diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/Makefile | 2 | ||||
-rw-r--r-- | doc/classes/AnimatedSprite3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/Area2D.xml | 16 | ||||
-rw-r--r-- | doc/classes/Area3D.xml | 16 | ||||
-rw-r--r-- | doc/classes/ImporterMesh.xml | 2 | ||||
-rw-r--r-- | doc/classes/MultiMesh.xml | 22 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 12 | ||||
-rw-r--r-- | doc/classes/TextServer.xml | 1 | ||||
-rw-r--r-- | doc/classes/Time.xml | 4 | ||||
-rw-r--r-- | doc/classes/Tween.xml | 9 | ||||
-rwxr-xr-x | doc/tools/make_rst.py | 2 |
11 files changed, 79 insertions, 13 deletions
diff --git a/doc/Makefile b/doc/Makefile index ecc5e51dd6..c8bf32d6e2 100644 --- a/doc/Makefile +++ b/doc/Makefile @@ -1,4 +1,4 @@ -BASEDIR = $(CURDIR) +BASEDIR = . CLASSES = $(BASEDIR)/classes/ $(BASEDIR)/../modules/ OUTPUTDIR = $(BASEDIR)/_build TOOLSDIR = $(BASEDIR)/tools diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index 0bc5484e3a..58d3ca6ad3 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -13,8 +13,9 @@ <method name="play"> <return type="void" /> <param index="0" name="anim" type="StringName" default="&""" /> + <param index="1" name="backwards" type="bool" default="false" /> <description> - Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. + Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation will be played in reverse. </description> </method> <method name="stop"> @@ -37,6 +38,9 @@ <member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false"> If [code]true[/code], the [member animation] is currently playing. </member> + <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> + The animation speed is multiplied by this value. + </member> </members> <signals> <signal name="animation_finished"> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index f1e40d4979..29592f133d 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -25,10 +25,24 @@ <method name="get_overlapping_bodies" qualifiers="const"> <return type="Node2D[]" /> <description> - Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. + Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> + <method name="has_overlapping_areas" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> + <method name="has_overlapping_bodies" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> <method name="overlaps_area" qualifiers="const"> <return type="bool" /> <param index="0" name="area" type="Node" /> diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 14081918cf..ce49be9bc1 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -23,10 +23,24 @@ <method name="get_overlapping_bodies" qualifiers="const"> <return type="Node3D[]" /> <description> - Returns a list of intersecting [PhysicsBody3D]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. + Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> + <method name="has_overlapping_areas" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> + <method name="has_overlapping_bodies" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. + For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + </description> + </method> <method name="overlaps_area" qualifiers="const"> <return type="bool" /> <param index="0" name="area" type="Node" /> diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index 3c3dbe4d87..1c9655c266 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -43,10 +43,12 @@ <return type="void" /> <param index="0" name="normal_merge_angle" type="float" /> <param index="1" name="normal_split_angle" type="float" /> + <param index="2" name="bone_transform_array" type="Array" /> <description> Generates all lods for this ImporterMesh. [param normal_merge_angle] and [param normal_split_angle] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively. The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices]. + [param bone_transform_array] is an [Array] which can be either empty or contain [Transform3D]s which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data. </description> </method> <method name="get_blend_shape_count" qualifiers="const"> diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index bae2335cfb..ce2b5f2584 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -1,13 +1,15 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="MultiMesh" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Provides high-performance mesh instancing. + Provides high-performance drawing of a mesh multiple times using GPU instancing. </brief_description> <description> MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually. MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead. As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object). Since instances may have any behavior, the AABB used for visibility must be provided by the user. + [b]Note:[/b] A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will [b]not[/b] receive any lighting. + [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh. </description> <tutorials> <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> @@ -24,7 +26,7 @@ <return type="Color" /> <param index="0" name="instance" type="int" /> <description> - Gets a specific instance's color. + Gets a specific instance's color multiplier. </description> </method> <method name="get_instance_custom_data" qualifiers="const"> @@ -53,8 +55,8 @@ <param index="0" name="instance" type="int" /> <param index="1" name="color" type="Color" /> <description> - Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. - For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). + Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance. + For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). </description> </method> <method name="set_instance_custom_data"> @@ -64,6 +66,7 @@ <description> Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code]. + This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code]. </description> </method> <method