2">
</argument>
<description>
- Sets [member margin_left] and [member margin_top] at the same time. Equivalent of changing [member rect_position].
+ Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member rect_position].
</description>
</method>
<method name="set_drag_forwarding">
@@ -917,18 +904,18 @@
<argument index="0" name="position" type="Vector2">
</argument>
<description>
- Sets [member margin_right] and [member margin_bottom] at the same time.
+ Sets [member offset_right] and [member offset_bottom] at the same time.
</description>
</method>
- <method name="set_focus_neighbour">
+ <method name="set_focus_neighbor">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="side" type="int" enum="Side">
</argument>
- <argument index="1" name="neighbour" type="NodePath">
+ <argument index="1" name="neighbor" type="NodePath">
</argument>
<description>
- Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top].
+ Sets the anchor for the specified [enum Side] to the [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
</description>
</method>
<method name="set_global_position">
@@ -936,25 +923,25 @@
</return>
<argument index="0" name="position" type="Vector2">
</argument>
- <argument index="1" name="keep_margins" type="bool" default="false">
+ <argument index="1" name="keep_offsets" type="bool" default="false">
</argument>
<description>
Sets the [member rect_global_position] to given [code]position[/code].
- If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins.
+ If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
- <method name="set_margin">
+ <method name="set_offset">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="side" type="int" enum="Side">
</argument>
<argument index="1" name="offset" type="float">
</argument>
<description>
- Sets the margin identified by [code]margin[/code] constant from [enum Margin] enum to given [code]offset[/code]. A setter method for [member margin_bottom], [member margin_left], [member margin_right] and [member margin_top].
+ Sets the offset for the specified [enum Side] to [code]offset[/code]. A setter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top].
</description>
</method>
- <method name="set_margins_preset">
+ <method name="set_offsets_preset">
<return type="void">
</return>
<argument index="0" name="preset" type="int" enum="Control.LayoutPreset">
@@ -964,7 +951,7 @@
<argument index="2" name="margin" type="int" default="0">
</argument>
<description>
- Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor.
+ Sets the offsets to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor.
Use parameter [code]resize_mode[/code] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [code]PRESET_LEFT_WIDE[/code].
Use parameter [code]margin[/code] to determine the gap between the [Control] and the edges.
</description>
@@ -974,20 +961,11 @@
</return>
<argument index="0" name="position" type="Vector2">
</argument>
- <argument index="1" name="keep_margins" type="bool" default="false">
+ <argument index="1" name="keep_offsets" type="bool" default="false">
</argument>
<description>
Sets the [member rect_position] to given [code]position[/code].
- If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins.
- </description>
- </method>
- <method name="set_rotation">
- <return type="void">
- </return>
- <argument index="0" name="radians" type="float">
- </argument>
- <description>
- Sets the rotation (in radians).
+ If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
<method name="set_size">
@@ -995,11 +973,11 @@
</return>
<argument index="0" name="size" type="Vector2">
</argument>
- <argument index="1" name="keep_margins" type="bool" default="false">
+ <argument index="1" name="keep_offsets" type="bool" default="false">
</argument>
<description>
Sets the size (see [member rect_size]).
- If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins.
+ If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
<method name="warp_mouse">
@@ -1014,30 +992,30 @@
</methods>
<members>
<member name="anchor_bottom" type="float" setter="_set_anchor" getter="get_anchor" default="0.0">
- Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
+ Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="anchor_left" type="float" setter="_set_anchor" getter="get_anchor" default="0.0">
- Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
+ Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="anchor_right" type="float" setter="_set_anchor" getter="get_anchor" default="0.0">
- Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
+ Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="anchor_top" type="float" setter="_set_anchor" getter="get_anchor" default="0.0">
- Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
+ Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
</member>
- <member name="focus_neighbour_bottom" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+ <member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
- <member name="focus_neighbour_left" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+ <member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
</member>
- <member name="focus_neighbour_right" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+ <member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
- <member name="focus_neighbour_top" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+ <member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">
@@ -1079,28 +1057,28 @@
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
</member>
- <member name="margin_bottom" type="float" setter="set_margin" getter="get_margin" default="0.0">
+ <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
+ The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
+ [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
+ </member>
+ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0">
+ Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
+ </member>
+ <member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
- Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.
+ Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
- <member name="margin_left" type="float" setter="set_margin" getter="get_margin" default="0.0">
+ <member name="offset_left" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's left edge and its parent control, based on [member anchor_left].
- Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.
+ Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
- <member name="margin_right" type="float" setter="set_margin" getter="get_margin" default="0.0">
+ <member name="offset_right" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's right edge and its parent control, based on [member anchor_right].
- Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.
+ Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
- <member name="margin_top" type="float" setter="set_margin" getter="get_margin" default="0.0">
+ <member name="offset_top" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's top edge and its parent control, based on [member anchor_top].
- Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.
- </member>
- <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
- The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
- [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
- </member>
- <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0">
- Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
+ Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
<member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered.
@@ -1117,7 +1095,10 @@
<member name="rect_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 rect_pivot_offset].
</member>
- <member name="rect_rotation" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees" default="0.0">
+ <member name="rect_rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
+ The node's rotation around its pivot, in radians. See [member rect_pivot_offset] to change the pivot's position.
+ </member>
+ <member name="rect_rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees" default="0.0">
The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position.
</member>
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
@@ -1132,7 +1113,7 @@
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 neighbours 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 neighbour a ratio of 1, this node will take two thirds of the available space.
+ 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">
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.
@@ -1305,16 +1286,16 @@
Snap all 4 anchors to the center of the parent control's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_LEFT_WIDE" value="9" enum="LayoutPreset">
- Snap all 4 anchors to the left edge of the parent control. The left margin becomes relative to the left edge and the top margin relative to the top left corner of the node's parent. Use with [method set_anchors_preset].
+ Snap all 4 anchors to the left edge of the parent control. The left offset becomes relative to the left edge and the top offset relative to the top left corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_TOP_WIDE" value="10" enum="LayoutPreset">
- Snap all 4 anchors to the top edge of the parent control. The left margin becomes relative to the top left corner, the top margin relative to the top edge, and the right margin relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
+ Snap all 4 anchors to the top edge of the parent control. The left offset becomes relative to the top left corner, the top offset relative to the top edge, and the right offset relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_RIGHT_WIDE" value="11" enum="LayoutPreset">
- Snap all 4 anchors to the right edge of the parent control. The right margin becomes relative to the right edge and the top margin relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
+ Snap all 4 anchors to the right edge of the parent control. The right offset becomes relative to the right edge and the top offset relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_BOTTOM_WIDE" value="12" enum="LayoutPreset">
- Snap all 4 anchors to the bottom edge of the parent control. The left margin becomes relative to the bottom left corner, the bottom margin relative to the bottom edge, and the right margin relative to the bottom right corner of the node's parent. Use with [method set_anchors_preset].
+ Snap all 4 anchors to the bottom edge of the parent control. The left offset becomes relative to the bottom left corner, the bottom offset relative to the bottom edge, and the right offset relative to the bottom right corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_VCENTER_WIDE" value="13" enum="LayoutPreset">
Snap all 4 anchors to a vertical line that cuts the parent control in half. Use with [method set_anchors_preset].
@@ -1323,7 +1304,7 @@
Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_WIDE" value="15" enum="LayoutPreset">
- Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the [Control] will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with [method set_anchors_preset].
+ Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_MODE_MINSIZE" value="0" enum="LayoutPresetMode">
The control will be resized to its minimum size.
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index 8107d97b67..ca36b2400c 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -98,7 +98,7 @@
[Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
</member>
<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
- [Texture2D] with the per-pixel normalmap for the decal. Use this to add extra detail to decals.
+ [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
</member>
<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index cd0b5ac027..d3fcbc9f64 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -215,13 +215,6 @@
Creates a copy of the dictionary, and returns it. The [code]deep[/code] parameter causes inner dictionaries and arrays to be copied recursively, but does not apply to objects.
</description>
</method>
- <method name="empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the dictionary is empty.
- </description>
- </method>
<method name="erase">
<return type="bool">
</return>
@@ -299,6 +292,13 @@
[b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the dictionary is empty.
+ </description>
+ </method>
<method name="keys">
<return type="Array">
</return>
diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml
index 9ef2bd21cc..b29734de1c 100644
--- a/doc/classes/EditorExportPlugin.xml
+++ b/doc/classes/EditorExportPlugin.xml
@@ -1,9 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorExportPlugin" inherits="Reference" version="4.0">
<brief_description>
- A script that is executed when exporting projects.
+ A script that is executed when exporting the project.
</brief_description>
<description>
+ Editor export plugins are automatically activated whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file.
</description>
<tutorials>
</tutorials>
@@ -20,7 +21,7 @@
<argument index="3" name="flags" type="int">
</argument>
<description>
- Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export.
+ Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. [code]features[/code] is the list of features for the export, [code]is_debug[/code] is [code]true[/code] for debug builds, [code]path[/code] is the target path for the exported project. [code]flags[/code] is only used when running a runnable profile, e.g. when using native run on Android.
</description>
</method>
<method name="_export_end" qualifiers="virtual">
@@ -40,6 +41,8 @@
<argument index="2" name="features" type="PackedStringArray">
</argument>
<description>
+ Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. [code]path[/code] is the path of the file, [code]type[/code] is the [Resource] represented by the file (e.g. [PackedScene]) and [code]features[/code] is the list of features for the export.
+ Calling [method skip] inside this callback will make the file not included in the export.
</description>
</method>
<method name="add_file">
@@ -52,6 +55,7 @@
<argument index="2" name="remap" type="bool">
</argument>
<description>
+ Adds a custom file to be exported. [code]path[/code] is the virtual path that can be used to load the file, [code]file[/code] is the binary data of the file. If [code]remap[/code] is [code]true[/code], file will not be exported, but instead remapped to the given [code]path[/code].
</description>
</method>
<method name="add_ios_bundle_file">
@@ -60,6 +64,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
+ Adds an iOS bundle file from the given [code]path[/code] to the exported project.
</description>
</method>
<method name="add_ios_cpp_code">
@@ -68,6 +73,7 @@
<argument index="0" name="code" type="String">
</argument>
<description>
+ Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
</description>
</method>
<method name="add_ios_embedded_framework">
@@ -96,6 +102,7 @@
<argument index="0" name="flags" type="String">
</argument>
<description>
+ Adds linker flags for the iOS export.
</description>
</method>
<method name="add_ios_plist_content">
@@ -104,6 +111,7 @@
<argument index="0" name="plist_content" type="String">
</argument>
<description>
+ Adds content for iOS Property List files.
</description>
</method>
<method name="add_ios_project_static_lib">
@@ -112,6 +120,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
+ Adds a static lib from the given [code]path[/code] to the iOS project.
</description>
</method>
<method name="add_shared_object">
@@ -122,12 +131,14 @@
<argument index="1" name="tags" type="PackedStringArray">
</argument>
<description>
+ Adds a shared object with the given [code]tags[/code] and destination [code]path[/code].
</description>
</method>
<method name="skip">
<return type="void">
</return>
<description>
+ To be called inside [method _export_file]. Skips the current file, so it's not included in the export.
</description>
</method>
</methods>
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index c7561449b9..b01af71852 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -40,19 +40,19 @@
Returns the edited (current) scene's root [Node].
</description>
</method>
- <method name="get_editor_settings">
- <return type="EditorSettings">
+ <method name="get_editor_main_control">
+ <return type="Control">
</return>
<description>
- Returns the editor's [EditorSettings] instance.
+ Returns the main editor control. Use this as a parent for main screens.
+ [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
</description>
</method>
- <method name="get_editor_viewport">
- <return type="Control">
+ <method name="get_editor_settings">
+ <return type="EditorSettings">
</return>
<description>
- Returns the main editor control. Use this as a parent for main screens.
- [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
+ Returns the editor's [EditorSettings] instance.
</description>
</method>
<method name="get_file_system_dock">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index ca011abb36..be21ad65c5 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -91,6 +91,7 @@
<argument index="0" name="plugin" type="EditorExportPlugin">
</argument>
<description>
+ Registers a new export plugin. Export plugins are used when the project is being exported. See [EditorExportPlugin] for more information.
</description>
</method>
<method name="add_import_plugin">
@@ -130,14 +131,10 @@
</return>
<argument index="0" name="name" type="String">
</argument>
- <argument index="1" name="handler" type="Object">
- </argument>
- <argument index="2" name="callback" type="String">
- </argument>
- <argument index="3" name="ud" type="Variant" default="null">
+ <argument index="1" name="callable" type="Callable">
</argument>
<description>
- Adds a custom menu item to [b]Project &gt; Tools[/b] as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it.
+ Adds a custom menu item to [b]Project &gt; Tools[/b] named [code]name[/code]. When clicked, the provided [code]callable[/code] will be called.
</description>
</method>
<method name="add_tool_submenu_item">
@@ -148,7 +145,7 @@
<argument index="1" name="submenu" type="Object">
</argument>
<description>
- Adds a custom submenu under [b]Project &gt; Tools &gt;[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. This submenu should be cleaned up using [code]remove_tool_menu_item(name)[/code].
+ Adds a custom submenu under [b]Project &gt; Tools &gt;[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. Use [code]remove_tool_menu_item(name)[/code] on plugin clean up to remove the menu.
</description>
</method>
<method name="add_translation_parser_plugin">
diff --git a/doc/classes/EditorSceneImporterAssimp.xml b/doc/classes/EditorSceneImporterAssimp.xml
deleted file mode 100644
index c72d4ee25a..0000000000
--- a/doc/classes/EditorSceneImporterAssimp.xml
+++ /dev/null
@@ -1,36 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneImporterAssimp" inherits="EditorSceneImporter" version="4.0">
- <brief_description>
- FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url].
- </brief_description>
- <description>
- This is an FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]. It currently has many known limitations and works best with static meshes. Most animated meshes won't import correctly.
- If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
- [codeblock]
- - Smoothing Groups
- - Smooth Mesh
- - Triangluate (for meshes with blend shapes)
- - Bake Animation
- - Resample All
- - Deformed Models
- - Skins
- - Blend Shapes
- - Curve Filters
- - Constant Key Reducer
- - Auto Tangents Only
- - *Do not check* Constraints (as it will break the file)
- - Can check Embed Media (embeds textures into the exported FBX file)
- - Note that when importing embedded media, the texture and mesh will be a single immutable file.
- - You will have to re-export then re-import the FBX if the texture has changed.
- - Units: Centimeters
- - Up Axis: Y
- - Binary format in FBX 2017
- [/codeblock]
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/EditorSceneImporterGLTF.xml b/doc/classes/EditorSceneImporterGLTF.xml
new file mode 100644
index 0000000000..e717b30f73
--- /dev/null
+++ b/doc/classes/EditorSceneImporterGLTF.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterGLTF" inherits="EditorSceneImporter" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/EditorSceneImporterMesh.xml b/doc/classes/EditorSceneImporterMesh.xml
new file mode 100644
index 0000000000..1c903bd889
--- /dev/null
+++ b/doc/classes/EditorSceneImporterMesh.xml
@@ -0,0 +1,160 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterMesh" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_blend_shape">
+ <return type="void">
+ </return>
+ <argument index="0" name="name" type="String">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="add_surface">
+ <return type="void">
+ </return>
+ <argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
+ </argument>
+ <argument index="1" name="arrays" type="Array">
+ </argument>
+ <argument index="2" name="blend_shapes" type="Array" default="[ ]">
+ </argument>
+ <argument index="3" name="lods" type="Dictionary" default="{
+}">
+ </argument>
+ <argument index="4" name="material" type="Material" default="null">
+ </argument>
+ <argument index="5" name="arg5" type="String" default="&quot;&quot;">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="clear">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_blend_shape_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_blend_shape_mode" qualifiers="const">
+ <return type="int" enum="Mesh.BlendShapeMode">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_blend_shape_name" qualifiers="const">
+ <return type="String">
+ </return>
+ <argument index="0" name="blend_shape_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_mesh">
+ <return type="ArrayMesh">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_arrays" qualifiers="const">
+ <return type="Array">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_blend_shape_arrays" qualifiers="const">
+ <return type="Array">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <argument index="1" name="blend_shape_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_lod_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_lod_indices" qualifiers="const">
+ <return type="PackedInt32Array">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <argument index="1" name="lod_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_lod_size" qualifiers="const">
+ <return type="float">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <argument index="1" name="lod_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_material" qualifiers="const">
+ <return type="Material">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_name" qualifiers="const">
+ <return type="String">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_primitive_type">
+ <return type="int" enum="Mesh.PrimitiveType">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_blend_shape_mode">
+ <return type="void">
+ </return>
+ <argument index="0" name="mode" type="int" enum="Mesh.BlendShapeMode">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="_data" type="Dictionary" setter="_set_data" getter="_get_data" default="{&quot;surfaces&quot;: [ ]}">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/EditorSceneImporterMeshNode3D.xml b/doc/classes/EditorSceneImporterMeshNode3D.xml
new file mode 100644
index 0000000000..1e459c1cee
--- /dev/null
+++ b/doc/classes/EditorSceneImporterMeshNode3D.xml
@@ -0,0 +1,21 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterMeshNode3D" inherits="Node3D" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh">
+ </member>
+ <member name="skeleton_path" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;&quot;)">
+ </member>
+ <member name="skin" type="Skin" setter="set_skin" getter="get_skin">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/EncodedObjectAsID.xml b/doc/classes/EncodedObjectAsID.xml
index fc68b47645..1e4fde453b 100644
--- a/doc/classes/EncodedObjectAsID.xml
+++ b/doc/classes/EncodedObjectAsID.xml
@@ -4,7 +4,7 @@
Holds a reference to an [Object]'s instance ID.
