diff options
Diffstat (limited to 'doc')
54 files changed, 80 insertions, 386 deletions
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 6e4a4a2145..db880efaf2 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -228,11 +228,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> Returns [code]true[/code] if the vectors are not equal. @@ -248,11 +243,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> Returns [code]true[/code] if the AABBs are exactly equal. diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 6852fb5228..68cb615209 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -511,11 +511,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Array" /> <description> </description> @@ -540,11 +535,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Array" /> <description> </description> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index f31e962632..3b703884a5 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -225,11 +225,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> Returns [code]true[/code] if the [Basis] matrices are not equal. @@ -266,11 +261,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> Returns [code]true[/code] if the [Basis] matrices are exactly equal. diff --git a/doc/classes/BoxShape3D.xml b/doc/classes/BoxShape3D.xml index 154af1221f..c198dd3405 100644 --- a/doc/classes/BoxShape3D.xml +++ b/doc/classes/BoxShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BoxShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Box shape resource. + Box shape resource for 3D collisions. </brief_description> <description> - 3D box shape that can be a child of a [PhysicsBody3D] or [Area3D]. + 3D box shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. + [b]Performance:[/b] Being a primitive collision shape, [BoxShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 7c7e37d0a5..efe3e3d091 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -150,11 +150,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Callable" /> <description> Returns [code]true[/code] if both [Callable]s invoke different targets. @@ -162,11 +157,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Callable" /> <description> Returns [code]true[/code] if both [Callable]s invoke the same custom target. diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index 3350735ca2..b9373676e2 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -157,7 +157,7 @@ Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code]. </member> <member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom" default="Vector2(1, 1)"> - The camera's zoom relative to the viewport. Values larger than [code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and [code]Vector2(4, 4)[/code] for a 4× zoom-out. + The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen in the viewport. </member> </members> <constants> diff --git a/doc/classes/CapsuleShape2D.xml b/doc/classes/CapsuleShape2D.xml index ae8e1ca001..2236d8035f 100644 --- a/doc/classes/CapsuleShape2D.xml +++ b/doc/classes/CapsuleShape2D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CapsuleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Capsule shape for 2D collisions. + Capsule shape resource for 2D physics. </brief_description> <description> - Capsule shape for 2D collisions. + 2D capsule shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. In 2D, a capsule is a rectangle shape with half-circles at both ends. + [b]Performance:[/b] Being a primitive collision shape, [CapsuleShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]). </description> <tutorials> </tutorials> diff --git a/doc/classes/CapsuleShape3D.xml b/doc/classes/CapsuleShape3D.xml index 5f15aaafad..cdcfab76ce 100644 --- a/doc/classes/CapsuleShape3D.xml +++ b/doc/classes/CapsuleShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CapsuleShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Capsule shape for collisions. + Capsule shape resource for 3D collisions. </brief_description> <description> - Capsule shape for collisions. + 3D capsule shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. In 3D, a capsule is a cylinder shape with hemispheres at both ends. + [b]Performance:[/b] Being a primitive collision shape, [CapsuleShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CapsuleShape3D] is cheaper to check collisions against compared to [CylinderShape3D]. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/CircleShape2D.xml b/doc/classes/CircleShape2D.xml index b0336086dc..6f4989daa3 100644 --- a/doc/classes/CircleShape2D.xml +++ b/doc/classes/CircleShape2D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CircleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Circular shape for 2D collisions. + Circular shape resource for 2D physics. </brief_description> <description> - Circular shape for 2D collisions. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast. + 2D circular shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast. + [b]Performance:[/b] Being a primitive collision shape, [CircleShape2D] is the fastest collision shape to check collisions against, as it only requires a distance check with the shape's origin. </description> <tutorials> </tutorials> diff --git a/doc/classes/CollisionPolygon2D.xml b/doc/classes/CollisionPolygon2D.xml index 48fd7c19dc..a9d8a85226 100644 --- a/doc/classes/CollisionPolygon2D.xml +++ b/doc/classes/CollisionPolygon2D.xml @@ -4,7 +4,8 @@ Defines a 2D collision polygon. </brief_description> <description> - Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices. + Provides a concave or convex 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices. See also [ConvexPolygonShape2D]. + In the editor, a [CollisionPolygon2D] can be generated from a [Sprite2D]'s outline by selecting a [Sprite2D] node, going to the [b]Sprite2D[/b] menu at the top of the 2D editor viewport then choosing [b]Create CollisionPolygon2D Sibling[/b]. </description> <tutorials> </tutorials> diff --git a/doc/classes/CollisionPolygon3D.xml b/doc/classes/CollisionPolygon3D.xml index c8c3752254..7d718cff27 100644 --- a/doc/classes/CollisionPolygon3D.xml +++ b/doc/classes/CollisionPolygon3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CollisionPolygon3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Editor-only class for defining a collision polygon in 3D space. + Editor-only node for defining a collision polygon in 3D space. </brief_description> <description> - Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape3D] for