Age | Commit message (Collapse) | Author |
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Seems like this was overlooked in PR #31142. See also issue #17082.
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A few extra renames for classes which were missed in last week's PRs.
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Add a practical example for `@GDScript.linear2db()`
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One of its most common applications in games is for volume sliders.
See https://www.dr-lex.be/info-stuff/volumecontrols.html for
more information.
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This closes https://github.com/godotengine/godot-docs/issues/2589.
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Handle removal of Pool*Array types and other recent changes.
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Replaced by 'step_decimals' in 3.2 via #21425.
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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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Busywork but it's good for our completion rate :)
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Fix documentation for yield
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* Adds description for `ord()`
* Adds relationship description between `char()` and `ord()`
* Describes the argument of `char()` as Unicode code point instead of ASCII code
* Fixes wrong interval notation in `randi()` description
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#33872 PR was misleading as i though inheritance from GDScriptFunctionState was optional.
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The current consensus in the Godot documentation is to avoid using
type hints unless they're relevant to the behavior explained.
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Added some missing documentation about yield() being able to wait for a function also. I cant believe something like that was missing from the docs, it would have saved me so much time (and others i assume).
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Document behavior of GDScript printraw
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Fix a few missing bindings or unspecified argument names and default values.
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Mentioned the possibility to use stepify as a rounding function; +code examples
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This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.
This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).
@akien-mga told me how to reference methods here:
godotengine#30909
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
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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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Also move module-specific classes to their own module's `doc_classes`
folder.
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