From cb7fe2c7936fa52fb95e6f8a8e7927a4f41030a6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 10 Apr 2018 10:12:42 +0200 Subject: doc: Sync classref with current source --- doc/classes/ARVRServer.xml | 30 ++++++ doc/classes/AnimationPlayer.xml | 1 - doc/classes/Array.xml | 5 +- doc/classes/AudioServer.xml | 20 ++++ doc/classes/Camera.xml | 4 +- doc/classes/CanvasLayer.xml | 6 +- doc/classes/Control.xml | 6 ++ doc/classes/Dictionary.xml | 2 + doc/classes/EditorPlugin.xml | 22 ++++ doc/classes/File.xml | 4 +- doc/classes/Image.xml | 78 ++++++++------ doc/classes/Input.xml | 2 +- doc/classes/ItemList.xml | 22 ++++ doc/classes/MultiplayerAPI.xml | 131 +++++++++++++++++++++++ doc/classes/Navigation.xml | 2 +- doc/classes/Node.xml | 4 + doc/classes/OS.xml | 28 +++++ doc/classes/OptionButton.xml | 6 ++ doc/classes/PopupMenu.xml | 87 +++++++-------- doc/classes/SceneTree.xml | 4 +- doc/classes/ScrollContainer.xml | 12 +++ doc/classes/TabContainer.xml | 16 +++ doc/classes/Tabs.xml | 16 +++ doc/classes/TextEdit.xml | 16 +++ doc/classes/TextureProgress.xml | 6 ++ doc/classes/TileSet.xml | 24 +++++ doc/classes/Vector2.xml | 2 +- doc/classes/VideoPlayer.xml | 6 ++ doc/classes/WebSocketClient.xml | 4 + modules/gdnative/doc_classes/GDNativeLibrary.xml | 8 +- 30 files changed, 475 insertions(+), 99 deletions(-) create mode 100644 doc/classes/MultiplayerAPI.xml diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml index 965fad1961..3164d0c2c3 100644 --- a/doc/classes/ARVRServer.xml +++ b/doc/classes/ARVRServer.xml @@ -36,6 +36,12 @@ Find an interface by its name. Say that you're making a game that uses specific capabilities of an AR/VR platform you can find the interface for that platform by name and initialize it. + + + + + + @@ -59,6 +65,30 @@ Returns a list of available interfaces with both id and name of the interface. + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index ed859169fd..f3280e7a27 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -110,7 +110,6 @@ Get the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method. - diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 2e2176743f..5f85751c13 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -131,8 +131,11 @@ + + - Returns a copy of this [code]Array[/code]. + Returns a copy of the array. + If [code]deep[/code] is [code]true[/code], a deep copy is be performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array. diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 0be91427b1..7b3ba632cc 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -126,6 +126,18 @@ Returns the volume of the bus at index [code]bus_idx[/code] in dB. + + + + + + + + + + + + @@ -313,6 +325,14 @@ Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/code]. + + + + + + + + diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml index 9451ee959f..1260b369f5 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera.xml @@ -14,8 +14,10 @@ + + - If this is the current Camera, remove it from being current. If it is inside the node tree, request to make the next Camera current, if any. + If this is the current Camera, remove it from being current. If it is inside the node tree and [code]enabled_next[/code] is [code]true[/true], request to make the next Camera current, if any. diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index b2b0938822..3e4d1b29f7 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -13,11 +13,11 @@ - - + + - Return the [World2D] used by this layer. + Returns the RID of the canvas used by this layer. diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 95e8622cf4..4b6a9cca8a 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -773,6 +773,10 @@ Sent when an open modal dialog closes. See [member show_modal]. + + + + Show the system's arrow mouse cursor when the user hovers the node. Use with [method set_default_cursor_shape]. @@ -908,6 +912,8 @@ + + Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/code], in the top left. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset]. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index d7118265f1..3c1413b028 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -19,6 +19,8 @@ + + diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 0a8d95d25d..a98cbf0316 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -102,6 +102,20 @@ + + + + + + + + + + + + + + @@ -347,6 +361,14 @@ + + + + + + + + diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 534323348e..bd368e967a 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -163,14 +163,14 @@ Returns a [String] saved in Pascal format from the file. - + Returns the path as a [String] for the current open file. - + diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index c1bd8d34eb..ea61aced83 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -67,6 +67,14 @@ Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. + + + + + + + + @@ -436,109 +444,109 @@ - OpenGL texture format RED with a single component and a bitdepth of 8. + OpenGL texture format RED with a single component and a bitdepth of 8. - OpenGL texture format RG with two components and a bitdepth of 8 for each. + OpenGL texture format RG with two components and a bitdepth of 8 for each. - OpenGL texture format RGB with three components, each with a bitdepth of 8. + OpenGL texture format RGB with three components, each with a