gameplay. Properties modified during gameplay will have no effect. + Allows editing a concave or convex collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates several [ConvexPolygonShape3D]s at run-time to represent the original polygon using convex decomposition. + [b]Note:[/b] Since this is an editor-only helper, properties modified during gameplay will have no effect. </description> <tutorials> </tutorials> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index bc0baf42c9..7083157081 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -915,11 +915,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> Returns [code]true[/code] if the colors are not equal. @@ -984,11 +979,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> Returns [code]true[/code] if the colors are exactly equal. diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml index 924178f9bf..f3c245c229 100644 --- a/doc/classes/ConcavePolygonShape2D.xml +++ b/doc/classes/ConcavePolygonShape2D.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConcavePolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Concave polygon 2D shape resource for physics. + Concave polygon shape resource for 2D physics. </brief_description> <description> - Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. - The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. + 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. + The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection. + [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first. </description> <tutorials> </tutorials> diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index 4e67f91db8..60d7e32492 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Concave polygon shape. + Concave polygon shape resource (also called "trimesh") for 3D physics. </brief_description> <description> - Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles. + 3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively. [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. + [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml index 449c3132c7..df96b50fc1 100644 --- a/doc/classes/ConvexPolygonShape2D.xml +++ b/doc/classes/ConvexPolygonShape2D.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConvexPolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Convex polygon shape for 2D physics. + Convex polygon shape resource for 2D physics. </brief_description> <description> - Convex polygon shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). - The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. + 2D convex polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). See also [CollisionPolygon2D]. + The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection. + [b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] or [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> <tutorials> </tutorials> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index d2f110d187..32dc8f673b 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -1,10 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConvexPolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Convex polygon shape for 3D physics. + Convex polygon shape resource for 3D physics. </brief_description> <description> - Convex polygon shape resource, which can be added to a [PhysicsBody3D] or area. + 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. + [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time. + [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/CylinderShape3D.xml b/doc/classes/CylinderShape3D.xml index 06ad590bb3..6ff142da59 100644 --- a/doc/classes/CylinderShape3D.xml +++ b/doc/classes/CylinderShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CylinderShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Cylinder shape for collisions. + Cylinder shape for 3D collisions. </brief_description> <description> - Cylinder shape for collisions. + Cylinder shape for collisions. Like [CapsuleShape3D], but without hemispheres at the cylinder's ends. + [b]Performance:[/b] Being a primitive collision shape, [CylinderShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CylinderShape3D] is also more demanding compared to [CapsuleShape3D]. </description> <tutorials> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index ab04366eb7..8ee09ba8f8 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -307,22 +307,12 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Dictionary" /> <description> </description> </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Dictionary" /> <description> </description> diff --git a/doc/classes/HeightMapShape3D.xml b/doc/classes/HeightMapShape3D.xml index b8fe094490..206981e547 100644 --- a/doc/classes/HeightMapShape3D.xml +++ b/doc/classes/HeightMapShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="HeightMapShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Height map shape for 3D physics. + Height map shape resource for 3D physics. </brief_description> <description> - Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. + Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. Heightmap collision is typically used for colliding with terrains. However, since heightmaps cannot store overhangs, collisions with other structures (such as buildings) must be done with other collision shapes such as [ConcavePolygonShape3D]. If needed, "holes" can be created in an [HeightMapShape3D] by assigning very low points (like [code]-100000[/code]) in the desired area. + [b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 3d3e139781..3319e5d822 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -5,21 +5,22 @@ </brief_description> <description> A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. - You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. + You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties. Some examples of NodePaths include the following: [codeblock] # No leading slash means it is relative to the current node. - @"A" # Immediate child A - @"A/B" # A's child B - @"." # The current node. - @".." # The parent node. - @"../C" # A sibling node C. + ^"A" # Immediate child A + ^"A/B" # A's child B + ^"." # The current node. + ^".." # The parent node. + ^"../C" # A sibling node C. # A leading slash means it is absolute from the SceneTree. - @"/root" # Equivalent to get_tree().get_root(). - @"/root/Main" # If your main scene's root node were named "Main". - @"/root/MyAutoload" # If you