name="set_instance_transform"> @@ -87,28 +90,33 @@ <member name="buffer" type="PackedFloat32Array" setter="set_buffer" getter="get_buffer" default="PackedFloat32Array()"> </member> <member name="color_array" type="PackedColorArray" setter="_set_color_array" getter="_get_color_array"> + See [method set_instance_color]. </member> <member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array"> + See [method set_instance_custom_data]. </member> <member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0"> Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect. By default, all instances are drawn but you can limit this with [member visible_instance_count]. </member> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> - Mesh to be drawn. + [Mesh] resource to be instanced. + The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data]. </member> <member name="transform_2d_array" type="PackedVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array"> + See [method set_instance_transform_2d]. </member> <member name="transform_array" type="PackedVector3Array" setter="_set_transform_array" getter="_get_transform_array"> + See [method set_instance_transform]. </member> <member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0"> Format of transform used to transform mesh, either 2D or 3D. </member> <member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false"> - If [code]true[/code], the [MultiMesh] will use color data (see [member color_array]). + If [code]true[/code], the [MultiMesh] will use color data (see [method set_instance_color]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code]. </member> <member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false"> - If [code]true[/code], the [MultiMesh] will use custom data (see [member custom_data_array]). + If [code]true[/code], the [MultiMesh] will use custom data (see [method set_instance_custom_data]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code]. </member> <member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1"> Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3dbf7c75e5..1f07a13c94 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -640,10 +640,22 @@ If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0. This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required. </member> + <member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot. + </member> + <member name="filesystem/import/blender/enabled.web" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot. + </member> <member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true"> If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0. This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]. </member> + <member name="filesystem/import/fbx/enabled.android" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF can't easily be accessed from Godot. + </member> + <member name="filesystem/import/fbx/enabled.web" type="bool" setter="" getter="" default="false"> + Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF can't easily be accessed from Godot. + </member> <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0"> Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. </member> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index 0db16b491d..2e67c61e54 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -1720,6 +1720,7 @@ </constant> <constant name="HINTING_NORMAL" value="2" enum="Hinting"> Use the default font hinting mode (crisper but less smooth). + [b]Note:[/b] This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width. </constant> <constant name="SUBPIXEL_POSITIONING_DISABLED" value="0" enum="SubpixelPositioning"> Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once. diff --git a/doc/classes/Time.xml b/doc/classes/Time.xml index cdbe30c444..1abe017a4d 100644 --- a/doc/classes/Time.xml +++ b/doc/classes/Time.xml @@ -17,7 +17,7 @@ <return type="Dictionary" /> <param index="0" name="utc" type="bool" default="false" /> <description> - Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/code] (Daylight Savings Time). + Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code]. The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC. </description> </method> @@ -57,7 +57,7 @@ <return type="Dictionary" /> <param index="0" name="utc" type="bool" default="false" /> <description> - Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code]. + Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], [code]second[/code], and [code]dst[/code] (Daylight Savings Time). </description> </method> <method name="get_datetime_dict_from_unix_time" qualifiers="const"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index c7fc78c1d3..5186972477 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -36,9 +36,18 @@ tween.tween_property(sprite, "position", Vector2(0, 0), 1) [/codeblock] In the example above, all children of a node are moved one after another to position (0, 0). + You should avoid using more than one [Tween] per object's property. If two or more tweens animate one property at the same time, the last one created will take priority and assign the final value. If you want to interrupt and restart an animation, consider assigning the [Tween] to a variable: + [codeblock] + var tween + func animate(): + if tween: + tween.kill() # Abort the previous animation. + tween = create_tween() + [/codeblock] Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created. + [b]Note:[/b] [Tween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]). </description> <tutorials> </tutorials> diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py index cd7de085d8..a8569413ec 100755 --- a/doc/tools/make_rst.py +++ b/doc/tools/make_rst.py @@ -1480,6 +1480,8 @@ def format_text_block( ) tag_text = f"``{link_target}``" + escape_pre = True + escape_post = True # Formatting directives. |