bitdepth of 8. - OpenGL texture format RGBA with four components, each with a bitdepth of 8. + OpenGL texture format RGBA with four components, each with a bitdepth of 8. - OpenGL texture format RGBA with four components, each with a bitdepth of 4. + OpenGL texture format RGBA with four components, each with a bitdepth of 4. - OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha. + OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha. - OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value. + OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value. - OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values. + OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values. - OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values. + OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values. - OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values. + OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values. - OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value. + OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value. - OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value. + OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value. - OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value. + OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value. - OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value. + OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value. - A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent. + A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent. - The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression. + The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression. - The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas. + The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas. - The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3. + The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3. - Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression. + Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression. - Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel. + Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel. - Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression. + Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression. - Texture format that uses BPTC compression with signed floating-point RGB components. + Texture format that uses BPTC compression with signed floating-point RGB components. - Texture format that uses BPTC compression with unsigned floating-point RGB components. + Texture format that uses BPTC compression with unsigned floating-point RGB components. - Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC. + Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC. - Same as PVRTC2, but with an alpha component. + Same as PVRTC2, but with an alpha component. - Similar to PVRTC2, but with 4 bit color depth and no alpha. + Similar to PVRTC2, but with 4 bit color depth and no alpha. - Same as PVRTC4, but with an alpha component. + Same as PVRTC4, but with an alpha component. - Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1. + Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1. - Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data. + Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data. - Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data. + Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data. - Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data. + Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data. - Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data. + Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data. - Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data. + Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data. - Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support. + Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support. - Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque. + Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque. diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index f3bff5a146..f537908625 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -333,7 +333,7 @@ - + diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 0147887768..4539c31441 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -144,6 +144,12 @@ Returns the current vertical scroll bar for the List. + + + + + + @@ -180,6 +186,16 @@ Returns whether or not item at the specified index is currently selected. + + + + + + + + + + @@ -326,6 +342,12 @@ Ensure item at specified index is not selected. + + + + + + diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml new file mode 100644 index 0000000000..591d715174 --- /dev/null +++ b/doc/classes/MultiplayerAPI.xml @@ -0,0 +1,131 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml index 40a3ab8b3a..08f22d49d3 100644 --- a/doc/classes/Navigation.xml +++ b/doc/classes/Navigation.xml @@ -100,7 +100,7 @@ - Defines which direction is up. By default this is [code](0, 1, 0)[/code], which is the world up direction. + Defines which direction is up. By default this is [code](0, 1, 0)[/code], which is the world up direction. