diff --git a/.github/composite/godot/action.yml b/.github/composite/godot/action.yml index e61fdccf3..0011c12a2 100644 --- a/.github/composite/godot/action.yml +++ b/.github/composite/godot/action.yml @@ -33,13 +33,15 @@ runs: key: godot-${{ runner.os }}-v${{ inputs.godot_ver }} - name: "Install Godot" if: steps.cache-godot.outputs.cache-hit != 'true' + # filePath: transforms '3.5.1-rc1' into '3.5.1/rc1' and '3.5.1-stable' into '3.5.1' run: | - wget --no-verbose "https://downloads.tuxfamily.org/godotengine/${{ inputs.godot_ver }}/Godot_v${{ inputs.godot_ver }}-stable_linux_headless.64.zip" -O /tmp/godot.zip + filePath=$(echo "${{ inputs.godot_ver }}" | sed "s!-stable!!" | sed "s!-!/!") + wget --no-verbose "https://downloads.tuxfamily.org/godotengine/$filePath/Godot_v${{ inputs.godot_ver }}_linux_headless.64.zip" -O /tmp/godot.zip unzip -o /tmp/godot.zip -d ${{ runner.temp }}/godot_bin shell: bash - name: "Set environment variable" run: | - echo "GODOT_BIN=${{ runner.temp }}/godot_bin/Godot_v${{ inputs.godot_ver }}-stable_linux_headless.64" >> $GITHUB_ENV + echo "GODOT_BIN=${{ runner.temp }}/godot_bin/Godot_v${{ inputs.godot_ver }}_linux_headless.64" >> $GITHUB_ENV shell: bash - name: "Build godot-rust" run: | @@ -68,7 +70,7 @@ runs: if grep -q "Leaked instance" "${{ runner.temp }}/stdout.log"; then exit 1; fi; - cargo build --features type-tag-fallback; + cargo build --features type-tag-fallback ${{ inputs.rust_extra_args }} mkdir -p ./project/lib; cp ../target/debug/libgdnative_test.so ./project/lib/; ${GODOT_BIN} --path ./project/ > >(tee "${{ runner.temp }}/stdout.log"); diff --git a/.github/workflows/full-ci.yml b/.github/workflows/full-ci.yml index 61a3009bb..cff113c01 100644 --- a/.github/workflows/full-ci.yml +++ b/.github/workflows/full-ci.yml @@ -135,7 +135,7 @@ jobs: - rust: { toolchain: 'nightly' } testflags: '-- --skip ui_tests' - os: { id: ubuntu-latest, name: linux } - rust: { toolchain: '1.56', postfix: ' (msrv 1.56)' } + rust: { toolchain: '1.63', postfix: ' (msrv 1.63)' } testflags: '-- --skip ui_tests' - os: { id: ubuntu-latest, name: linux } rust: { toolchain: 'stable', postfix: ' (minimal-deps)', special: 'minimal-deps' } @@ -276,18 +276,18 @@ jobs: include: # Latest Godot with different Rust versions - rust: stable - godot: "3.4.3" + godot: "3.5.1-rc1" postfix: '' - rust: nightly - godot: "3.4.3" + godot: "3.5.1-rc1" postfix: ' (nightly)' - - rust: '1.56' - godot: "3.4.3" - postfix: ' (msrv 1.56)' + - rust: '1.63' + godot: "3.5.1-rc1" + postfix: ' (msrv 1.63)' # Test with oldest supported engine version - rust: stable - godot: "3.2" + godot: "3.2-stable" postfix: '' build_args: '--features custom-godot' diff --git a/.github/workflows/minimal-ci.yml b/.github/workflows/minimal-ci.yml index 0bcdcf8c8..ee994380e 100644 --- a/.github/workflows/minimal-ci.yml +++ b/.github/workflows/minimal-ci.yml @@ -12,7 +12,7 @@ env: # Local variables # Note: using variables is limited at the moment, see https://github.com/actions/runner/issues/480 - GODOT_VER: "3.4.1" + GODOT_VER: "3.5.1-rc1" # Don't use more features like "gdnative_bindings_generator/debug" to keep CI truly minimal GDRUST_FEATURES: "gdnative/async,gdnative/serde" diff --git a/CHANGELOG.md b/CHANGELOG.md index ce266b095..f356ec1d3 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -5,6 +5,12 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). +## [0.11.0] - unreleased + +### Changed + +- Changed supported Godot version to 3.5.1 ([#910](https://github.com/godot-rust/godot-rust/pull/910)) +- MSRV