have an autoloaded node or scene. + ^"/root" # Equivalent to get_tree().get_root(). + ^"/root/Main" # If your main scene's root node were named "Main". + ^"/root/MyAutoload" # If you have an autoloaded node or scene. [/codeblock] + See also [StringName], which is a similar concept for general-purpose string interning. [b]Note:[/b] In the editor, [NodePath] properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime. </description> <tutorials> @@ -36,7 +37,7 @@ <return type="NodePath" /> <argument index="0" name="from" type="NodePath" /> <description> - Constructs a [NodePath] as a copy of the given [NodePath]. + Constructs a [NodePath] as a copy of the given [NodePath]. [code]NodePath("example")[/code] is equivalent to [code]^"example"[/code]. </description> </constructor> <constructor name="NodePath"> @@ -172,22 +173,12 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="NodePath" /> <description> </description> </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="NodePath" /> <description> </description> diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index be51b1dcf8..a0e67bfa63 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -418,11 +418,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedByteArray" /> <description> </description> @@ -435,11 +430,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedByteArray" /> <description> </description> diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml index f98c5c37e4..d1a00b32b1 100644 --- a/doc/classes/PackedColorArray.xml +++ b/doc/classes/PackedColorArray.xml @@ -154,11 +154,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedColorArray" /> <description> </description> @@ -171,11 +166,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedColorArray" /> <description> </description> diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml index 393af5f6c4..b351058346 100644 --- a/doc/classes/PackedFloat32Array.xml +++ b/doc/classes/PackedFloat32Array.xml @@ -157,11 +157,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedFloat32Array" /> <description> </description> @@ -174,11 +169,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedFloat32Array" /> <description> </description> diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml index 5a80d7b2e9..b4ffa295bd 100644 --- a/doc/classes/PackedFloat64Array.xml +++ b/doc/classes/PackedFloat64Array.xml @@ -157,11 +157,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedFloat64Array" /> <description> </description> @@ -174,11 +169,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedFloat64Array" /> <description> </description> diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml index 17085a9626..b34deb518a 100644 --- a/doc/classes/PackedInt32Array.xml +++ b/doc/classes/PackedInt32Array.xml @@ -157,11 +157,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedInt32Array" /> <description> </description> @@ -174,11 +169,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedInt32Array" /> <description> </description> diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml index 066bc05f54..6a99db778c 100644 --- a/doc/classes/PackedInt64Array.xml +++ b/doc/classes/PackedInt64Array.xml @@ -157,11 +157,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedInt64Array" /> <description> </description> @@ -174,11 +169,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedInt64Array" /> <description> </description> diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml index 3cf43ecb28..29c72f62de 100644 --- a/doc/classes/PackedStringArray.xml +++ b/doc/classes/PackedStringArray.xml @@ -155,11 +155,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedStringArray" /> <description> </description> @@ -172,11 +167,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedStringArray" /> <description> </description> diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml index 9abc366702..cd78f29595 100644 --- a/doc/classes/PackedVector2Array.xml +++ b/doc/classes/PackedVector2Array.xml @@ -155,11 +155,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedVector2Array" /> <description> </description> @@ -178,11 +173,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedVector2Array" /> <description> </description> diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml index ff9fc6a757..9ae4073fdf 100644 --- a/doc/classes/PackedVector3Array.xml +++ b/doc/classes/PackedVector3Array.xml @@ -154,11 +154,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> </description> @@ -177,11 +172,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> </description> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index f037b0bf1e..a42ceba777 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -173,11 +173,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> Returns [code]true[/code] if the planes are not equal. @@ -186,11 +181,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> Returns [code]true[/code] if the planes are exactly equal. diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index c94b649b58..8a440d9024 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -188,11 +188,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> Returns [code]true[/code] if the quaternions are not equal. @@ -257,11 +252,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> Returns [code]true[/code] if the quaternions are exactly equal. diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml index 6888c1f56c..39be605e1b 100644 --- a/doc/classes/RID.xml +++ b/doc/classes/RID.xml @@ -40,11 +40,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="RID" /> <description> </description> @@ -63,11 +58,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="RID" /> <description> </description> diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml index c150198eb1..8f23c54a2a 100644 --- a/doc/classes/Range.xml +++ b/doc/classes/Range.xml @@ -13,19 +13,20 @@ <return type="void" /> <argument index="0" name="" type="float" /> <description> + Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]). </description> </method> <method name="share"> <return type="void" /> <argument index="0" name="with" type="Node" /> <description> - Binds two ranges together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group. + Binds two [Range]s together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group. </description> </method> <method name="unshare"> <return type="void" /> <description> - Stops range from sharing its member variables with