</brief_description>
<description>
- Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GDScript.instance_from_id].
+ Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
This class is used internally by the editor inspector and script debugger, but can also be used in plugins to pass and display objects as their IDs.
</description>
<tutorials>
@@ -13,7 +13,7 @@
</methods>
<members>
<member name="object_id" type="int" setter="set_object_id" getter="get_object_id" default="0">
- The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GDScript.instance_from_id].
+ The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GlobalScope.instance_from_id].
</member>
</members>
<constants>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index fab8512e4a..02b81ee9b7 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -41,7 +41,7 @@
<return type="int">
</return>
<description>
- Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_idle_frames].
+ Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_process_frames].
</description>
</method>
<method name="get_frames_per_second" qualifiers="const">
@@ -51,13 +51,6 @@
Returns the frames per second of the running game.
</description>
</method>
- <method name="get_idle_frames" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Returns the total number of frames passed since engine initialization which is advanced on each [b]idle frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
- </description>
- </method>
<method name="get_license_info" qualifiers="const">
<return type="Dictionary">
</return>
@@ -93,6 +86,13 @@
Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.
</description>
</method>
+ <method name="get_process_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
+ </description>
+ </method>
<method name="get_singleton" qualifiers="const">
<return type="Object">
</return>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index c5b6a54f71..9dd4ecc37b 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -218,26 +218,29 @@
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
</member>
- <member name="ssao_bias" type="float" setter="set_ssao_bias" getter="get_ssao_bias" default="0.01">
- The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.
- </member>
- <member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3">
- The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
- </member>
- <member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0">
- The screen-space ambient occlusion edge sharpness.
+ <member name="ssao_detail" type="float" setter="set_ssao_detail" getter="get_ssao_detail" default="0.5">
+ Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image.
</member>
<member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false">
- If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.
+ If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion.
+ </member>
+ <member name="ssao_horizon" type="float" setter="set_ssao_horizon" getter="get_ssao_horizon" default="0.06">
+ The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the [code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no occlusion.
</member>
- <member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0">
- The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
+ <member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="2.0">
+ The primary screen-space ambient occlusion intensity. Acts as a multiplier for the screen-space ambient occlusion effect. A higher value results in darker occlusion.
</member>
<member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0">
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light.
</member>
+ <member name="ssao_power" type="float" setter="set_ssao_power" getter="get_ssao_power" default="1.5">
+ The distribution of occlusion. A higher value results in darker occlusion, similar to [member ssao_intensity], but with a sharper falloff.
+ </member>
<member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0">
- The primary screen-space ambient occlusion radius.
+ The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality.
+ </member>
+ <member name="ssao_sharpness" type="float" setter="set_ssao_sharpness" getter="get_ssao_sharpness" default="0.98">
+ Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
@@ -335,18 +338,6 @@
<constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode">
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
- <constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur">
- No blur for the screen-space ambient occlusion effect (fastest).
- </constant>
- <constant name="SSAO_BLUR_1x1" value="1" enum="SSAOBlur">
- 1×1 blur for the screen-space ambient occlusion effect.
- </constant>
- <constant name="SSAO_BLUR_2x2" value="2" enum="SSAOBlur">
- 2×2 blur for the screen-space ambient occlusion effect.
- </constant>
- <constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur">
- 3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts.
- </constant>
<constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades">
</constant>
<constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades">
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index b4afee7610..ed437aefd5 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -25,11 +25,11 @@
Clear all the added filters in the dialog.
</description>
</method>
- <method name="deselect_items">
+ <method name="deselect_all">
<return type="void">
</return>
<description>
- Clear currently selected items in the dialog.
+ Clear all currently selected items in the dialog.
</description>
</method>
<method name="get_line_edit">
diff --git a/doc/classes/GLTFAccessor.xml b/doc/classes/GLTFAccessor.xml
new file mode 100644
index 0000000000..a1f596f7dd
--- /dev/null
+++ b/doc/classes/GLTFAccessor.xml
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFAccessor" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="buffer_view" type="int" setter="set_buffer_view" getter="get_buffer_view" default="0">
+ </member>
+ <member name="byte_offset" type="int" setter="set_byte_offset" getter="get_byte_offset" default="0">
+ </member>
+ <member name="component_type" type="int" setter="set_component_type" getter="get_component_type" default="0">
+ </member>
+ <member name="count" type="int" setter="set_count" getter="get_count" default="0">
+ </member>
+ <member name="max" type="PackedFloat64Array" setter="set_max" getter="get_max" default="PackedFloat64Array( )">
+ </member>
+ <member name="min" type="PackedFloat64Array" setter="set_min" getter="get_min" default="PackedFloat64Array( )">
+ </member>
+ <member name="normalized" type="bool" setter="set_normalized" getter="get_normalized" default="false">
+ </member>
+ <member name="sparse_count" type="int" setter="set_sparse_count" getter="get_sparse_count" default="0">
+ </member>
+ <member name="sparse_indices_buffer_view" type="int" setter="set_sparse_indices_buffer_view" getter="get_sparse_indices_buffer_view" default="0">
+ </member>
+ <member name="sparse_indices_byte_offset" type="int" setter="set_sparse_indices_byte_offset" getter="get_sparse_indices_byte_offset" default="0">
+ </member>
+ <member name="sparse_indices_component_type" type="int" setter="set_sparse_indices_component_type" getter="get_sparse_indices_component_type" default="0">
+ </member>
+ <member name="sparse_values_buffer_view" type="int" setter="set_sparse_values_buffer_view" getter="get_sparse_values_buffer_view" default="0">
+ </member>
+ <member name="sparse_values_byte_offset" type="int" setter="set_sparse_values_byte_offset" getter="get_sparse_values_byte_offset" default="0">
+ </member>
+ <member name="type" type="int" setter="set_type" getter="get_type" default="0">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFAnimation.xml b/doc/classes/GLTFAnimation.xml
new file mode 100644
index 0000000000..5c1fa02f11
--- /dev/null
+++ b/doc/classes/GLTFAnimation.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFAnimation" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="loop" type="bool" setter="set_loop" getter="get_loop" default="false">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFBufferView.xml b/doc/classes/GLTFBufferView.xml
new file mode 100644
index 0000000000..edaad85e0a
--- /dev/null
+++ b/doc/classes/GLTFBufferView.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFBufferView" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="buffer" type="int" setter="set_buffer" getter="get_buffer" default="-1">
+ </member>
+ <member name="byte_length" type="int" setter="set_byte_length" getter="get_byte_length" default="0">
+ </member>
+ <member name="byte_offset" type="int" setter="set_byte_offset" getter="get_byte_offset" default="0">
+ </member>
+ <member name="byte_stride" type="int" setter="set_byte_stride" getter="get_byte_stride" default="-1">
+ </member>
+ <member name="indices" type="bool" setter="set_indices" getter="get_indices" default="false">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFCamera.xml b/doc/classes/GLTFCamera.xml
new file mode 100644
index 0000000000..0b95f2c802
--- /dev/null
+++ b/doc/classes/GLTFCamera.xml
@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFCamera" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="fov_size" type="float" setter="set_fov_size" getter="get_fov_size" default="75.0">
+ </member>
+ <member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
+ </member>
+ <member name="zfar" type="float" setter="set_zfar" getter="get_zfar" default="4000.0">
+ </member>
+ <member name="znear" type="float" setter="set_znear" getter="get_znear" default="0.05">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFDocument.xml b/doc/classes/GLTFDocument.xml
new file mode 100644
index 0000000000..04c40dd752
--- /dev/null
+++ b/doc/classes/GLTFDocument.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFDocument" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFLight.xml b/doc/classes/GLTFLight.xml
new file mode 100644
index 0000000000..bfeaf9a86e
--- /dev/null
+++ b/doc/classes/GLTFLight.xml
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFLight" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )">
+ </member>
+ <member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
+ </member>
+ <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="0.0">
+ </member>
+ <member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.0">
+ </member>
+ <member name="range" type="float" setter="set_range" getter="get_range" default="0.0">
+ </member>
+ <member name="type" type="String" setter="set_type" getter="get_type" default="&quot;&quot;">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFMesh.xml b/doc/classes/GLTFMesh.xml
new file mode 100644
index 0000000000..55f79d2c55
--- /dev/null
+++ b/doc/classes/GLTFMesh.xml
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFMesh" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="blend_weights" type="PackedFloat32Array" setter="set_blend_weights" getter="get_blend_weights" default="PackedFloat32Array( )">
+ </member>
+ <member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFNode.xml b/doc/classes/GLTFNode.xml
new file mode 100644
index 0000000000..5b7d4fadec
--- /dev/null
+++ b/doc/classes/GLTFNode.xml
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFNode" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1">
+ </member>
+ <member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array( )">
+ </member>
+ <member name="fake_joint_parent" type="int" setter="set_fake_joint_parent" getter="get_fake_joint_parent" default="-1">
+ </member>
+ <member name="height" type="int" setter="set_height" getter="get_height" default="-1">
+ </member>
+ <member name="joint" type="bool" setter="set_joint" getter="get_joint" default="false">
+ </member>
+ <member name="light" type="int" setter="set_light" getter="get_light" default="-1">
+ </member>
+ <member name="mesh" type="int" setter="set_mesh" getter="get_mesh" default="-1">
+ </member>
+ <member name="parent" type="int" setter="set_parent" getter="get_parent" default="-1">
+ </member>
+ <member name="rotation" type="Quat" setter="set_rotation" getter="get_rotation" default="Quat( 0, 0, 0, 1 )">
+ </member>
+ <member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3( 1, 1, 1 )">
+ </member>
+ <member name="skeleton" type="int" setter="set_skeleton" getter="get_skeleton" default="-1">
+ </member>
+ <member name="skin" type="int" setter="set_skin" getter="get_skin" default="-1">
+ </member>
+ <member name="translation" type="Vector3" setter="set_translation" getter="get_translation" default="Vector3( 0, 0, 0 )">
+ </member>
+ <member name="xform" type="Transform" setter="set_xform" getter="get_xform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFSkeleton.xml b/doc/classes/GLTFSkeleton.xml
new file mode 100644
index 0000000000..e27c838648
--- /dev/null
+++ b/doc/classes/GLTFSkeleton.xml
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFSkeleton" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_bone_attachment">
+ <return type="BoneAttachment3D">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_bone_attachment_count">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_godot_bone_node">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_godot_skeleton">
+ <return type="Skeleton3D">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_unique_names">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="set_godot_bone_node">
+ <return type="void">
+ </return>
+ <argument index="0" name="godot_bone_node" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_unique_names">
+ <return type="void">
+ </return>
+ <argument index="0" name="unique_names" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array( )">
+ </member>
+ <member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array( )">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFSkin.xml b/doc/classes/GLTFSkin.xml
new file mode 100644
index 0000000000..5a80c7097a
--- /dev/null
+++ b/doc/classes/GLTFSkin.xml
@@ -0,0 +1,71 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFSkin" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_inverse_binds">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_joint_i_to_bone_i">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_joint_i_to_name">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="set_inverse_binds">
+ <return type="void">
+ </return>
+ <argument index="0" name="inverse_binds" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_joint_i_to_bone_i">
+ <return type="void">
+ </return>
+ <argument index="0" name="joint_i_to_bone_i" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_joint_i_to_name">
+ <return type="void">
+ </return>
+ <argument index="0" name="joint_i_to_name" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="godot_skin" type="Skin" setter="set_godot_skin" getter="get_godot_skin">
+ </member>
+ <member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array( )">
+ </member>
+ <member name="joints_original" type="PackedInt32Array" setter="set_joints_original" getter="get_joints_original" default="PackedInt32Array( )">
+ </member>
+ <member name="non_joints" type="PackedInt32Array" setter="set_non_joints" getter="get_non_joints" default="PackedInt32Array( )">
+ </member>
+ <member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array( )">
+ </member>
+ <member name="skeleton" type="int" setter="set_skeleton" getter="get_skeleton" default="-1">
+ </member>
+ <member name="skin_root" type="int" setter="set_skin_root" getter="get_skin_root" default="-1">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFSpecGloss.xml b/doc/classes/GLTFSpecGloss.xml
new file mode 100644
index 0000000000..68cc7c845d
--- /dev/null
+++ b/doc/classes/GLTFSpecGloss.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFSpecGloss" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="diffuse_factor" type="Color" setter="set_diffuse_factor" getter="get_diffuse_factor" default="Color( 1, 1, 1, 1 )">
+ </member>
+ <member name="diffuse_img" type="Image" setter="set_diffuse_img" getter="get_diffuse_img">
+ </member>
+ <member name="gloss_factor" type="float" setter="set_gloss_factor" getter="get_gloss_factor" default="1.0">
+ </member>
+ <member name="spec_gloss_img" type="Image" setter="set_spec_gloss_img" getter="get_spec_gloss_img">
+ </member>
+ <member name="specular_factor" type="Color" setter="set_specular_factor" getter="get_specular_factor" default="Color( 1, 1, 1, 1 )">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFState.xml b/doc/classes/GLTFState.xml
new file mode 100644
index 0000000000..f7763efdb1
--- /dev/null
+++ b/doc/classes/GLTFState.xml
@@ -0,0 +1,251 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFState" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_accessors">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_animation_player">
+ <return type="AnimationPlayer">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_animation_players_count">
+ <return type="int">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_animations">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_buffer_views">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_cameras">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_images">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_lights">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_materials">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_meshes">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_nodes">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_scene_node">
+ <return type="Node">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_skeleton_to_node">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_skeletons">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_skins">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_textures">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_unique_names">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="set_accessors">
+ <return type="void">
+ </return>
+ <argument index="0" name="accessors" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_animations">
+ <return type="void">
+ </return>
+ <argument index="0" name="animations" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_buffer_views">
+ <return type="void">
+ </return>
+ <argument index="0" name="buffer_views" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_cameras">
+ <return type="void">
+ </return>
+ <argument index="0" name="cameras" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_images">
+ <return type="void">
+ </return>
+ <argument index="0" name="images" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_lights">
+ <return type="void">
+ </return>
+ <argument index="0" name="lights" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_materials">
+ <return type="void">
+ </return>
+ <argument index="0" name="materials" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_meshes">
+ <return type="void">
+ </return>
+ <argument index="0" name="meshes" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_nodes">
+ <return type="void">
+ </return>
+ <argument index="0" name="nodes" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_skeleton_to_node">
+ <return type="void">
+ </return>
+ <argument index="0" name="skeleton_to_node" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_skeletons">
+ <return type="void">
+ </return>
+ <argument index="0" name="skeletons" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_skins">
+ <return type="void">
+ </return>
+ <argument index="0" name="skins" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_textures">
+ <return type="void">
+ </return>
+ <argument index="0" name="textures" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_unique_names">
+ <return type="void">
+ </return>
+ <argument index="0" name="unique_names" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[ ]">
+ </member>
+ <member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray( )">
+ </member>
+ <member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">
+ </member>
+ <member name="major_version" type="int" setter="set_major_version" getter="get_major_version" default="0">
+ </member>
+ <member name="minor_version" type="int" setter="set_minor_version" getter="get_minor_version" default="0">
+ </member>
+ <member name="root_nodes" type="Array" setter="set_root_nodes" getter="get_root_nodes" default="[ ]">
+ </member>
+ <member name="scene_name" type="String" setter="set_scene_name" getter="get_scene_name" default="&quot;&quot;">
+ </member>
+ <member name="use_named_skin_binds" type="bool" setter="set_use_named_skin_binds" getter="get_use_named_skin_binds" default="false">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFTexture.xml b/doc/classes/GLTFTexture.xml
new file mode 100644
index 0000000000..c7f94ab0da
--- /dev/null
+++ b/doc/classes/GLTFTexture.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFTexture" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="src_image" type="int" setter="set_src_image" getter="get_src_image" default="4">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index c09151405a..ebe4e3b00d 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -71,7 +71,8 @@
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
- Editor visibility helper.
