Age | Commit message (Collapse) | Author |
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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This was made possible by changes to `VariantCaster` which now make
it possible to pass any `Object`-derived type as pointer.
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Makes the results consistent for all shape types with options to set
the desired behavior.
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And fix up formatting not supported by makerst.
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Bind missing enums.
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`cast_to` is sometimes mistaken as a method rather than a property.
`target_position` makes it more obvious that it's a property.
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Reference the online documentation in collision layer/mask properties
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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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See https://github.com/godotengine/godot-docs/pull/3863.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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They are now generated automatically by doctool.
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Thanks to @bojidar-bg's impressive work in #29380.
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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In many of the XML files it had been noted that when the documentation
refers to a return value, both "Return" and "Returns" are used. This
has now been fixed to only say "Returns".
Fixes #28867
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fixes
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It now behaves the same as RayCast (3D).
Fixed documentation accordingly and documented new configuration options.
Supersedes and closes #20567.
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It has no practical use case and just generates noise for each alpha, beta, etc.
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Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
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RayCast2D.xml
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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[ci skip]
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Also fix hyperlink references to same class as per the guidelines.
[ci skip]
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The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.
Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.
Fixes #7589, where it's also discussed.
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Ensure that s/fixed_process/physics_process/ is handled properly.
[ci skip]
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[ci skip]
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possible to save module files in module directories and the build system will
recognize them.
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