From 4629152d68f715514be38921db192251a6de6715 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sat, 15 Dec 2018 01:39:02 +0100 Subject: doc: Sync classref with current source --- doc/classes/ProjectSettings.xml | 16 ++++++++-------- modules/csg/doc_classes/CSGShape.xml | 31 +++++++++++++++---------------- 2 files changed, 23 insertions(+), 24 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 92d5415ed6..1d2057eb4e 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -172,8 +172,8 @@ Path to an image used for boot splash. - This directory is used for storing persistent data (user:// filesystem). If a custom name is set, then system paths will be used to store this on Desktop (AppData on Windows, user ~/.config on Unixes, etc), else the Godot config folder is used. This name needs to be unique, and it's recommended to set it to something before publishing. - the "use_custom_user_dir" setting must be enabled for this to take effect. + This user directory is used for storing persistent data ([code]user://[/code] filesystem). By default (no custom name defined), [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]). + The [member use_custom_user_dir] setting must be enabled for this to take effect. Icon used for the project, set when project loads. Exporters will use this icon when possible to. @@ -181,11 +181,11 @@ Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages. - - Allow the project to save to its own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect. - - Specifies a file to override project settings. For example: user://custom_settings.cfg. + Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. + + + Allow the project to save to its own custom user dir (see [member custom_user_dir_name]). This setting only works for desktop platforms. A name must be set in the [member custom_user_dir_name] setting for this to take effect. Disable printing to stderr on exported build. @@ -583,10 +583,10 @@ Log all output to a file. - Path to logs withint he project. Using an user:// based path is recommended. + Path to logs withint he project. Using an [code]user://[/code] based path is recommended. - Amount of log files (used for rotation)/ + Amount of log files (used for rotation). Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape.xml index 9a6671c67e..56087cbb82 100644 --- a/modules/csg/doc_classes/CSGShape.xml +++ b/modules/csg/doc_classes/CSGShape.xml @@ -11,13 +11,6 @@ - - - - - Returns true if this is a root shape and is thus the object that is rendered. - - @@ -36,6 +29,13 @@ Returns an individual bit on the collision mask. + + + + + Returns true if this is a root shape and is thus the object that is rendered. + + @@ -63,14 +63,6 @@ Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child. - - The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. - - - - - Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden. - The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. @@ -79,7 +71,14 @@ The physics layers this CSG shape scans for collisions. - + + The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. + + + + + Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden. + -- cgit v1.2.3