+ The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
+ Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
</member>
</members>
<constants>
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index d1296c3418..aea106af50 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -123,7 +123,8 @@
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
- The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active.
+ The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
+ Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
</member>
</members>
<constants>
diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml
index ae86ab7365..79b861dfb8 100644
--- a/doc/classes/Generic6DOFJoint3D.xml
+++ b/doc/classes/Generic6DOFJoint3D.xml
@@ -348,8 +348,6 @@
</member>
<member name="linear_spring_z/stiffness" type="float" setter="set_param_z" getter="get_param_z" default="0.01">
</member>
- <member name="precision" type="int" setter="set_precision" getter="get_precision" default="1">
- </member>
</members>
<constants>
<constant name="PARAM_LINEAR_LOWER_LIMIT" value="0" enum="Param">
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index cc85ce295b..631a30abab 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -48,6 +48,8 @@
</member>
<member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0">
</member>
+ <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ </member>
<member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0">
The GeometryInstance3D's max LOD distance.
[b]Note:[/b] This property currently has no effect.
diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml
index 4ccbdee144..28c647a1c3 100644
--- a/doc/classes/Gradient.xml
+++ b/doc/classes/Gradient.xml
@@ -57,10 +57,10 @@
<method name="remove_point">
<return type="void">
</return>
- <argument index="0" name="offset" type="int">
+ <argument index="0" name="point" type="int">
</argument>
<description>
- Removes the color at the index [code]offset[/code].
+ Removes the color at the index [code]point[/code].
</description>
</method>
<method name="set_color">
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 77bd2c60cc..10afa4c339 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -174,7 +174,22 @@
</method>
</methods>
<members>
+ <member name="connection_lines_antialiased" type="bool" setter="set_connection_lines_antialiased" getter="is_connection_lines_antialiased" default="true">
+ If [code]true[/code], the lines between nodes will use antialiasing.
+ </member>
+ <member name="connection_lines_thickness" type="float" setter="set_connection_lines_thickness" getter="get_connection_lines_thickness" default="2.0">
+ The thickness of the lines between the nodes.
+ </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" />
+ <member name="minimap_enabled" type="bool" setter="set_minimap_enabled" getter="is_minimap_enabled" default="true">
+ If [code]true[/code], the minimap is visible.
+ </member>
+ <member name="minimap_opacity" type="float" setter="set_minimap_opacity" getter="get_minimap_opacity" default="0.65">
+ The opacity of the minimap rectangle.
+ </member>
+ <member name="minimap_size" type="Vector2" setter="set_minimap_size" getter="get_minimap_size" default="Vector2( 240, 160 )">
+ The size of the minimap rectangle. The map itself is based on the size of the grid area and is scaled to fit this rectangle.
+ </member>
<member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" override="true" default="true" />
<member name="right_disconnects" type="bool" setter="set_right_disconnects" getter="is_right_disconnects_enabled" default="false">
If [code]true[/code], enables disconnection of existing connections in the GraphEdit by dragging the right end.
@@ -266,17 +281,17 @@
Emitted at the end of a GraphNode movement.
</description>
</signal>
- <signal name="node_selected">
+ <signal name="node_deselected">
<argument index="0" name="node" type="Node">
</argument>
<description>
- Emitted when a GraphNode is selected.
</description>
</signal>
- <signal name="node_unselected">
+ <signal name="node_selected">
<argument index="0" name="node" type="Node">
</argument>
<description>
+ Emitted when a GraphNode is selected.
</description>
</signal>
<signal name="paste_nodes_request">
@@ -317,6 +332,8 @@
<theme_item name="grid_minor" type="Color" default="Color( 1, 1, 1, 0.05 )">
Color of minor grid lines.
</theme_item>
+ <theme_item name="minimap" type="Texture2D">
+ </theme_item>
<theme_item name="minus" type="Texture2D">
The icon for the zoom out button.
</theme_item>
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index 632d138932..4b0ea4dcb1 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -215,13 +215,13 @@
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="0" />
- <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
- The offset of the GraphNode, relative to the scroll offset of the [GraphEdit].
- [b]Note:[/b] You cannot use position directly, as [GraphEdit] is a [Container].
- </member>
<member name="overlay" type="int" setter="set_overlay" getter="get_overlay" enum="GraphNode.Overlay" default="0">
Sets the overlay shown above the GraphNode. See [enum Overlay].
</member>
+ <member name="position_offset" type="Vector2" setter="set_position_offset" getter="get_position_offset" default="Vector2( 0, 0 )">
+ The offset of the GraphNode, relative to the scroll offset of the [GraphEdit].
+ [b]Note:[/b] You cannot use position offset directly, as [GraphEdit] is a [Container].
+ </member>
<member name="resizable" type="bool" setter="set_resizable" getter="is_resizable" default="false">
If [code]true[/code], the user can resize the GraphNode.
[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] signal, the GraphNode needs to be resized manually.
@@ -255,7 +255,7 @@
Emitted when the GraphNode is dragged.
</description>
</signal>
- <signal name="offset_changed">
+ <signal name="position_offset_changed">
<description>
Emitted when the GraphNode is moved.
</description>
diff --git a/doc/classes/HingeJoint3D.xml b/doc/classes/HingeJoint3D.xml
index 2d4480cb20..f2c652d51a 100644
--- a/doc/classes/HingeJoint3D.xml
+++ b/doc/classes/HingeJoint3D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HingeJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
- A hinge between two 3D bodies.
+ A hinge between two 3D PhysicsBodies.
</brief_description>
<description>
- A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though.
+ A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though. See also [Generic6DOFJoint3D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 71db1e5106..3dba5d13aa 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -68,13 +68,13 @@
Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats.
</description>
</method>
- <method name="bumpmap_to_normalmap">
+ <method name="bump_map_to_normal_map">
<return type="void">
</return>
<argument index="0" name="bump_scale" type="float" default="1.0">
</argument>
<description>
- Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel.
+ Converts a bump map to a normal map. A bump map provides a height offset per-pixel, while a normal map provides a normal direction per pixel.
</description>
</method>
<method name="clear_mipmaps">
@@ -398,11 +398,11 @@
Loads an image from the binary contents of a WebP file.
</description>
</method>
- <method name="normalmap_to_xy">
+ <method name="normal_map_to_xy">
<return type="void">
</return>
<description>
- Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normalmap. A normalmap can add lots of detail to a 3D surface without increasing the polygon count.
+ Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normal map. A normal map can add lots of detail to a 3D surface without increasing the polygon count.
</description>
</method>
<method name="premultiply_alpha">
@@ -422,7 +422,7 @@
<argument index="2" name="interpolation" type="int" enum="Image.Interpolation" default="1">
</argument>
<description>
- Resizes the image to the given [code]width[/code] and [code]height[/code]. New pixels are calculated using [code]interpolation[/code]. See [code]interpolation[/code] constants.
+ Resizes the image to the given [code]width[/code] and [code]height[/code]. New pixels are calculated using the [code]interpolation[/code] mode defined via [enum Interpolation] constants.
</description>
</method>
<method name="resize_to_po2">
@@ -430,8 +430,10 @@
</return>
<argument index="0" name="square" type="bool" default="false">
</argument>
+ <argument index="1" name="interpolation" type="int" enum="Image.Interpolation" default="1">
+ </argument>
<description>
- Resizes the image to the nearest power of 2 for the width and height. If [code]square[/code] is [code]true[/code] then set width and height to be the same.
+ Resizes the image to the nearest power of 2 for the width and height. If [code]square[/code] is [code]true[/code] then set width and height to be the same. New pixels are calculated using the [code]interpolation[/code] mode defined via [enum Interpolation] constants.
</description>
</method>
<method name="rgbe_to_srgb">
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 0fd0fe7b3d..abc327e8bb 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -12,18 +12,18 @@
</tutorials>
<methods>
<method name="add_icon_item">
- <return type="void">
+ <return type="int">
</return>
<argument index="0" name="icon" type="Texture2D">
</argument>
<argument index="1" name="selectable" type="bool" default="true">
</argument>
<description>
- Adds an item to the item list with no text, only an icon.
+ Adds an item to the item list with no text, only an icon. Returns the index of an added item.
</description>
</method>
<method name="add_item">
- <return type="void">
+ <return type="int">
</return>
<argument index="0" name="text" type="String">
</argument>
@@ -32,7 +32,8 @@
<argument index="2" name="selectable" type="bool" default="true">
</argument>
<description>
- Adds an item to the item list with specified text. Specify an [code]icon[/code], or use [code]null[/code] as the [code]icon[/code] for a list item with no icon.
+ Adds an item to the item list with specified text. Returns the index of an added item.
+ Specify an [code]icon[/code], or use [code]null[/code] as the [code]icon[/code] for a list item with no icon.
If selectable is [code]true[/code], the list item will be selectable.
</description>
</method>
@@ -52,6 +53,22 @@
Removes all OpenType features from the item's text.
</description>
</method>
+ <method name="deselect">
+ <return type="void">
+ </return>
+ <argument index="0" name="idx" type="int">
+ </argument>
+ <description>
+ Ensures the item associated with the specified index is not selected.
+ </description>
+ </method>
+ <method name="deselect_all">
+ <return type="void">
+ </return>
+ <description>
+ Ensures there are no items selected.
+ </description>
+ </method>
<method name="ensure_current_is_visible">
<return type="void">
</return>
@@ -471,22 +488,6 @@
Sorts items in the list by their text.
</description>
</method>
- <method name="unselect">
- <return type="void">
- </return>
- <argument index="0" name="idx" type="int">
- </argument>
- <description>
- Ensures the item associated with the specified index is not selected.
- </description>
- </method>
- <method name="unselect_all">
- <return type="void">
- </return>
- <description>
- Ensures there are no items selected.
- </description>
- </method>
</methods>
<members>
<member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false">
@@ -614,7 +615,7 @@
<theme_item name="font_color" type="Color" default="Color( 0.63, 0.63, 0.63, 1 )">
Default text [Color] of the item.
</theme_item>
- <theme_item name="font_color_selected" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 1, 1, 1, 1 )">
Text [Color] used when the item is selected.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml
index 991ebcd7a0..bc94f74b07 100644
--- a/doc/classes/JSONParseResult.xml
+++ b/doc/classes/JSONParseResult.xml
@@ -21,7 +21,7 @@
The error message if the JSON source was not successfully parsed. See the [enum Error] constants.
</member>
<member name="result" type="Variant" setter="set_result" getter="get_result">
- A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned.
+ A [Variant] containing the parsed JSON. Use [method @GlobalScope.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned.
[b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types.
[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:
[codeblocks]
diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml
index 107c638b9e..94cdda586c 100644
--- a/doc/classes/Joint3D.xml
+++ b/doc/classes/Joint3D.xml
@@ -4,7 +4,7 @@
Base class for all 3D joints.
</brief_description>
<description>
- Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.
+ Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other. See also [Generic6DOFJoint3D].
</description>
<tutorials>
<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 1edf31de4a..8574ff9836 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -150,12 +150,12 @@
<theme_item name="font_color" type="Color" default="Color( 1, 1, 1, 1 )">
Default text [Color] of the [Label].
</theme_item>
- <theme_item name="font_color_shadow" type="Color" default="Color( 0, 0, 0, 0 )">
- [Color] of the text's shadow effect.
- </theme_item>
- <theme_item name="font_outline_modulate" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_outline_color" type="Color" default="Color( 1, 1, 1, 1 )">
The tint of [Font]'s outline.
</theme_item>
+ <theme_item name="font_shadow_color" type="Color" default="Color( 0, 0, 0, 0 )">
+ [Color] of the text's shadow effect.
+ </theme_item>
<theme_item name="font_size" type="int">
Font size of the [Label]'s text.
</theme_item>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index f05121d48c..790bf58359 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -380,10 +380,10 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
Default font color.
</theme_item>
- <theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 0, 0, 0, 1 )">
Font color for selected text (inside the selection rectangle).
</theme_item>
- <theme_item name="font_color_uneditable" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
+ <theme_item name="font_uneditable_color" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
Font color when editing is disabled.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml
index 93384843de..0227870152 100644
--- a/doc/classes/LinkButton.xml
+++ b/doc/classes/LinkButton.xml
@@ -81,10 +81,10 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
Default text [Color] of the [LinkButton].
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
Text [Color] used when the [LinkButton] is being hovered.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
Text [Color] used when the [LinkButton] is being pressed.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml
index 7682379b64..537ecf2b2b 100644
--- a/doc/classes/MainLoop.xml
+++ b/doc/classes/MainLoop.xml
@@ -19,7 +19,7 @@
print("Initialized:")
print(" Starting time: %s" % str(time_elapsed))
- func _idle(delta):
+ func _process(delta):
time_elapsed += delta
# Return true to end the main loop.
return quit
@@ -51,30 +51,30 @@
Called before the program exits.
</description>
</method>
- <method name="_idle" qualifiers="virtual">
- <return type="bool">
+ <method name="_initialize" qualifiers="virtual">
+ <return type="void">
</return>
- <argument index="0" name="delta" type="float">
- </argument>
<description>
- Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to [method Node._process].
- If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
+ Called once during initialization.
</description>
</method>
- <method name="_initialize" qualifiers="virtual">
- <return type="void">
+ <method name="_physics_process" qualifiers="virtual">
+ <return type="bool">
</return>
+ <argument index="0" name="delta" type="float">
+ </argument>
<description>
- Called once during initialization.
+ Called each physics frame with the time since the last physics frame as argument ([code]delta[/code], in seconds). Equivalent to [method Node._physics_process].
+ If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
</description>
</method>
- <method name="_iteration" qualifiers="virtual">
+ <method name="_process" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to [method Node._physics_process].
+ Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to [method Node._process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
</description>
</method>
diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml
index a002ce636b..1e8874fdc5 100644
--- a/doc/classes/MenuButton.xml
+++ b/doc/classes/MenuButton.xml
@@ -59,13 +59,13 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
Default text [Color] of the [MenuButton].
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 1, 1, 1, 0.3 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 1, 1, 1, 0.3 )">
Text [Color] used when the [MenuButton] is disabled.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
Text [Color] used when the [MenuButton] is being hovered.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
Text [Color] used when the [MenuButton] is being pressed.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index dff4b4f7ab..ed7c39d4d9 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -242,5 +242,11 @@
</constant>
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat">
</constant>
+ <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
+ Blend shapes are normalized.
+ </constant>
+ <constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
+ Blend shapes are relative to base weight.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index fcc259fb44..c168695d61 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -4,9 +4,10 @@
High-level multiplayer API.
</brief_description>
<description>
- This class implements most of the logic behind the high-level multiplayer API.
+ This class implements most of the logic behind the high-level multiplayer API. See also [NetworkedMultiplayerPeer].
By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
+ [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index 954d31794a..06ea46f023 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -4,7 +4,8 @@
A high-level network interface to simplify multiplayer interactions.