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index ffc6b96abd..5d0f70bc59 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -762,9 +762,13 @@ + + When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. + + The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index a98385f1d2..20e141b4ec 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -116,6 +116,20 @@ Returns the scancode of the given string (e.g. "Escape") + + + + + + + + + + + + + + @@ -391,6 +405,20 @@ If the project name is empty, [code]user://[/code] falls back to [code]res://[/code]. + + + + + + + + + + + + + + diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index de6f60c384..9957106177 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -194,6 +194,12 @@ + + + + + + diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index bb58ee3d5d..12bff45291 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -24,19 +24,6 @@ Add a new checkable item with text "label". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. - - - - - - - - - - - The same as [method add_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. - - @@ -49,18 +36,6 @@ - - - - - - - - - - - - @@ -77,21 +52,6 @@ created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. - - - - - - - - - - - - - The same as [method add_icon_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. - - @@ -148,6 +108,31 @@ Add a new item with text "label". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index. + + + + + + + + + + + The same as [method add_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. + + + + + + + + + + + + + + @@ -282,31 +267,31 @@ Return whether the item at index "idx" is checkable in some way, i.e., whether has a checkbox or radio button. Note that checkable items just display a checkmark or radio button, but don't have any built-in checking behavior and must be checked/unchecked manually. - + - Return whether the item at index "idx" has radio-button-style checkability. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. + Return whether the item at index "idx" is checked. - + - Return whether the item at index "idx" is checked. + Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked. - + - Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked. + Return whether the item at index "idx" has radio-button-style checkability. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups. @@ -506,6 +491,12 @@ + + + + + + @@ -544,6 +535,10 @@ + + + + diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 18d868cff8..8846616851 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -266,6 +266,8 @@ The root of the edited scene. + + The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals. @@ -359,7 +361,7 @@ - Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.). + Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.). diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml index 79b70fec99..28fbdea58d 100644 --- a/doc/classes/ScrollContainer.xml +++ b/doc/classes/ScrollContainer.xml @@ -13,6 +13,8 @@ + + The current horizontal scroll value. @@ -26,6 +28,16 @@ If [code]true[/code], enables vertical scrolling. + + + + + + + + + + diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 330487adf7..11e94abc03 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -78,6 +78,12 @@ Returns the title of the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title]. + + + + + + @@ -120,11 +126,21 @@ Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title]. + + + + + + + + The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code]. + + The alignment of all tabs in the tab container. See the [code]ALIGN_*[/code] constants for details. diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml index 615bc83c2d..0d5f1f0ba9 100644 --- a/doc/classes/Tabs.xml +++ b/doc/classes/Tabs.xml @@ -80,6 +80,12 @@ + + + + + + @@ -129,10 +135,20 @@ + + + + + + + + + + diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 8a71cb2059..76d94fbfbc 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -130,6 +130,14 @@ + + + + + + + + @@ -193,6 +201,14 @@ + + + + + + + + diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml index 18bd886b0b..2ae4ef2cf8 100644 --- a/doc/classes/TextureProgress.xml +++ b/doc/classes/TextureProgress.xml @@ -51,6 +51,12 @@ [Texture] that draws under the progress bar. The bar's background. + + + + + + diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 10978970e9..4e218f5595 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -254,6 +254,14 @@ Return the texture offset of the tile. + + + + + + + + @@ -410,6 +418,16 @@ Set the texture offset of the tile. + + + + + + + + + + @@ -432,5 +450,11 @@ + + + + + + diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index b293ec3368..c9fc7d3fb5 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -84,7 +84,7 @@ - + Returns the 2-dimensional analog of the cross product with [code]b[/code]. diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml index 48d09ccd95..d2639590a1 100644 --- a/doc/classes/VideoPlayer.xml +++ b/doc/classes/VideoPlayer.xml @@ -72,6 +72,12 @@ + + + + + + diff --git a/doc/classes/WebSocketClient.xml b/doc/classes/WebSocketClient.xml index 79313c90c7..496baa5787 100644 --- a/doc/classes/WebSocketClient.xml +++ b/doc/classes/WebSocketClient.xml @@ -28,6 +28,10 @@ + + + + diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 308d8defc3..754a6d2514 100644 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -9,12 +9,6 @@ - - - - - - @@ -29,6 +23,8 @@ + + -- cgit v1.2.3