any other. + Stops the [Range] from sharing its member variables with any other. </description> </method> </methods> @@ -70,7 +71,8 @@ <signal name="value_changed"> <argument index="0" name="value" type="float" /> <description> - Emitted when [member value] changes. + Emitted when [member value] changes. When used on a [Slider], this is called continuously while dragging (potentially every frame). If you are performing an expensive operation in a function connected to [signal value_changed], consider using a [i]debouncing[/i] [Timer] to call the function less often. + [b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal value_changed] is also emitted when [code]value[/code] is set directly via code. </description> </signal> </signals> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index a975382bfa..e4b66a9d53 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -189,11 +189,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> Returns [code]true[/code] if the rectangles are not equal. @@ -209,11 +204,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> Returns [code]true[/code] if the rectangles are exactly equal. diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 49fdd8e7e8..c9ae685a15 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -178,11 +178,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> Returns [code]true[/code] if the rectangles are not equal. @@ -190,11 +185,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> Returns [code]true[/code] if the rectangles are equal. diff --git a/doc/classes/RectangleShape2D.xml b/doc/classes/RectangleShape2D.xml index cc3da8a789..124d752ae0 100644 --- a/doc/classes/RectangleShape2D.xml +++ b/doc/classes/RectangleShape2D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RectangleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Rectangle shape for 2D collisions. + Rectangle shape resource for 2D physics. </brief_description> <description> - Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects. + 2D rectangle shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. This shape is useful for modeling box-like 2D objects. + [b]Performance:[/b] Being a primitive collision shape, [RectangleShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]). </description> <tutorials> <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> diff --git a/doc/classes/SegmentShape2D.xml b/doc/classes/SegmentShape2D.xml index 8109886262..a1809301e5 100644 --- a/doc/classes/SegmentShape2D.xml +++ b/doc/classes/SegmentShape2D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SegmentShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Segment shape for 2D collisions. + Segment shape resource for 2D physics. </brief_description> <description> - Segment shape for 2D collisions. Consists of two points, [code]a[/code] and [code]b[/code]. + 2D segment shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. Consists of two points, [code]a[/code] and [code]b[/code]. + [b]Performance:[/b] Being a primitive collision shape, [SegmentShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]). </description> <tutorials> </tutorials> diff --git a/doc/classes/SeparationRayShape2D.xml b/doc/classes/SeparationRayShape2D.xml index 3e7a2857bf..d67c7b4cd9 100644 --- a/doc/classes/SeparationRayShape2D.xml +++ b/doc/classes/SeparationRayShape2D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SeparationRayShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Separation ray shape for 2D collisions. + Separation ray shape resource for 2D physics. </brief_description> <description> - Separation ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + 2D separation ray shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + [b]Performance:[/b] Being a primitive collision shape, [SeparationRayShape2D] is fast to check collisions against. </description> <tutorials> </tutorials> diff --git a/doc/classes/SeparationRayShape3D.xml b/doc/classes/SeparationRayShape3D.xml index 028c3ba511..0fb4a07457 100644 --- a/doc/classes/SeparationRayShape3D.xml +++ b/doc/classes/SeparationRayShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SeparationRayShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Separation ray shape for 3D collisions. + Separation ray shape resource for 3D physics. </brief_description> <description> - Separation ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + 3D separation ray shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + [b]Performance:[/b] Being a primitive collision shape, [SeparationRayShape3D] is fast to check collisions against. </description> <tutorials> </tutorials> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index 1b67900607..c5855e30a4 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -99,22 +99,12 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Signal" /> <description> </description> </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Signal" /> <description> </description> diff --git a/doc/classes/SphereShape3D.xml b/doc/classes/SphereShape3D.xml index b5e9c9069b..63084f024e 100644 --- a/doc/classes/SphereShape3D.xml +++ b/doc/classes/SphereShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SphereShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Sphere shape for 3D collisions. + Sphere shape resource for 3D collisions. </brief_description> <description> - Sphere shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. This shape is useful for modeling sphere-like 3D objects. + 3D sphere shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is useful for modeling sphere-like 3D objects. + [b]Performance:[/b] Being a primitive collision shape, [SphereShape3D] is the fastest collision shape to check collisions against, as it only requires a distance check with the shape's origin. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index d85e521f08..ea0bd2adb1 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -865,11 +865,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> @@ -906,11 +901,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index c19fce9944..ffa1227500 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -4,7 +4,9 @@ An optimized string type for unique names. </brief_description> <description> - [StringName]s are immutable strings designed for general-purpose representation of unique names. [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings. + [StringName]s are immutable strings designed for general-purpose representation of unique names (also called "string interning"). [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings. + You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or the literal syntax [code]&"example"[/code]. + See also [NodePath], which is a similar concept specifically designed to store pre-parsed node paths. </description> <tutorials> </tutorials> @@ -26,18 +28,13 @@ <return type="StringName" /> <argument index="0" name="from" type="String" /> <description> - Creates a new [StringName] from the given [String]. + Creates a new [StringName] from the given [String]. [code]StringName("example")[/code] is equivalent to [code]&"example"[/code]. </description> </constructor> </constructors> <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> @@ -62,11 +59,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 6c0c3032ec..3ad21ee809 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -206,11 +206,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> Returns [code]true[/code] if the transforms are not equal. @@ -261,11 +256,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> Returns [code]true[/code] if the transforms are exactly equal. diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 67e70f30e4..5a72dc223c 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -148,11 +148,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> Returns [code]true[/code] if the transforms are not equal. @@ -203,11 +198,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> Returns [code]true[/code] if the transforms are exactly equal. diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index a39ddb8187..f9ef126658 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -359,11 +359,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> Returns [code]true[/code] if the vectors are not equal. @@ -461,11 +456,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> Returns [code]true[/code] if the vectors are exactly equal. diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 9b41e01c25..28d68b6e44 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -133,11 +133,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> Returns [code]true[/code] if the vectors are not equal. @@ -253,11 +248,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> Returns [code]true[/code] if the vectors are equal. diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index ec695f41c1..1653b66003 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -360,11 +360,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> Returns [code]true[/code] if the vectors are not equal. @@ -476,11 +471,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> Returns [code]true[/code] if the vectors are exactly equal. diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index e486d7cfec..4c7f3badc5 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -140,11 +140,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> Returns [code]true[/code] if the vectors are not equal. @@ -260,11 +255,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> Returns [code]true[/code] if the vectors are equal. diff --git a/doc/classes/WorldBoundaryShape2D.xml b/doc/classes/WorldBoundaryShape2D.xml index cfcaede4a6..5a655520c3 100644 --- a/doc/classes/WorldBoundaryShape2D.xml +++ b/doc/classes/WorldBoundaryShape2D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="WorldBoundaryShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - World boundary shape for 2D collisions. + World boundary (infinite plane) shape resource for 2D physics. </brief_description> <description> - World boundary shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. + 2D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. [WorldBoundaryShape2D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [member normal] matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape2D] is used in a [PhysicsBody2D], it will cause colliding objects placed "below" it to teleport "above" the plane. + [b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape2D] is fast to check collisions against. </description> <tutorials> </tutorials> diff --git a/doc/classes/WorldBoundaryShape3D.xml b/doc/classes/WorldBoundaryShape3D.xml index a05c404125..4f6b987a8e 100644 --- a/doc/classes/WorldBoundaryShape3D.xml +++ b/doc/classes/WorldBoundaryShape3D.xml @@ -1,10 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="WorldBoundaryShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - World boundary shape for 3D collisions. + World boundary (infinite plane) shape resource for 3D physics. </brief_description> <description> - World boundary shape for 3D collisions. It works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane. + 3D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. [WorldBoundaryShape3D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane. + [b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape3D] is fast to check collisions against. </description> <tutorials> </tutorials> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index 6b1243b8c0..374b703636 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -123,11 +123,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="bool" /> <description> Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/code] and the other is [code]false[/code]. @@ -142,12 +137,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code]. - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="bool" /> <description> Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code]. diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 1fe234c567..50961f9c7f 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -44,11 +44,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if two floats are different from each other. @@ -201,11 +196,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if both floats are exactly equal. diff --git a/doc/classes/int.xml b/doc/classes/int.xml index eac7ee8dfd..609291b69c 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -70,11 +70,6 @@ <operators> <operator name="operator !="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator !="> - <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if operands are different from each other. @@ -273,11 +268,6 @@ </operator> <operator name="operator =="> <return type="bool" /> - <description> - </description> - </operator> - <operator name="operator =="> - <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if the integer is equal to the given [float]. |