</brief_description>
<description>
- Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
+ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
+ [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
</description>
<tutorials>
<link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
diff --git a/doc/classes/NinePatchRect.xml b/doc/classes/NinePatchRect.xml
index b2e0442be8..d6de0ef4cf 100644
--- a/doc/classes/NinePatchRect.xml
+++ b/doc/classes/NinePatchRect.xml
@@ -12,21 +12,21 @@
<method name="get_patch_margin" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the size of the margin identified by the given [enum Margin] constant.
+ Returns the size of the margin on the specified [enum Side].
</description>
</method>
<method name="set_patch_margin">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="value" type="int">
</argument>
<description>
- Sets the size of the margin identified by the given [enum Margin] constant to [code]value[/code] in pixels.
+ Sets the size of the margin on the specified [enum Side] to [code]value[/code] pixels.
</description>
</method>
</methods>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 62d88afa51..e8913f2623 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -9,7 +9,7 @@
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
- [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
+ [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
@@ -65,7 +65,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant.
+ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
@@ -77,7 +77,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant.
+ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
@@ -361,7 +361,7 @@
<return type="float">
</return>
<description>
- Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
+ Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
</description>
</method>
<method name="get_process_delta_time" qualifiers="const">
@@ -590,7 +590,7 @@
<return type="void">
</return>
<description>
- Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using [code]raise[/code], a Control will be drawn on top of their siblings.
+ Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using [code]raise[/code], a Control will be drawn on top of its siblings.
</description>
</method>
<method name="remove_and_skip">
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index f6ff514474..8b56050058 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -6,7 +6,7 @@
<description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
- [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
</description>
<tutorials>
<link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
@@ -229,7 +229,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
- Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
+ Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default, unless it is in the editor context and it has a valid gizmo.
</description>
</method>
<method name="show">
@@ -324,7 +324,7 @@
<constants>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="2000">
Node3D nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
- In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform].
+ In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform]. The notification is also sent if the node is in the editor context and it has a valid gizmo.
</constant>
<constant name="NOTIFICATION_ENTER_WORLD" value="41">
Node3D nodes receives this notification when they are registered to new [World3D] resource.
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index ec47d455a9..e209fc9ad9 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -25,6 +25,29 @@
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
</description>
</method>
+ <method name="create_process">
+ <return type="int">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <argument index="1" name="arguments" type="PackedStringArray">
+ </argument>
+ <description>
+ Creates a new process that runs independently of Godot. It will not terminate if Godot terminates. The file specified in [code]path[/code] must exist and be executable. Platform path resolution will be used. The [code]arguments[/code] are used in the given order and separated by a space.
+ If the process creation succeeds, the method will return the new process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process creation fails, the method will return [code]-1[/code].
+ For example, running another instance of the project:
+ [codeblocks]
+ [gdscript]
+ var pid = OS.create_process(OS.get_executable_path(), [])
+ [/gdscript]
+ [csharp]
+ var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});
+ [/csharp]
+ [/codeblocks]
+ See [method execute] if you wish to run an external command and retrieve the results.
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ </description>
+ </method>
<method name="delay_msec" qualifiers="const">
<return type="void">
</return>
@@ -71,48 +94,34 @@
</argument>
<argument index="1" name="arguments" type="PackedStringArray">
</argument>
- <argument index="2" name="blocking" type="bool" default="true">
+ <argument index="2" name="output" type="Array" default="[ ]">
</argument>
- <argument index="3" name="output" type="Array" default="[ ]">
- </argument>
- <argument index="4" name="read_stderr" type="bool" default="false">
+ <argument index="3" name="read_stderr" type="bool" default="false">
</argument>
<description>
- Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable.
- The arguments are used in the given order and separated by a space, so [code]OS.execute("ping", ["-w", "3", "godotengine.org"], false)[/code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's shell.
- This method has slightly different behavior based on whether the [code]blocking[/code] mode is enabled.
- If [code]blocking[/code] is [code]true[/code], the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the [code]output[/code] array as a single string. When the process terminates, the Godot thread will resume execution.
- If [code]blocking[/code] is [code]false[/code], the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty.
- The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return [code]-1[/code] or another exit code.
- Example of blocking mode and retrieving the shell output:
+ Executes a command. The file specified in [code]path[/code] must exist and be executable. Platform path resolution will be used. The [code]arguments[/code] are used in the given order and separated by a space. If an [code]output[/code] [Array] is provided, the complete shell output of the process will be appended as a single [String] element in [code]output[/code]. If [code]read_stderr[/code] is [code]true[/code], the output to the standard error stream will be included too.
+ If the command is successfully executed, the method will return the exit code of the command, or [code]-1[/code] if it fails.
+ [b]Note:[/b] The Godot thread will pause its execution until the executed command terminates. Use [Thread] to create a separate thread that will not pause the Godot thread, or use [method create_process] to create a completely independent process.
+ For example, to retrieve a list of the working directory's contents:
[codeblocks]
[gdscript]
var output = []
- var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)
+ var exit_code = OS.execute("ls", ["-l", "/tmp"], output)
[/gdscript]
[csharp]
var output = new Godot.Collections.Array();
- int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, true, output);
- [/csharp]
- [/codeblocks]
- Example of non-blocking mode, running another instance of the project and storing its process ID:
- [codeblocks]
- [gdscript]
- var pid = OS.execute(OS.get_executable_path(), [], false)
- [/gdscript]
- [csharp]
- var pid = OS.Execute(OS.GetExecutablePath(), new string[] {}, false);
+ int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, output);
[/csharp]
[/codeblocks]
- If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:
+ To execute a composite command, a platform-specific shell can be invoked. For example:
[codeblocks]
[gdscript]
var output = []
- OS.execute("CMD.exe", ["/C", "cd %TEMP% &amp;&amp; dir"], true, output)
+ OS.execute("CMD.exe", ["/C", "cd %TEMP% &amp;&amp; dir"], output)
[/gdscript]
[csharp]
var output = new Godot.Collections.Array();
- OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% &amp;&amp; dir"}, true, output);
+ OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% &amp;&amp; dir"}, output);
[/csharp]
[/codeblocks]
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
@@ -127,6 +136,14 @@
Returns the keycode of the given string (e.g. "Escape").
</description>
</method>
+ <method name="get_thread_caller_id" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications.
+ [b]Note:[/b] Thread IDs are not deterministic and may be reused across application restarts.
+ </description>
+ </method>
<method name="get_cmdline_args">
<return type="PackedStringArray">
</return>
@@ -356,6 +373,7 @@
</return>
<description>
Returns the current UNIX epoch timestamp.
+ [b]Important:[/b] This is the system clock that the user can manully set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
</description>
</method>
<method name="get_unix_time_from_datetime" qualifiers="const">
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 50d91c7943..6ff7e34194 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -242,7 +242,7 @@
</return>
<description>
Returns the object's unique instance ID.
- This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
+ This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
</description>
</method>
<method name="get_meta" qualifiers="const">
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index 53309bae96..1a80962751 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -253,13 +253,13 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
Default text [Color] of the [OptionButton].
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
Text [Color] used when the [OptionButton] is disabled.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
Text [Color] used when the [OptionButton] is being hovered.
</theme_item>
- <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_pressed_color" type="Color" default="Color( 1, 1, 1, 1 )">
Text [Color] used when the [OptionButton] is being pressed.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index 91d066260b..75fb7c1465 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
@@ -86,11 +85,11 @@
GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedByteArray">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="get_string_from_ascii">
@@ -165,6 +164,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml
index 3065d16945..48d5822f7c 100644
--- a/doc/classes/PackedColorArray.xml
+++ b/doc/classes/PackedColorArray.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold [Color]. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
@@ -53,11 +52,11 @@
Appends a [PackedColorArray] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedColorArray">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -87,6 +86,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml
index ab9594d2e3..6598828089 100644
--- a/doc/classes/PackedFloat32Array.xml
+++ b/doc/classes/PackedFloat32Array.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold 32-bit floating-point values. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
If you need to pack 64-bit floats tightly, see [PackedFloat64Array].
</description>
<tutorials>
@@ -54,11 +53,11 @@
Appends a [PackedFloat32Array] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedFloat32Array">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -88,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml
index 3088aee483..d116c6756b 100644
--- a/doc/classes/PackedFloat64Array.xml
+++ b/doc/classes/PackedFloat64Array.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold 64-bit floating-point values. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for a more memory-friendly alternative.
</description>
<tutorials>
@@ -54,11 +53,11 @@
Appends a [PackedFloat64Array] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedFloat64Array">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -88,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml
index eded545de8..2ac7a67b4b 100644
--- a/doc/classes/PackedInt32Array.xml
+++ b/doc/classes/PackedInt32Array.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold 32-bit integer values. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
[b]Note:[/b] This type stores signed 32-bit integers, which means it can take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In comparison, [int] uses signed 64-bit integers which can hold much larger values. If you need to pack 64-bit integers tightly, see [PackedInt64Array].
</description>
<tutorials>
@@ -54,11 +53,11 @@
Appends a [PackedInt32Array] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedInt32Array">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -88,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml
index 83731b1023..a7b6bf0a0f 100644
--- a/doc/classes/PackedInt64Array.xml
+++ b/doc/classes/PackedInt64Array.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold 64-bit integer values. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
[b]Note:[/b] This type stores signed 64-bit integers, which means it can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds will wrap around. If you only need to pack 32-bit integers tightly, see [PackedInt32Array] for a more memory-friendly alternative.
</description>
<tutorials>
@@ -54,11 +53,11 @@
Appends a [PackedInt64Array] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedInt64Array">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -88,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedSceneGLTF.xml b/doc/classes/PackedSceneGLTF.xml
new file mode 100644
index 0000000000..a04c6ef0b6
--- /dev/null
+++ b/doc/classes/PackedSceneGLTF.xml
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PackedSceneGLTF" inherits="PackedScene" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="export_gltf">
+ <return type="int" enum="Error">
+ </return>
+ <argument index="0" name="node" type="Node">
+ </argument>
+ <argument index="1" name="path" type="String">
+ </argument>
+ <argument index="2" name="flags" type="int" default="0">
+ </argument>
+ <argument index="3" name="bake_fps" type="float" default="1000.0">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="import_gltf_scene">
+ <return type="Node">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <argument index="1" name="flags" type="int" default="0">
+ </argument>
+ <argument index="2" name="bake_fps" type="float" default="1000.0">
+ </argument>
+ <argument index="3" name="state" type="GLTFState" default="null">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="pack_gltf">
+ <return type="void">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <argument index="1" name="flags" type="int" default="0">
+ </argument>
+ <argument index="2" name="bake_fps" type="float" default="1000.0">
+ </argument>
+ <argument index="3" name="state" type="GLTFState" default="null">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" override="true" default="{&quot;conn_count&quot;: 0,&quot;conns&quot;: PackedInt32Array( ),&quot;editable_instances&quot;: [ ],&quot;names&quot;: PackedStringArray( ),&quot;node_count&quot;: 0,&quot;node_paths&quot;: [ ],&quot;nodes&quot;: PackedInt32Array( ),&quot;variants&quot;: [ ],&quot;version&quot;: 2}" />
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml
index c71f5ffa7e..fb7ed2a906 100644
--- a/doc/classes/PackedStringArray.xml
+++ b/doc/classes/PackedStringArray.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold [String]s. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
@@ -54,11 +53,11 @@
Appends a [PackedStringArray] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedStringArray">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -88,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml
index 5f68d9256d..eb364ddb18 100644
--- a/doc/classes/PackedVector2Array.xml
+++ b/doc/classes/PackedVector2Array.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold [Vector2]. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
</description>
<tutorials>
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
@@ -54,11 +53,11 @@
Appends a [PackedVector2Array] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedVector2Array">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -88,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml
index e681e1deb7..08ce187b5c 100644
--- a/doc/classes/PackedVector3Array.xml
+++ b/doc/classes/PackedVector3Array.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
An [Array] specifically designed to hold [Vector3]. Packs data tightly, so it saves memory for large array sizes.
- [b]Note:[/b] This type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
@@ -53,11 +52,11 @@
Appends a [PackedVector3Array] at the end of this array.
</description>
</method>
- <method name="empty">
- <return type="bool">
+ <method name="duplicate">
+ <return type="PackedVector3Array">
</return>
<description>
- Returns [code]true[/code] if the array is empty.
+ Creates a copy of the array, and returns it.
</description>
</method>
<method name="has">
@@ -87,6 +86,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index c26cf0514c..b6f95305ed 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -16,8 +16,9 @@
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<description>
- Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty.
- [b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
+ Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object.
+ Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
+ [b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape2D]s that the shape is already colliding with.
</description>
</method>
<method name="collide_shape">
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 789e8cc731..243d071c56 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -18,8 +18,9 @@
<argument index="1" name="motion" type="Vector3">
</argument>
<description>
- Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
- If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
+ Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
+ Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
+ [b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
</description>
</method>
<method name="collide_shape">
diff --git a/doc/classes/PinJoint3D.xml b/doc/classes/PinJoint3D.xml
index 0af1e60839..267ea38873 100644
--- a/doc/classes/PinJoint3D.xml
+++ b/doc/classes/PinJoint3D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PinJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
- Pin joint for 3D shapes.
+ Pin joint for 3D PhysicsBodies.
</brief_description>
<description>
- Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together.
+ Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. See also [Generic6DOFJoint3D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index e3242512c4..ed96f753c2 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -142,7 +142,7 @@
<argument index="0" name="to_plane" type="Plane">
</argument>
<description>
- Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_point_over">
diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml
index 2081442e04..333d687e91 100644
--- a/doc/classes/PlaneMesh.xml
+++ b/doc/classes/PlaneMesh.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use [QuadMesh] instead.
+ [b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index 04798c04e9..4be81e256e 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -205,8 +205,10 @@
</return>
<argument index="0" name="label" type="String" default="&quot;&quot;">
</argument>
+ <argument index="1" name="id" type="int" default="-1">
+ </argument>
<description>
- Adds a separator between items. Separators also occupy an index.
+ Adds a separator between items. Separators also occupy an index, which you can set by using the [code]id[/code] parameter.
A [code]label[/code] can optionally be provided, which will appear at the center of the separator.
</description>
</method>
@@ -718,16 +720,16 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
The default text [Color] for menu items' names.
</theme_item>
- <theme_item name="font_color_accel" type="Color" default="Color( 0.7, 0.7, 0.7, 0.8 )">
+ <theme_item name="font_accelerator_color" type="Color" default="Color( 0.7, 0.7, 0.7, 0.8 )">
The text [Color] used for shortcuts and accelerators that show next to the menu item name when defined. See [method get_item_accelerator] for more info on accelerators.
</theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.4, 0.4, 0.4, 0.8 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.4, 0.4, 0.4, 0.8 )">
[Color] used for disabled menu items' text.
</theme_item>
- <theme_item name="font_color_hover" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
+ <theme_item name="font_hover_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
[Color] used for the hovered text.
</theme_item>
- <theme_item name="font_color_separator" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
+ <theme_item name="font_separator_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
[Color] used for labeled separators' text. See [method add_separator].
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml
index c05cbf4413..bb7fd31ee8 100644
--- a/doc/classes/ProgressBar.xml
+++ b/doc/classes/ProgressBar.xml
@@ -32,7 +32,7 @@
<theme_item name="font_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
The color of the text.
</theme_item>
- <theme_item name="font_color_shadow" type="Color" default="Color( 0, 0, 0, 1 )">
+ <theme_item name="font_shadow_color" type="Color" default="Color( 0, 0, 0, 1 )">
The color of the text's shadow.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index eab06f633c..a82cf9a2a9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -269,6 +269,14 @@
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard output in an exported build.
</member>
+ <member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.
+ When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally").
+ [b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it.
+ </member>
+ <member name="application/run/flush_stdout_on_print.debug" type="bool" setter="" getter="" default="true">
+ Debug build override for [member application/run/flush_stdout_on_print], as performance is less important during debugging.
+ </member>
<member name="application/run/frame_delay_msec" type="int" setter="" getter="" default="0">
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
</member>
@@ -611,245 +619,245 @@
<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
Default delay for touch events. This only affects iOS devices.
</member>
+ <member name="layer_names/2d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0".
+ </member>
<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 1.
+ Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 10.
+ Optional name for the 2D physics layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 11.
+ Optional name for the 2D physics layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 12.
+ Optional name for the 2D physics layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 13.
+ Optional name for the 2D physics layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 14.
+ Optional name for the 2D physics layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 15.
+ Optional name for the 2D physics layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 16.
+ Optional name for the 2D physics layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 17.
+ Optional name for the 2D physics layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 18.
+ Optional name for the 2D physics layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 19.
+ Optional name for the 2D physics layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 2.
- </member>
- <member name="layer_names/2d_physics/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 20.
+ Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 3.
+ Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 4.
+ Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 5.
+ Optional name for the 2D physics layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 6.
+ Optional name for the 2D physics layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 7.
+ Optional name for the 2D physics layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 8.
+ Optional name for the 2D physics layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 9.
+ Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9".
+ </member>
+ <member name="layer_names/2d_render/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 1.
+ Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 10.
+ Optional name for the 2D render layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 11.
+ Optional name for the 2D render layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 12.
+ Optional name for the 2D render layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 13.
+ Optional name for the 2D render layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 14.
+ Optional name for the 2D render layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 15.
+ Optional name for the 2D render layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 16.
+ Optional name for the 2D render layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 17.
+ Optional name for the 2D render layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 18.
+ Optional name for the 2D render layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 19.
+ Optional name for the 2D render layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 2.
- </member>
- <member name="layer_names/2d_render/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 20.
+ Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 3.
+ Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 4.
+ Optional name for the 2D render layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 5.
+ Optional name for the 2D render layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 6.
+ Optional name for the 2D render layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 7.
+ Optional name for the 2D render layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 8.
+ Optional name for the 2D render layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 9.
+ Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9".
+ </member>
+ <member name="layer_names/3d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 3D physics layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/3d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 1.
+ Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 10.
+ Optional name for the 3D physics layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 11.
+ Optional name for the 3D physics layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 12.
+ Optional name for the 3D physics layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 13.
+ Optional name for the 3D physics layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 14.
+ Optional name for the 3D physics layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/3d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 15.
+ Optional name for the 3D physics layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 16.
+ Optional name for the 3D physics layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 17.
+ Optional name for the 3D physics layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 18.
+ Optional name for the 3D physics layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 19.
+ Optional name for the 3D physics layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 2.
- </member>
- <member name="layer_names/3d_physics/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 20.
+ Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 3.
+ Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/3d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 4.
+ Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/3d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 5.
+ Optional name for the 3D physics layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/3d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 6.
+ Optional name for the 3D physics layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/3d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 7.
+ Optional name for the 3D physics layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/3d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 8.
+ Optional name for the 3D physics layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/3d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 9.
+ Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9".
+ </member>
+ <member name="layer_names/3d_render/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/3d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 1.
+ Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 10.
+ Optional name for the 3D render layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 11.
+ Optional name for the 3D render layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 12.
+ Optional name for the 3D render layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 13.
+ Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 14
+ Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14"
</member>
<member name="layer_names/3d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 15.
+ Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 16.
+ Optional name for the 3D render layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 17.
+ Optional name for the 3D render layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 18.
+ Optional name for the 3D render layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 19.
+ Optional name for the 3D render layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 2.
- </member>
- <member name="layer_names/3d_render/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 20.
+ Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 3.
+ Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/3d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 4.
+ Optional name for the 3D render layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/3d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 5.
+ Optional name for the 3D render layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/3d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 6.
+ Optional name for the 3D render layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/3d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 7.
+ Optional name for the 3D render layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/3d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 8.
+ Optional name for the 3D render layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 9.
+ Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
@@ -861,6 +869,7 @@
If [code]true[/code], logs all output to files.
</member>
<member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
+ Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="logging/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/godot.log&quot;">
Path to logs within the project. Using an [code]user://[/code] path is recommended.
@@ -1049,6 +1058,8 @@
<member name="rendering/environment/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
[Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here.
</member>
+ <member name="rendering/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500">
+ </member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
</member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
@@ -1144,6 +1155,12 @@
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/mesh_lod/threshold_pixels" type="float" setter="" getter="" default="1.0">
+ </member>
+ <member name="rendering/quality/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="rendering/quality/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true">
+ </member>
<member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
</member>
@@ -1232,11 +1249,26 @@
<member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/ssao/adaptive_target" type="float" setter="" getter="" default="0.5">
+ Quality target to use when [member rendering/quality/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
+ </member>
+ <member name="rendering/quality/ssao/blur_passes" type="int" setter="" getter="" default="2">
+ Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
+ </member>
+ <member name="rendering/quality/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
+ Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
+ </member>
+ <member name="rendering/quality/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
+ Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
+ </member>
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
</member>
- <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="1">
- Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance.
+ <member name="rendering/quality/ssao/half_size.mobile" type="bool" setter="" getter="" default="true">
+ Lower-end override for [member rendering/quality/ssao/half_size] on mobile devices, due to performance concerns.
+ </member>
+ <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="2">
+ Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/quality/ssao/adaptive_target] setting.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
@@ -1257,6 +1289,10 @@
</member>
<member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2">
</member>
+ <member name="rendering/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
+ </member>
+ <member name="rendering/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
+ </member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
diff --git a/doc/classes/ProximityGroup3D.xml b/doc/classes/ProximityGroup3D.xml
index 1714c1ec8d..512d55c9a0 100644
--- a/doc/classes/ProximityGroup3D.xml
+++ b/doc/classes/ProximityGroup3D.xml
@@ -12,7 +12,7 @@
<method name="broadcast">
<return type="void">
</return>
- <argument index="0" name="name" type="String">
+ <argument index="0" name="method" type="String">
</argument>
<argument index="1" name="parameters" type="Variant">
</argument>
@@ -30,7 +30,7 @@
</members>
<signals>
<signal name="broadcast">
- <argument index="0" name="group_name" type="String">
+ <argument index="0" name="method" type="String">
</argument>
<argument index="1" name="parameters" type="Array">
</argument>
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 425e82c744..ef83ae7fb9 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -127,7 +127,7 @@
<argument index="0" name="to" type="Quat">
</argument>
<description>
- Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_normalized">
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 02a77a0e24..5d7ff39587 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -72,15 +72,6 @@
Returns a [Rect2] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive.
</description>
</method>
- <method name="clip">
- <return type="Rect2">
- </return>
- <argument index="0" name="b" type="Rect2">
- </argument>
- <description>
- Returns the intersection of this [Rect2] and b.
- </description>
- </method>
<method name="encloses">
<return type="bool">
</return>
@@ -109,10 +100,10 @@
<method name="grow">
<return type="Rect2">
</return>
- <argument index="0" name="by" type="float">
+ <argument index="0" name="amount" type="float">
</argument>
<description>
- Returns a copy of the [Rect2] grown a given amount of units towards all the sides.
+ Returns a copy of the [Rect2] grown by the specified [code]amount[/code] on all sides.
</description>
</method>
<method name="grow_individual">
@@ -127,18 +118,18 @@
<argument index="3" name="bottom" type="float">
</argument>
<description>
- Returns a copy of the [Rect2] grown a given amount of units towards each direction individually.
+ Returns a copy of the [Rect2] grown by the specified amount on each side individually.
</description>
</method>
- <method name="grow_margin">
+ <method name="grow_side">
<return type="Rect2">
</return>
- <argument index="0" name="margin" type="int">
+ <argument index="0" name="side" type="int">
</argument>
- <argument index="1" name="by" type="float">
+ <argument index="1" name="amount" type="float">
</argument>
<description>
- Returns a copy of the [Rect2] grown a given amount of units towards the [enum Margin] direction.
+ Returns a copy of the [Rect2] grown by the specified [code]amount[/code] on the specified [enum Side].
</description>
</method>
<method name="has_no_area">
@@ -157,6 +148,16 @@
Returns [code]true[/code] if the [Rect2] contains a point.
</description>
</method>
+ <method name="intersection">
+ <return type="Rect2">
+ </return>
+ <argument index="0" name="b" type="Rect2">
+ </argument>
+ <description>
+ Returns the intersection of this [Rect2] and [code]b[/code].
+ If the rectangles do not intersect, an empty [Rect2] is returned.
+ </description>
+ </method>
<method name="intersects">
<return type="bool">
</return>
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index e8b75a6ac6..e581ccdb11 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -70,15 +70,6 @@
Returns a [Rect2i] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive.
</description>
</method>
- <method name="clip">
- <return type="Rect2i">
- </return>
- <argument index="0" name="b" type="Rect2i">
- </argument>
- <description>
- Returns the intersection of this [Rect2i] and b.
- </description>
- </method>
<method name="encloses">
<return type="bool">
</return>
@@ -107,10 +98,10 @@
<method name="grow">
<return type="Rect2i">
</return>
- <argument index="0" name="by" type="int">
+ <argument index="0" name="amount" type="int">
</argument>
<description>
- Returns a copy of the [Rect2i] grown a given amount of units towards all the sides.
+ Returns a copy of the [Rect2i] grown by the specified [code]amount[/code] on all sides.
</description>
</method>
<method name="grow_individual">
@@ -125,18 +116,18 @@
<argument index="3" name="bottom" type="int">
</argument>
<description>
- Returns a copy of the [Rect2i] grown a given amount of units towards each direction individually.
+ Returns a copy of the [Rect2i] grown by the specified amount on each side individually.
</description>
</method>
- <method name="grow_margin">
+ <method name="grow_side">
<return type="Rect2i">
</return>
- <argument index="0" name="margin" type="int">
+ <argument index="0" name="side" type="int">
</argument>
- <argument index="1" name="by" type="int">
+ <argument index="1" name="amount" type="int">
</argument>
<description>
- Returns a copy of the [Rect2i] grown a given amount of units towards the [enum Margin] direction.
+ Returns a copy of the [Rect2i] grown by the specified [code]amount[/code] on the specified [enum Side].
</description>
</method>
<method name="has_no_area">
@@ -155,6 +146,16 @@
Returns [code]true[/code] if the [Rect2i] contains a point.
</description>
</method>
+ <method name="intersection">
+ <return type="Rect2i">
+ </return>
+ <argument index="0" name="b" type="Rect2i">
+ </argument>
+ <description>
+ Returns the intersection of this [Rect2i] and [code]b[/code].
+ If the rectangles do not intersect, an empty [Rect2i] is returned.
+ </description>
+ </method>
<method name="intersects">
<return type="bool">
</return>
diff --git a/doc/classes/RectangleShape2D.xml b/doc/classes/RectangleShape2D.xml
index 041416a24b..8e37fbad6f 100644
--- a/doc/classes/RectangleShape2D.xml
+++ b/doc/classes/RectangleShape2D.xml
@@ -13,8 +13,8 @@
<methods>
</methods>
<members>
- <member name="extents" type="Vector2" setter="set_extents" getter="get_extents" default="Vector2( 10, 10 )">
- The rectangle's half extents. The width and height of this shape is twice the half extents.
+ <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 20, 20 )">
+ The rectangle's width and height.
</member>
</members>
<constants>
diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml
index 44ee6fbda1..724d2db924 100644
--- a/doc/classes/Reference.xml
+++ b/doc/classes/Reference.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class.
- Unlike [Object]s, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free].
+ Unlike other [Object] types, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free].
In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.
[b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.
</description>
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index 5458b496da..cd08778c89 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -37,6 +37,8 @@
<member name="interior" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false">
If [code]true[/code], reflections will ignore sky contribution.
</member>
+ <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0">
+ </member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
Sets the max distance away from the probe an object can be before it is culled.
</member>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 7e5df9c40d..7cdc9ffaca 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -730,6 +730,8 @@
</argument>
<argument index="1" name="data" type="PackedByteArray" default="PackedByteArray( )">
</argument>
+ <argument index="2" name="use_as_storage" type="bool" default="false">
+ </argument>
<description>
</description>
</method>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 74eb6a17e5..4be97b7d3d 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -765,17 +765,20 @@
</argument>
<argument index="3" name="intensity" type="float">
</argument>
- <argument index="4" name="bias" type="float">
+ <argument index="4" name="power" type="float">
</argument>
- <argument index="5" name="light_affect" type="float">
+ <argument index="5" name="detail" type="float">
</argument>
- <argument index="6" name="ao_channel_affect" type="float">
+ <argument index="6" name="horizon" type="float">
</argument>
- <argument index="7" name="blur" type="int" enum="RenderingServer.EnvironmentSSAOBlur">
+ <argument index="7" name="sharpness" type="float">
</argument>
- <argument index="8" name="bilateral_sharpness" type="float">
+ <argument index="8" name="light_affect" type="float">
+ </argument>
+ <argument index="9" name="ao_channel_affect" type="float">
</argument>
<description>
+ Sets the variables to be used with the "screen space ambient occlusion" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_ssr">
@@ -856,6 +859,12 @@
Tries to free an object in the RenderingServer.
</description>
</method>
+ <method name="get_frame_setup_time_cpu" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_render_info">
<return type="int">
</return>
@@ -1351,7 +1360,7 @@
<argument index="1" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
+ Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -1363,7 +1372,7 @@
<argument index="1" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
+ Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -1377,7 +1386,7 @@
<argument index="2" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
+ Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -2712,6 +2721,22 @@
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
</description>
</method>
+ <method name="viewport_get_measured_render_time_cpu" qualifiers="const">
+ <return type="float">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="viewport_get_measured_render_time_gpu" qualifiers="const">
+ <return type="float">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="viewport_get_render_info">
<return type="int">
</return>
@@ -2849,6 +2874,16 @@
Currently unimplemented in Godot 3.x.
</description>
</method>
+ <method name="viewport_set_measure_render_time">
+ <return type="void">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <argument index="1" name="enable" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="viewport_set_msaa">
<return type="void">
</return>
@@ -3499,29 +3534,20 @@
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality">
</constant>
- <constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur">
- Disables the blur set for SSAO. Will make SSAO look noisier.
- </constant>
- <constant name="ENV_SSAO_BLUR_1x1" value="1" enum="EnvironmentSSAOBlur">
- Perform a 1x1 blur on the SSAO output.
- </constant>
- <constant name="ENV_SSAO_BLUR_2x2" value="2" enum="EnvironmentSSAOBlur">
- Performs a 2x2 blur on the SSAO output.
- </constant>
- <constant name="ENV_SSAO_BLUR_3x3" value="3" enum="EnvironmentSSAOBlur">
- Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
- </constant>
- <constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality">
+ <constant name="ENV_SSAO_QUALITY_VERY_LOW" value="0" enum="EnvironmentSSAOQuality">
Lowest quality of screen space ambient occlusion.
</constant>
- <constant name="ENV_SSAO_QUALITY_MEDIUM" value="1" enum="EnvironmentSSAOQuality">
+ <constant name="ENV_SSAO_QUALITY_LOW" value="1" enum="EnvironmentSSAOQuality">
+ Low quality screen space ambient occlusion.
+ </constant>
+ <constant name="ENV_SSAO_QUALITY_MEDIUM" value="2" enum="EnvironmentSSAOQuality">
Medium quality screen space ambient occlusion.
</constant>
- <constant name="ENV_SSAO_QUALITY_HIGH" value="2" enum="EnvironmentSSAOQuality">
+ <constant name="ENV_SSAO_QUALITY_HIGH" value="3" enum="EnvironmentSSAOQuality">
High quality screen space ambient occlusion.
</constant>
- <constant name="ENV_SSAO_QUALITY_ULTRA" value="3" enum="EnvironmentSSAOQuality">
- Highest quality screen space ambient occlusion.
+ <constant name="ENV_SSAO_QUALITY_ULTRA" value="4" enum="EnvironmentSSAOQuality">
+ Highest quality screen space ambient occlusion. Uses the adaptive setting which can be dynamically adjusted to smoothly balance performance and visual quality.
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_DISABLED" value="0" enum="SubSurfaceScatteringQuality">
</constant>
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 54984b7785..2548f8d911 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -4,7 +4,7 @@
Base class for all resources.
</brief_description>
<description>
- Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Unlike [Object]s, they are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
+ Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [Reference], resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
</description>
<tutorials>
@@ -29,6 +29,19 @@
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
</description>
</method>
+ <method name="emit_changed">
+ <return type="void">
+ </return>
+ <description>
+ Emits the [signal changed] signal.
+ If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).
+ The method is equivalent to:
+ [codeblock]
+ emit_signal("changed")
+ [/codeblock]
+ [b]Note:[/b] This method is called automatically for built-in resources.
+ </description>
+ </method>
<method name="get_local_scene" qualifiers="const">
<return type="Node">
</return>
@@ -66,7 +79,7 @@
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
</member>
<member name="resource_name" type="String" setter="set_name" getter="get_name" default="&quot;&quot;">
- The name of the resource. This is an optional identifier.
+ The name of the resource. This is an optional identifier. If [member resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [member resource_name] will be displayed as the tab name in the script editor.
</member>
<member name="resource_path" type="String" setter="set_path" getter="get_path" default="&quot;&quot;">
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index 049613fa5d..c55a51c7ae 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -20,7 +20,7 @@
</argument>
<description>
Returns whether a recognized resource exists for the given [code]path[/code].
- An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
+ An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
</description>
</method>
<method name="get_dependencies">
@@ -63,7 +63,7 @@
<description>
Loads a resource at the given [code]path[/code], caching the result for further access.
The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
- An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
+ An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
Returns an empty resource if no [ResourceFormatLoader] could handle the file.
GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 0fd440fa75..2c18bc493a 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -6,6 +6,7 @@
<description>
Rich text can contain custom text, fonts, images and some basic formatting. The label manages these as an internal tag stack. It also adapts itself to given width/heights.
[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] 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] 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.
</description>
<tutorials>
@@ -69,7 +70,14 @@
<return type="int">
</return>
<description>
- Returns the total number of newlines in the tag stack's text tags. Considers wrapped text as one line.
+ Returns the total number of lines in the text. Wrapped text is counted as multiple lines.
+ </description>
+ </method>
+ <method name="get_paragraph_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the total number of paragraphs (newlines or [code]p[/code] tags in the tag stack's text tags). Considers wrapped text as one paragraph.
</description>
</method>
<method name="get_total_character_count" qualifiers="const">
@@ -93,6 +101,13 @@
Returns the number of visible lines.
</description>
</method>
+ <method name="get_visible_paragraph_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the number of visible paragraphs. A paragraph is considered visible if at least one of its lines is visible.
+ </description>
+ </method>
<method name="install_effect">
<return type="void">
</return>
@@ -164,6 +179,27 @@
Adds a [code][color][/code] tag to the tag stack.
</description>
</method>
+ <method name="push_dropcap">
+ <return type="void">
+ </return>
+ <argument index="0" name="string" type="String">
+ </argument>
+ <argument index="1" name="font" type="Font">
+ </argument>
+ <argument index="2" name="size" type="int">
+ </argument>
+ <argument index="3" name="dropcap_margins" type="Rect2" default="Rect2( 0, 0, 0, 0 )">
+ </argument>
+ <argument index="4" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
+ </argument>
+ <argument index="5" name="outline_size" type="int" default="0">
+ </argument>
+ <argument index="6" name="outline_color" type="Color" default="Color( 0, 0, 0, 0 )">
+ </argument>
+ <description>
+ Adds a [code][dropcap][/code] tag to the tag stack. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.
+ </description>
+ </method>
<method name="push_font">
<return type="void">
</return>
@@ -320,6 +356,15 @@
Scrolls the window's top line to match [code]line[/code].
</description>
</method>
+ <method name="scroll_to_paragraph">
+ <return type="void">
+ </return>
+ <argument index="0" name="paragraph" type="int">
+ </argument>
+ <description>
+ Scrolls the window's top line to match first line of the [code]paragraph[/code].
+ </description>
+ </method>
<method name="set_cell_border_color">
<return type="void">
</return>
@@ -433,6 +478,7 @@
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed.
+ [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
</member>
</members>
<signals>
@@ -525,10 +571,12 @@
</constant>
<constant name="ITEM_RAINBOW" value="20" enum="ItemType">
</constant>
- <constant name="ITEM_CUSTOMFX" value="22" enum="ItemType">
- </constant>
<constant name="ITEM_META" value="21" enum="ItemType">
</constant>
+ <constant name="ITEM_DROPCAP" value="22" enum="ItemType">
+ </constant>
+ <constant name="ITEM_CUSTOMFX" value="23" enum="ItemType">
+ </constant>
</constants>
<theme_items>
<theme_item name="bold_font" type="Font">
@@ -549,12 +597,12 @@
<theme_item name="focus" type="StyleBox">
The background The background used when the [RichTextLabel] is focused.
</theme_item>
- <theme_item name="font_color_selected" type="Color" default="Color( 0.49, 0.49, 0.49, 1 )">
- The color of selected text, used when [member selection_enabled] is [code]true[/code].
- </theme_item>
- <theme_item name="font_color_shadow" type="Color" default="Color( 0, 0, 0, 0 )">
+ <theme_item name="font_shadow_color" type="Color" default="Color( 0, 0, 0, 0 )">
The color of the font's shadow.
</theme_item>
+ <theme_item name="font_selected_color" type="Color" default="Color( 0.49, 0.49, 0.49, 1 )">
+ The color of selected text, used when [member selection_enabled] is [code]true[/code].
+ </theme_item>
<theme_item name="italics_font" type="Font">
The font used for italics text.
</theme_item>
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 2a0b44f3f3..6b27c77f26 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -180,14 +180,16 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a body exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
</description>
</signal>
<signal name="body_shape_entered">
@@ -200,7 +202,11 @@
<argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
+ [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D].
+ [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D].
</description>
</signal>
<signal name="body_shape_exited">
@@ -213,7 +219,11 @@
<argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
+ [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D].
+ [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 21321d4de0..1c6c8852a9 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -204,14 +204,16 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
+ Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
</description>
</signal>
<signal name="body_shape_entered">
@@ -224,8 +226,12 @@
<argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
- This signal not only receives the body that collided with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body collided with.
+ Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
+ [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D].
+ [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D].
+ [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
</description>
</signal>
<signal name="body_shape_exited">
@@ -238,8 +244,12 @@
<argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
- This signal not only receives the body that stopped colliding with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body stopped colliding with.
+ Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
+ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
+ [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D].
+ [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D].
+ [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index a95ce6c663..cfe6e4f738 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -45,6 +45,7 @@
<description>
Changes the running scene to the one at the given [code]path[/code], after loading it into a [PackedScene] and creating a new instance.
Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [code]path[/code] 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] call.
</description>
</method>
<method name="change_scene_to">
@@ -55,6 +56,7 @@
<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.
+ [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] call.
</description>
</method>
<method name="create_timer">
@@ -73,6 +75,7 @@
yield(get_tree().create_timer(1.0), "timeout")
print("end")
[/codeblock]
+ The timer will be automatically freed after its time elapses.
</description>
</method>
<method name="get_frame" qualifiers="const">
@@ -258,7 +261,7 @@
The default [MultiplayerAPI] instance for this [SceneTree].
</member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
- If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
+ If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
@@ -296,11 +299,6 @@
Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
</description>
</signal>
- <signal name="idle_frame">
- <description>
- Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
- </description>
- </signal>
<signal name="network_peer_connected">
<argument index="0" name="id" type="int">
</argument>
@@ -348,6 +346,11 @@
Emitted immediately before [method Node._physics_process] is called on every node in the [SceneTree].
</description>
</signal>
+ <signal name="process_frame">
+ <description>
+ Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
+ </description>
+ </signal>
<signal name="server_disconnected">
<description>
Emitted whenever this [SceneTree]'s [member network_peer] disconnected from server. Only emitted on clients.
diff --git a/doc/classes/SliderJoint3D.xml b/doc/classes/SliderJoint3D.xml
index efd6353e3c..ef9c9a48b6 100644
--- a/doc/classes/SliderJoint3D.xml
+++ b/doc/classes/SliderJoint3D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SliderJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
- Piston kind of slider between two bodies in 3D.
+ Slider between two PhysicsBodies in 3D.
</brief_description>
<description>
- Slides across the X axis of the pivot object.
+ Slides across the X axis of the pivot object. See also [Generic6DOFJoint3D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 4ee9dbf1f9..fcc70d166e 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -135,13 +135,6 @@
Returns a copy of the string with indentation (leading tabs and spaces) removed.
</description>
</method>
- <method name="empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the length of the string equals [code]0[/code].
- </description>
- </method>
<method name="ends_with">
<return type="bool">
</return>
@@ -276,6 +269,13 @@
If the string is a path to a file or directory, returns [code]true[/code] if the path is absolute.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the length of the string equals [code]0[/code].
+ </description>
+ </method>
<method name="is_rel_path">
<return type="bool">
</return>
@@ -406,7 +406,8 @@
<argument index="0" name="chars" type="String">
</argument>
<description>
- Returns a copy of the string with characters removed from the left.
+ Returns a copy of the string with characters removed from the left. The [code]chars[/code] argument is a string specifying the set of characters to be removed.
+ [b]Note:[/b] The [code]chars[/code] is not a prefix. See [method trim_prefix] method that will remove a single prefix string rather than a set of characters.
</description>
</method>
<method name="match">
@@ -698,7 +699,8 @@
<argument index="0" name="chars" type="String">
</argument>
<description>
- Returns a copy of the string with characters removed from the right.
+ Returns a copy of the string with characters removed from the right. The [code]chars[/code] argument is a string specifying the set of characters to be removed.
+ [b]Note:[/b] The [code]chars[/code] is not a suffix. See [method trim_suffix] method that will remove a single suffix string rather than a set of characters.
</description>
</method>
<method name="sha1_buffer">
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index 04f8eb9d13..a01dfbd4b8 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -39,19 +39,19 @@
<method name="get_default_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the default value of the specified [enum Margin].
+ Returns the default margin of the specified [enum Side].
</description>
</method>
<method name="get_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the content margin offset for the specified [enum Margin].
+ Returns the content margin offset for the specified [enum Side].
Positive values reduce size inwards, unlike [Control]'s margin values.
</description>
</method>
@@ -72,12 +72,12 @@
<method name="set_default_margin">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="offset" type="float">
</argument>
<description>
- Sets the default value of the specified [enum Margin] to given [code]offset[/code] in pixels.
+ Sets the default value of the specified [enum Side] to [code]offset[/code] pixels.
</description>
</method>
<method name="test_mask" qualifiers="const">
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index d6e737b076..13ea7df294 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -27,10 +27,10 @@
<method name="get_border_width" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the given [code]margin[/code]'s border width. See [enum Margin] for possible values.
+ Returns the specified [enum Side]'s border width.
</description>
</method>
<method name="get_border_width_min" qualifiers="const">
@@ -52,21 +52,21 @@
<method name="get_expand_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the size of the given [code]margin[/code]'s expand margin. See [enum Margin] for possible values.
+ Returns the size of the specified [enum Side]'s expand margin.
</description>
</method>
<method name="set_border_width">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="width" type="int">
</argument>
<description>
- Sets the border width to [code]width[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values.
+ Sets the specified [enum Side]'s border width to [code]width[/code] pixels.
</description>
</method>
<method name="set_border_width_all">
@@ -75,7 +75,7 @@
<argument index="0" name="width" type="int">
</argument>
<description>
- Sets the border width to [code]width[/code] pixels for all margins.
+ Sets the border width to [code]width[/code] pixels for all sides.
</description>
</method>
<method name="set_corner_radius">
@@ -116,12 +116,12 @@
<method name="set_expand_margin">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="size" type="float">
</argument>
<description>
- Sets the expand margin to [code]size[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values.
+ Sets the expand margin to [code]size[/code] pixels for the specified [enum Side].
</description>
</method>
<method name="set_expand_margin_all">
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 6f5577b61b..895d0c357d 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -12,19 +12,19 @@
<method name="get_expand_margin_size" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the size of the given [code]margin[/code]'s expand margin. See [enum Margin] for possible values.
+ Returns the expand margin size of the specified [enum Side].
</description>
</method>
<method name="get_margin_size" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
- Returns the size of the given [code]margin[/code]. See [enum Margin] for possible values.
+ Returns the margin size of the specified [enum Side].
</description>
</method>
<method name="set_expand_margin_all">
@@ -54,23 +54,23 @@
<method name="set_expand_margin_size">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="size" type="float">
</argument>
<description>
- Sets the expand margin to [code]size[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values.
+ Sets the expand margin to [code]size[/code] pixels for the specified [enum Side].
</description>
</method>
<method name="set_margin_size">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="size" type="float">
</argument>
<description>
- Sets the margin to [code]size[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values.
+ Sets the margin to [code]size[/code] pixels for the specified [enum Side].
</description>
</method>
</methods>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 82ffe86251..e10b65e309 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -31,15 +31,6 @@
Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.
</description>
</method>
- <method name="add_smooth_group">
- <return type="void">
- </return>
- <argument index="0" name="smooth" type="bool">
- </argument>
- <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.
- </description>
- </method>
<method name="add_triangle_fan">
<return type="void">
</return>
@@ -148,6 +139,16 @@
Removes the index array by expanding the vertex array.
</description>
</method>
+ <method name="generate_lod">
+ <return type="PackedInt32Array">
+ </return>
+ <argument index="0" name="nd_threshold" type="float">
+ </argument>
+ <argument index="1" name="target_index_count" type="int" default="3">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="generate_normals">
<return type="void">
</return>
@@ -173,6 +174,12 @@
<description>
</description>
</method>
+ <method name="get_max_axis_length" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_skin_weight_count" qualifiers="const">
<return type="int" enum="SurfaceTool.SkinWeightCount">
</return>
@@ -186,6 +193,12 @@
Shrinks the vertex array by creating an index array (avoids reusing vertices).
</description>
</method>
+ <method name="optimize_indices_for_cache">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="set_bones">
<return type="void">
</return>
@@ -251,6 +264,15 @@
<description>
</description>
</method>
+ <method name="set_smooth_group">
+ <return type="void">
+ </return>
+ <argument index="0" name="index" type="int">
+ </argument>
+ <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.
+ </description>
+ </method>
<method name="set_tangent">
<return type="void">
</return>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index c9ed1aaec9..ba687357ec 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -137,6 +137,9 @@
</method>
</methods>
<members>
+ <member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false">
+ If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
+ </member>
<member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab" default="0">
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
</member>
@@ -149,9 +152,6 @@
<member name="tabs_visible" type="bool" setter="set_tabs_visible" getter="are_tabs_visible" default="true">
If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden.
</member>
- <member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false">
- If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
- </member>
<member name="use_hidden_tabs_for_min_size" type="bool" setter="set_use_hidden_tabs_for_min_size" getter="get_use_hidden_tabs_for_min_size" default="false">
If [code]true[/code], children [Control] nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one.
</member>
@@ -198,15 +198,15 @@
<theme_item name="font" type="Font">
The font used to draw tab names.
</theme_item>
- <theme_item name="font_color_bg" type="Color" default="Color( 0.69, 0.69, 0.69, 1 )">
- Font color of inactive tabs.
- </theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
Font color of disabled tabs.
</theme_item>
- <theme_item name="font_color_fg" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
Font color of the currently selected tab.
</theme_item>
+ <theme_item name="font_unselected_color" type="Color" default="Color( 0.69, 0.69, 0.69, 1 )">
+ Font color of the other, unselected tabs.
+ </theme_item>
<theme_item name="font_size" type="int">
Font size of the tab names.
</theme_item>
@@ -231,14 +231,14 @@
<theme_item name="side_margin" type="int" default="8">
The space at the left and right edges of the tab bar.
</theme_item>
- <theme_item name="tab_bg" type="StyleBox">
- The style of inactive tabs.
- </theme_item>
<theme_item name="tab_disabled" type="StyleBox">
The style of disabled tabs.
</theme_item>
- <theme_item name="tab_fg" type="StyleBox">
+ <theme_item name="tab_selected" type="StyleBox">
The style of the currently selected tab.
</theme_item>
+ <theme_item name="tab_unselected" type="StyleBox">
+ The style of the other, unselected tabs.
+ </theme_item>
</theme_items>
</class>
diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml
index 47cf869fe9..1c926ac36d 100644
--- a/doc/classes/Tabs.xml
+++ b/doc/classes/Tabs.xml
@@ -359,15 +359,15 @@
<theme_item name="font" type="Font">
The font used to draw tab names.
</theme_item>
- <theme_item name="font_color_bg" type="Color" default="Color( 0.69, 0.69, 0.69, 1 )">
- Font color of inactive tabs.
- </theme_item>
- <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
+ <theme_item name="font_disabled_color" type="Color" default="Color( 0.9, 0.9, 0.9, 0.2 )">
Font color of disabled tabs.
</theme_item>
- <theme_item name="font_color_fg" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
Font color of the currently selected tab.
</theme_item>
+ <theme_item name="font_unselected_color" type="Color" default="Color( 0.69, 0.69, 0.69, 1 )">
+ Font color of the other, unselected tabs.
+ </theme_item>
<theme_item name="font_size" type="int">
Font size of the tab names.
</theme_item>
@@ -382,14 +382,14 @@
</theme_item>
<theme_item name="panel" type="StyleBox">
</theme_item>
- <theme_item name="tab_bg" type="StyleBox">
- The style of an inactive tab.
- </theme_item>
<theme_item name="tab_disabled" type="StyleBox">
- The style of a disabled tab
+ The style of disabled tabs.
</theme_item>
- <theme_item name="tab_fg" type="StyleBox">
+ <theme_item name="tab_selected" type="StyleBox">
The style of the currently selected tab.
</theme_item>
+ <theme_item name="tab_unselected" type="StyleBox">
+ The style of the other, unselected tabs.
+ </theme_item>
</theme_items>
</class>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index eedf3b848f..af4543374a 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -404,7 +404,7 @@
Returns an empty [code]Dictionary[/code] if no result was found. Otherwise, returns a [code]Dictionary[/code] containing [code]line[/code] and [code]column[/code] entries, e.g:
[codeblock]
var result = search(key, flags, line, column)
- if !result.empty():
+ if !result.is_empty():
# Result found.
var line_number = result.line
var column_number = result.column
@@ -697,7 +697,7 @@
</member>
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" override="true" enum="Control.CursorShape" default="1" />
<member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false">
- If [code]true[/code], custom [code]font_color_selected[/code] will be used for selected text.
+ If [code]true[/code], custom [code]font_selected_color[/code] will be used for selected text.
</member>
<member name="readonly" type="bool" setter="set_readonly" getter="is_readonly" default="false">
If [code]true[/code], read-only mode is enabled. Existing text cannot be modified and new text cannot be added.
@@ -953,9 +953,9 @@
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
Sets the font [Color].
</theme_item>
- <theme_item name="font_color_readonly" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
+ <theme_item name="font_readonly_color" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
</theme_item>
- <theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 0, 0, 0, 1 )">
Sets the [Color] of the selected text. [member override_selected_font_color] has to be enabled.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index fabf22eef7..99eb8b81d4 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -49,6 +49,13 @@
Clears text paragraph (removes text and inline objects).
</description>
</method>
+ <method name="clear_dropcap">
+ <return type="void">
+ </return>
+ <description>
+ Removes dropcap.
+ </description>
+ </method>
<method name="draw" qualifiers="const">
<return type="void">
</return>
@@ -58,8 +65,38 @@
</argument>
<argument index="2" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
+ <argument index="3" name="dc_color" type="Color" default="Color( 1, 1, 1, 1 )">
+ </argument>
<description>
- Draw text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box.
+ Draw all lines of the text and drop cap into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box.
+ </description>
+ </method>
+ <method name="draw_dropcap" qualifiers="const">
+ <return type="void">
+ </return>
+ <argument index="0" name="canvas" type="RID">
+ </argument>
+ <argument index="1" name="pos" type="Vector2">
+ </argument>
+ <argument index="2" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
+ </argument>
+ <description>
+ Draw drop cap into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box.
+ </description>
+ </method>
+ <method name="draw_dropcap_outline" qualifiers="const">
+ <return type="void">
+ </return>
+ <argument index="0" name="canvas" type="RID">
+ </argument>
+ <argument index="1" name="pos" type="Vector2">
+ </argument>
+ <argument index="2" name="outline_size" type="int" default="1">
+ </argument>
+ <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
+ </argument>
+ <description>
+ Draw drop cap outline into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box.
</description>
</method>
<method name="draw_line" qualifiers="const">
@@ -99,14 +136,37 @@
</return>
<argument index="0" name="canvas" type="RID">
</argument>
- <argument index="1" name="outline_size" type="Vector2">
+ <argument index="1" name="pos" type="Vector2">
+ </argument>
+ <argument index="2" name="outline_size" type="int" default="1">
</argument>
- <argument index="2" name="color" type="int" default="1">
+ <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
- <argument index="3" name="arg3" type="Color" default="Color( 1, 1, 1, 1 )">
+ <argument index="4" name="dc_color" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<description>
- Draw outline of the text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box.
+ Draw outilines of all lines of the text and drop cap into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box.
+ </description>
+ </method>
+ <method name="get_dropcap_lines" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns number of lines used by dropcap.
+ </description>
+ </method>
+ <method name="get_dropcap_rid" qualifiers="const">
+ <return type="RID">
+ </return>
+ <description>
+ Return drop cap text buffer RID.
+ </description>
+ </method>
+ <method name="get_dropcap_size" qualifiers="const">
+ <return type="Vector2">
+ </return>
+ <description>
+ Returns drop cap bounding box size.
</description>
</method>
<method name="get_line_ascent" qualifiers="const">
@@ -261,6 +321,26 @@
Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
+ <method name="set_dropcap">
+ <return type="bool">
+ </return>
+ <argument index="0" name="text" type="String">
+ </argument>
+ <argument index="1" name="fonts" type="Font">
+ </argument>
+ <argument index="2" name="size" type="int">
+ </argument>
+ <argument index="3" name="dropcap_margins" type="Rect2" default="Rect2( 0, 0, 0, 0 )">
+ </argument>
+ <argument index="4" name="opentype_features" type="Dictionary" default="{
+}">
+ </argument>
+ <argument index="5" name="language" type="String" default="&quot;&quot;">
+ </argument>
+ <description>
+ Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.
+ </description>
+ </method>
<method name="tab_align">
<return type="void">
</return>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 31ea108e46..791646000b 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1167,6 +1167,9 @@
<constant name="GRAPHEME_IS_ELONGATION" value="128" enum="GraphemeFlag">
Grapheme is kashida.
</constant>
+ <constant name="GRAPHEME_IS_PUNCTUATION" value="256" enum="GraphemeFlag">
+ Grapheme is punctuation character.
+ </constant>
<constant name="HINTING_NONE" value="0" enum="Hinting">
Disables font hinting (smoother but less crisp).
</constant>
diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgressBar.xml
index 4937121ebf..b40759578f 100644
--- a/doc/classes/TextureProgress.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="TextureProgress" inherits="Range" version="4.0">
+<class name="TextureProgressBar" inherits="Range" version="4.0">
<brief_description>
Texture-based progress bar. Useful for loading screens and life or stamina bars.
</brief_description>
<description>
- TextureProgress works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
+ TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
</description>
<tutorials>
</tutorials>
@@ -12,7 +12,7 @@
<method name="get_stretch_margin" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
</description>
@@ -20,7 +20,7 @@
<method name="set_stretch_margin">
<return type="void">
</return>
- <argument index="0" name="margin" type="int" enum="Margin">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="value" type="int">
</argument>
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index 1af6610f6f..3f7f22ebcd 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -120,6 +120,13 @@
Returns all the [Color]s as a [PackedStringArray] filled with each [Color]'s name, for use in [method get_color], if the theme has [code]node_type[/code].
</description>
</method>
+ <method name="get_color_type_list" qualifiers="const">
+ <return type="PackedStringArray">
+ </return>
+ <description>
+ Returns all the [Color] types as a [PackedStringArray] filled with unique type names, for use in [method get_color] and/or [method get_color_list].
+ </description>
+ </method>
<method name="get_constant" qualifiers="const">
<return type="int">
</return>
@@ -140,6 +147,13 @@
Returns all the constants as a [PackedStringArray] filled with each constant's name, for use in [method get_constant], if the theme has [code]node_type[/code].
</description>
</method>
+ <method name="get_constant_type_list" qualifiers="const">
+ <return type="PackedStringArray">
+ </return>
+ <description>
+ Returns all the constant types as a [PackedStringArray] filled with unique type names, for use in [method get_constant] and/or [method get_constant_list].
+ </description>
+ </method>
<method name="get_font" qualifiers="const">
<return type="Font">
</return>
@@ -180,6 +194,13 @@
Returns all the font sizes as a [PackedStringArray] filled with each font size name, for use in [method get_font_size], if the theme has [code]node_type[/code].
</description>
</method>
+ <method name="get_font_type_list" qualifiers="const">
+ <return type="PackedStringArray">
+ </return>
+ <description>
+ Returns all the [Font] types as a [PackedStringArray] filled with unique type names, for use in [method get_font] and/or [method get_font_list].
+ </description>
+ </method>
<method name="get_icon" qualifiers="const">
<return type="Texture2D">
</return>
@@ -200,6 +221,13 @@
Returns all the icons as a [PackedStringArray] filled with each [Texture2D]'s name, for use in [method get_icon], if the theme has [code]node_type[/code].
</description>
</method>
+ <method name="get_icon_type_list" qualifiers="const">
+ <return type="PackedStringArray">
+ </return>
+ <description>
+ Returns all the icon types as a [PackedStringArray] filled with unique type names, for use in [method get_icon] and/or [method get_icon_list].
+ </description>
+ </method>
<method name="get_stylebox" qualifiers="const">
<return type="StyleBox">
</return>
@@ -220,20 +248,18 @@
Returns all the [StyleBox]s as a [PackedStringArray] filled with each [StyleBox]'s name, for use in [method get_stylebox], if the theme has [code]node_type[/code].
</description>
</method>
- <method name="get_stylebox_types" qualifiers="const">
+ <method name="get_stylebox_type_list" qualifiers="const">
<return type="PackedStringArray">
</return>
<description>
- Returns all the [StyleBox] types as a [PackedStringArray] filled with each [StyleBox]'s type, for use in [method get_stylebox] and/or [method get_stylebox_list], if the theme has [code]node_type[/code].
+ Returns all the [StyleBox] types as a [PackedStringArray] filled with unique type names, for use in [method get_stylebox] and/or [method get_stylebox_list].
</description>
</method>
<method name="get_type_list" qualifiers="const">
<return type="PackedStringArray">
</return>
- <argument index="0" name="node_type" type="String">
- </argument>
<description>
- Returns all the types in [code]node_type[/code] as a [PackedStringArray] for use in any of the [code]get_*[/code] functions, if the theme has [code]node_type[/code].
+ Returns all the theme types as a [PackedStringArray] filled with unique type names, for use in other [code]get_*[/code] functions of this theme.
</description>
</method>
<method name="has_color" qualifiers="const">
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index c500052592..2b918b9db8 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
+ When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method PhysicsDirectSpaceState2D.intersect_shape], [method PhysicsDirectBodyState2D.get_contact_collider_shape_metadata] etc.
</description>
<tutorials>
<link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link>
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 01818e2993..406bda412a 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -524,7 +524,7 @@
<theme_item name="font_color" type="Color" default="Color( 0.69, 0.69, 0.69, 1 )">
Default text [Color] of the item.
</theme_item>
- <theme_item name="font_color_selected" type="Color" default="Color( 1, 1, 1, 1 )">
+ <theme_item name="font_selected_color" type="Color" default="Color( 1, 1, 1, 1 )">
Text [Color] used when the item is selected.
</theme_item>
<theme_item name="font_size" type="int">
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index 2cc3e974e2..0e4a76a1a9 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -110,8 +110,10 @@
<method name="commit_action">
<return type="void">
</return>
+ <argument index="0" name="execute" type="bool" default="true">
+ </argument>
<description>
- Commit the action. All "do" methods/properties are called/set when this function is called.
+ Commit the action. If [code]execute[/code] is true (default), all "do" methods/properties are called/set when this function is called.
</description>
</method>
<method name="create_action">
@@ -126,11 +128,34 @@
The way actions are merged is dictated by the [code]merge_mode[/code] argument. See [enum MergeMode] for details.
</description>
</method>
+ <method name="get_action_name">
+ <return type="String">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ Gets the action name from its index.
+ </description>
+ </method>
+ <method name="get_current_action">
+ <return type="int">
+ </return>
+ <description>
+ Gets the index of the current action.
+ </description>
+ </method>
<method name="get_current_action_name" qualifiers="const">
<return type="String">
</return>
<description>
- Gets the name of the current action.
+ Gets the name of the current action, equivalent to [code]get_action_name(get_current_action())[/code].
+ </description>
+ </method>
+ <method name="get_history_count">
+ <return type="int">
+ </return>
+ <description>
+ Return how many element are in the history.
</description>
</method>
<method name="get_version" qualifiers="const">
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index cd76689ffe..775bd58bcf 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -17,7 +17,7 @@
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
- The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
+ The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblock]
var foo = 2
match typeof(foo):
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 4e79560f3e..4159a38d96 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -66,7 +66,7 @@
<description>
Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
- Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
+ Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
</description>
</method>
<method name="angle_to">
@@ -149,7 +149,7 @@
<argument index="0" name="b" type="Vector2">
</argument>
<description>
- Returns the normalized vector pointing from this vector to [code]b[/code].
+ Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code].
</description>
</method>
<method name="distance_squared_to">
@@ -196,7 +196,7 @@
<argument index="0" name="to" type="Vector2">
</argument>
<description>
- Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_normalized">
@@ -390,13 +390,20 @@
<description>
</description>
</method>
+ <method name="orthogonal">
+ <return type="Vector2">
+ </return>
+ <description>
+ Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
+ </description>
+ </method>
<method name="posmod">
<return type="Vector2">
</return>
<argument index="0" name="mod" type="float">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
</description>
</method>
<method name="posmodv">
@@ -405,7 +412,7 @@
<argument index="0" name="modv" type="Vector2">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
</description>
</method>
<method name="project">
@@ -432,7 +439,7 @@
<argument index="0" name="phi" type="float">
</argument>
<description>
- Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
+ Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad].
</description>
</method>
<method name="round">
@@ -446,7 +453,7 @@
<return type="Vector2">
</return>
<description>
- Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GDScript.sign] on each component.
+ Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp">
@@ -473,19 +480,12 @@
<method name="snapped">
<return type="Vector2">
</return>
- <argument index="0" name="by" type="Vector2">
+ <argument index="0" name="step" type="Vector2">
</argument>
<description>
Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
</description>
</method>
- <method name="tangent">
- <return type="Vector2">
- </return>
- <description>
- Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
- </description>
- </method>
</methods>
<members>
<member name="x" type="float" setter="" getter="" default="0.0">
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 2c2b30a644..2d129a2c86 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -117,7 +117,7 @@
<argument index="0" name="b" type="Vector3">
</argument>
<description>
- Returns the normalized vector pointing from this vector to [code]b[/code].
+ Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code].
</description>
</method>
<method name="distance_squared_to">
@@ -171,7 +171,7 @@
<argument index="0" name="to" type="Vector3">
</argument>
<description>
- Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_normalized">
@@ -410,7 +410,7 @@
<argument index="0" name="mod" type="float">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
</description>
</method>
<method name="posmodv">
@@ -419,7 +419,7 @@
<argument index="0" name="modv" type="Vector3">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
</description>
</method>
<method name="project">
@@ -462,7 +462,7 @@
<return type="Vector3">
</return>
<description>
- Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GDScript.sign] on each component.
+ Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp">
@@ -489,7 +489,7 @@
<method name="snapped">
<return type="Vector3">
</return>
- <argument index="0" name="by" type="Vector3">
+ <argument index="0" name="step" type="Vector3">
</argument>
<description>
Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml
index 80f97c3419..b2ab356b0d 100644
--- a/doc/classes/VideoPlayer.xml
+++ b/doc/classes/VideoPlayer.xml
@@ -7,6 +7,7 @@
Control node for playing video streams using [VideoStream] resources.
Supported video formats are [url=https://www.webmproject.org/]WebM[/url] ([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format exposed via a GDNative plugin using [VideoStreamGDNative].
[b]Note:[/b] Due to a bug, VideoPlayer does not support localization remapping yet.
+ [b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations, especially for VP8/VP9.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index e2cf848f45..e66b8353a8 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -213,7 +213,7 @@
The global canvas transform of the viewport. The canvas transform is relative to this.
</member>
<member name="gui_disable_input" type="bool" setter="set_disable_input" getter="is_input_disabled" default="false">
- If [code]true[/code], the viewport will not receive input event.
+ If [code]true[/code], the viewport will not receive input events.
</member>
<member name="gui_embed_subwindows" type="bool" setter="set_embed_subwindows_hint" getter="get_embed_subwindows_hint" default="false">
</member>
@@ -222,6 +222,8 @@
</member>
<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
</member>
+ <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0">
+ </member>
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
</member>
@@ -405,6 +407,8 @@
</constant>
<constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_DISABLE_LOD" value="18" enum="DebugDraw">
+ </constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
index f03550bd5e..c29c30289a 100644
--- a/doc/classes/VisualShader.xml
+++ b/doc/classes/VisualShader.xml
@@ -169,6 +169,19 @@
Removes the specified node from the shader.
</description>
</method>
+ <method name="replace_node">
+ <return type="void">
+ </return>
+ <argument index="0" name="type" type="int" enum="VisualShader.Type">
+ </argument>
+ <argument index="1" name="id" type="int">
+ </argument>
+ <argument index="2" name="new_class" type="StringName">
+ </argument>
+ <description>
+ Replaces the specified node with a node of new class type.
+ </description>
+ </method>
<method name="set_mode">
<return type="void">
</return>
diff --git a/doc/classes/VisualShaderNodeBooleanConstant.xml b/doc/classes/VisualShaderNodeBooleanConstant.xml
index cccb64e874..688679f2a3 100644
--- a/doc/classes/VisualShaderNodeBooleanConstant.xml
+++ b/doc/classes/VisualShaderNodeBooleanConstant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeBooleanConstant" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeBooleanConstant" inherits="VisualShaderNodeConstant" version="4.0">
<brief_description>
A boolean constant to be used within the visual shader graph.
</brief_description>
diff --git a/doc/classes/VisualShaderNodeColorConstant.xml b/doc/classes/VisualShaderNodeColorConstant.xml
index 9b122ca8e1..8644013ef2 100644
--- a/doc/classes/VisualShaderNodeColorConstant.xml
+++ b/doc/classes/VisualShaderNodeColorConstant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeColorConstant" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeColorConstant" inherits="VisualShaderNodeConstant" version="4.0">
<brief_description>
A [Color] constant to be used within the visual shader graph.
</brief_description>
diff --git a/doc/classes/VisualShaderNodeConstant.xml b/doc/classes/VisualShaderNodeConstant.xml
new file mode 100644
index 0000000000..8c61529dd1
--- /dev/null
+++ b/doc/classes/VisualShaderNodeConstant.xml
@@ -0,0 +1,14 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeConstant" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ A base type for the constants within the visual shader graph.
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeCubemap.xml b/doc/classes/VisualShaderNodeCubemap.xml
index b6813bdae8..13b367e8f2 100644
--- a/doc/classes/VisualShaderNodeCubemap.xml
+++ b/doc/classes/VisualShaderNodeCubemap.xml
@@ -34,7 +34,7 @@
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
- <constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
+ <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeFloatConstant.xml b/doc/classes/VisualShaderNodeFloatConstant.xml
index 3ba9ff07d3..a71563af54 100644
--- a/doc/classes/VisualShaderNodeFloatConstant.xml
+++ b/doc/classes/VisualShaderNodeFloatConstant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeFloatConstant" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeFloatConstant" inherits="VisualShaderNodeConstant" version="4.0">
<brief_description>
A scalar floating-point constant to be used within the visual shader graph.
</brief_description>
diff --git a/doc/classes/VisualShaderNodeIntConstant.xml b/doc/classes/VisualShaderNodeIntConstant.xml
index 1c407b21ca..18d6e96ab5 100644
--- a/doc/classes/VisualShaderNodeIntConstant.xml
+++ b/doc/classes/VisualShaderNodeIntConstant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeIntConstant" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeIntConstant" inherits="VisualShaderNodeConstant" version="4.0">
<brief_description>
A scalar integer constant to be used within the visual shader graph.
</brief_description>
diff --git a/doc/classes/VisualShaderNodeSDFRaymarch.xml b/doc/classes/VisualShaderNodeSDFRaymarch.xml
new file mode 100644
index 0000000000..d700761fdb
--- /dev/null
+++ b/doc/classes/VisualShaderNodeSDFRaymarch.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeSDFRaymarch" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ SDF raymarching algorithm to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ Casts a ray against the screen SDF (signed-distance field) and returns the distance travelled.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeSDFToScreenUV.xml b/doc/classes/VisualShaderNodeSDFToScreenUV.xml
new file mode 100644
index 0000000000..ea04180095
--- /dev/null
+++ b/doc/classes/VisualShaderNodeSDFToScreenUV.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeSDFToScreenUV" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ A function to convert a SDF (signed-distance field) to screen UV, to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeScreenUVToSDF.xml b/doc/classes/VisualShaderNodeScreenUVToSDF.xml
new file mode 100644
index 0000000000..438c8dc67b
--- /dev/null
+++ b/doc/classes/VisualShaderNodeScreenUVToSDF.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeScreenUVToSDF" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ A function to convert screen UV to a SDF (signed-distance field), to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml
index 0c83ffffe4..8fa71b490d 100644
--- a/doc/classes/VisualShaderNodeTexture.xml
+++ b/doc/classes/VisualShaderNodeTexture.xml
@@ -46,7 +46,7 @@
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
- <constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
+ <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeTextureSDF.xml b/doc/classes/VisualShaderNodeTextureSDF.xml
new file mode 100644
index 0000000000..7d3d654bd0
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTextureSDF.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeTextureSDF" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ Performs a SDF (signed-distance field) texture lookup within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeTextureSDFNormal.xml b/doc/classes/VisualShaderNodeTextureSDFNormal.xml
new file mode 100644
index 0000000000..5dbf3e545a
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTextureSDFNormal.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeTextureSDFNormal" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ Performs a SDF (signed-distance field) normal texture lookup within the visual shader graph.
+ </brief_description>
+ <description>
+ Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml
index 107f08ba28..5a7474cca1 100644
--- a/doc/classes/VisualShaderNodeTextureUniform.xml
+++ b/doc/classes/VisualShaderNodeTextureUniform.xml
@@ -25,7 +25,7 @@
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
- <constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
+ <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
<constant name="TYPE_ANISO" value="3" enum="TextureType">
diff --git a/doc/classes/VisualShaderNodeTransformConstant.xml b/doc/classes/VisualShaderNodeTransformConstant.xml
index e5004e5bb6..b8f054e914 100644
--- a/doc/classes/VisualShaderNodeTransformConstant.xml
+++ b/doc/classes/VisualShaderNodeTransformConstant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeTransformConstant" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeTransformConstant" inherits="VisualShaderNodeConstant" version="4.0">
<brief_description>
A [Transform] constant for use within the visual shader graph.
</brief_description>
diff --git a/doc/classes/VisualShaderNodeVec3Constant.xml b/doc/classes/VisualShaderNodeVec3Constant.xml
index 4dfc9dc081..b01bb514fe 100644
--- a/doc/classes/VisualShaderNodeVec3Constant.xml
+++ b/doc/classes/VisualShaderNodeVec3Constant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeVec3Constant" inherits="VisualShaderNode" version="4.0">
+<class name="VisualShaderNodeVec3Constant" inherits="VisualShaderNodeConstant" version="4.0">
<brief_description>
A [Vector3] constant to be used within the visual shader graph.
</brief_description>
diff --git a/doc/classes/WeakRef.xml b/doc/classes/WeakRef.xml
index 07d82289a3..4140df5828 100644
--- a/doc/classes/WeakRef.xml
+++ b/doc/classes/WeakRef.xml
@@ -4,7 +4,7 @@
Holds an [Object], but does not contribute to the reference count if the object is a reference.
</brief_description>
<description>
- A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GDScript.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.
+ A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GlobalScope.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index 78684d10ee..a4a86cc22a 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -19,13 +19,6 @@
If active, returns the name of the associated controller if provided by the AR/VR SDK used.
</description>
</method>
- <method name="get_hand" qualifiers="const">
- <return type="int" enum="XRPositionalTracker.TrackerHand">
- </return>
- <description>
- Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
- </description>
- </method>
<method name="get_is_active" qualifiers="const">
<return type="bool">
</return>
@@ -56,6 +49,13 @@
If provided by the [XRInterface], this returns a mesh associated with the controller. This can be used to visualize the controller.
</description>
</method>
+ <method name="get_tracker_hand" qualifiers="const">
+ <return type="int" enum="XRPositionalTracker.TrackerHand">
+ </return>
+ <description>
+ Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
+ </description>
+ </method>
<method name="is_button_pressed" qualifiers="const">
<return type="bool">
</return>
diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml
index 5ed7a26b19..36cd6e2ea0 100644
--- a/doc/classes/XRPositionalTracker.xml
+++ b/doc/classes/XRPositionalTracker.xml
@@ -12,13 +12,6 @@
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
- <method name="get_hand" qualifiers="const">
- <return type="int" enum="XRPositionalTracker.TrackerHand">
- </return>
- <description>
- Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.
- </description>
- </method>
<method name="get_joy_id" qualifiers="const">
<return type="int">
</return>
@@ -47,6 +40,13 @@
Returns the world-space controller position.
</description>
</method>
+ <method name="get_tracker_hand" qualifiers="const">
+ <return type="int" enum="XRPositionalTracker.TrackerHand">
+ </return>
+ <description>
+ Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.
+ </description>
+ </method>
<method name="get_tracker_id" qualifiers="const">
<return type="int">
</return>
@@ -68,27 +68,27 @@
Returns the tracker's type, which will be one of the values from the [enum XRServer.TrackerType] enum.
</description>
</method>
- <method name="get_tracks_orientation" qualifiers="const">
- <return type="bool">
+ <method name="get_transform" qualifiers="const">
+ <return type="Transform">
</return>
+ <argument index="0" name="adjust_by_reference_frame" type="bool">
+ </argument>
<description>
- Returns [code]true[/code] if this device tracks orientation.
+ Returns the transform combining this device's orientation and position.
</description>
</method>
- <method name="get_tracks_position" qualifiers="const">
+ <method name="is_tracking_orientation" qualifiers="const">
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if this device tracks position.
+ Returns [code]true[/code] if this device is tracking orientation.
</description>
</method>
- <method name="get_transform" qualifiers="const">
- <return type="Transform">
+ <method name="is_tracking_position" qualifiers="const">
+ <return type="bool">
</return>
- <argument index="0" name="adjust_by_reference_frame" type="bool">
- </argument>
<description>
- Returns the transform combining this device's orientation and position.
+ Returns [code]true[/code] if this device is tracking position.
</description>
</method>
</methods>
@@ -101,10 +101,10 @@
<constant name="TRACKER_HAND_UNKNOWN" value="0" enum="TrackerHand">
The hand this tracker is held in is unknown or not applicable.
</constant>
- <constant name="TRACKER_LEFT_HAND" value="1" enum="TrackerHand">
+ <constant name="TRACKER_HAND_LEFT" value="1" enum="TrackerHand">
This tracker is the left hand controller.
</constant>
- <constant name="TRACKER_RIGHT_HAND" value="2" enum="TrackerHand">
+ <constant name="TRACKER_HAND_RIGHT" value="2" enum="TrackerHand">
This tracker is the right hand controller.
</constant>
</constants>
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 1857e45627..b4ae664714 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -1,6 +1,6 @@
# Arabic translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Airbus5717 <Abdussamadf350@gmail.com>, 2020.
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 2e5c7e2c84..6485111b20 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -1,6 +1,6 @@
# Catalan translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# roger <616steam@gmail.com>, 2020.
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 41c20b05ea..4cd89924ee 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) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 8d94351710..7b958a5049 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -1,6 +1,6 @@
# Czech translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 95b73f8257..2e3e219ba6 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -1,6 +1,6 @@
# German translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Jaigskim <filzstift112@gmail.com>, 2020.
diff --git a/doc/translations/es.po b/doc/translations/es.po
index ef6012b240..3078c1bf90 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -1,6 +1,6 @@
# Spanish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# 44pes Games <44pes.games@gmail.com>, 2020.
diff --git a/doc/translations/extract.py b/doc/translations/extract.py
index a65f942b92..a2bc5e37ec 100644
--- a/doc/translations/extract.py
+++ b/doc/translations/extract.py
@@ -9,8 +9,8 @@ from collections import OrderedDict
EXTRACT_TAGS = ["description", "brief_description", "member", "constant", "theme_item", "link"]
HEADER = """\
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 06d6ee47d7..733d3bb969 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tetra Homer <tetrahomer@gmail.com>, 2020.
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 02ac9fdd76..0a40863a52 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -1,6 +1,6 @@
# Finnish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tapani Niemi <tapani.niemi@kapsi.fi>, 2020.
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index a8075d919d..c4fe08e67b 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -1,6 +1,6 @@
# French translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Rémi Verschelde <remi@godotengine.org>, 2020.
diff --git a/doc/translations/id.po b/doc/translations/id.po
index b686ef8de6..1bce3d6b50 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -1,6 +1,6 @@
# Indonesian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Sofyan Sugianto <sofyanartem@gmail.com>, 2020.
diff --git a/doc/translations/it.po b/doc/translations/it.po
index f664268ebe..18e162476c 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -1,6 +1,6 @@
# Italian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Micila Micillotto <micillotto@gmail.com>, 2020.
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 9727ca0cd3..ede80a35ef 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -1,6 +1,6 @@
# Japanese translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Wataru Onuki <bettawat@yahoo.co.jp>, 2020.
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index f69b5f00c0..e71cd06ba7 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -1,6 +1,6 @@
# Korean translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Doyun Kwon <caen4516@gmail.com>, 2020.
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 17bd3db383..032ff95bdb 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -1,6 +1,6 @@
# Dutch translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Stijn Hinlopen <f.a.hinlopen@gmail.com>, 2020.
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index fd494dc656..b0c94b55be 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -1,6 +1,6 @@
# Polish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tomek <kobewi4e@gmail.com>, 2020.
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index 2e8337989f..a508d38859 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -1,6 +1,6 @@
# Portuguese (Brazil) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# José Paulo <jose.paulo1919@gmail.com>, 2020.
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index f7e5e0f86f..96c0161312 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# EVOKZH <avip.ady@gmail.com>, 2020.
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 6a397ec35d..1108967bc9 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -1,6 +1,6 @@
# Russian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Alex <Alex.Gorichev@protonmail.com>, 2020.
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 156fbabfc0..d7d2911b97 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -1,6 +1,6 @@
# Serbian (cyrillic) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Младен Габић <cupakabra@protonmail.com>, 2020.
diff --git a/doc/translations/th.po b/doc/translations/th.po
index cbcbc51f63..5031ecfb0e 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -1,6 +1,6 @@
# Thai translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Thanachart Monpassorn <nunf_2539@hotmail.com>, 2020.
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 33208243f8..a317f4ee83 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -1,6 +1,6 @@
# Turkish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# hüseyinyıldız <hsynyldzcn@gmail.com>, 2020.
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 45da6d19aa..8ca75e8b19 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -1,6 +1,6 @@
# Ukrainian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Yuri Chornoivan <yurchor@ukr.net>, 2020.
diff --git a/doc/translations/zh_Hans.po b/doc/translations/zh_Hans.po
index 2e9d14c0d8..aee852699c 100644
--- a/doc/translations/zh_Hans.po
+++ b/doc/translations/zh_Hans.po
@@ -1,6 +1,6 @@
# Chinese (Simplified) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 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.
diff --git a/doc/translations/zh_Hant.po b/doc/translations/zh_Hant.po
index 9483576d0e..242c8cc086 100644
--- a/doc/translations/zh_Hant.po
+++ b/doc/translations/zh_Hant.po
@@ -1,6 +1,6 @@
# Chinese (Traditional) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.