is now 1.63 ([#910](https://github.com/godot-rust/godot-rust/pull/910)) ## [0.10.2] - unreleased diff --git a/README.md b/README.md index 8772fa04e..f1eebc527 100644 --- a/README.md +++ b/README.md @@ -12,20 +12,27 @@ ## Stability -The bindings cover most of the exposed API of Godot 3.4, and are being used on a number of projects in development, but we still expect non-trivial breaking changes in the API in the coming releases. godot-rust adheres to [Cargo's semantic versioning](https://doc.rust-lang.org/cargo/reference/semver.html). +The bindings cover most of the exposed API of Godot 3.5, and are being used on a number of projects in development, but we still expect non-trivial breaking changes in the API in the coming releases. godot-rust adheres to [Cargo's semantic versioning](https://doc.rust-lang.org/cargo/reference/semver.html). -Minimum supported Rust version (MSRV) is **1.56**. We use the Rust 2021 Edition. +Minimum supported Rust version (MSRV) is **1.63**. We use the Rust 2021 Edition. ## Engine compatibility -We are committed to keeping compatibility with the latest stable patch releases of all minor versions of the engine, starting from Godot 3.2: -* Godot 3.4 (works out-of-the-box) -* Godot 3.3 (needs feature `custom-godot`) -* Godot 3.2 (needs feature `custom-godot`) +Due to GDNative API not strictly following SemVer and some concepts not mapping 1:1 to Rust (default parameters), +it is difficult for a godot-rust version to remain compatible with multiple Godot versions simultaneously. -For versions 3.2 and 3.3, some extra steps are needed, see _Custom builds_ below. +However, we support the latest stable Godot 3 minor release out-of-the-box, and allow to easily use custom engine +versions using the `custom-godot` feature flag (see [below](#Custom builds)). -The bindings do _**not**_ support in-development Godot 4 versions at the moment. Support is planned as the native extensions become more stable. +Compatibility list: + +* Godot 3.5.1 (works with gdnative 0.11) +* Godot 3.4 (works with gdnative 0.10, custom build for 0.11) +* Godot 3.3 (custom build) +* Godot 3.2 (custom build) + +The bindings do _**not**_ support in-development Godot 4 versions. +A GDExtension binding is planned. ## Getting started @@ -38,7 +45,7 @@ This is the recommended way of using godot-rust. After `bindgen` dependencies an ```toml [dependencies] -gdnative = "0.10.1" +gdnative = "0.11" [lib] crate-type = ["cdylib"] @@ -59,7 +66,8 @@ crate-type = ["cdylib"] ### Custom builds -To use the bindings with a different Godot version or a custom build of the engine, see [Custom Godot builds](https://godot-rust.github.io/book/advanced-guides/custom-godot.html) in the user guide. +To use the bindings with a different Godot version or a custom build of the engine, see +[Custom Godot builds](https://godot-rust.github.io/book/advanced-guides/custom-godot.html) in the user guide. ### Async/yield support diff --git a/bindings-generator/Cargo.toml b/bindings-generator/Cargo.toml index 7e984a01b..70d59fdfc 100644 --- a/bindings-generator/Cargo.toml +++ b/bindings-generator/Cargo.toml @@ -9,7 +9,7 @@ license = "MIT" version = "0.10.1" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [features] debug = [] diff --git a/check.sh b/check.sh index c1e5baf45..5c13a6a67 100755 --- a/check.sh +++ b/check.sh @@ -46,9 +46,9 @@ function findGodot() { # Special case for Windows when there is a .bat file # Also consider that 'cmd /c' would need 'cmd //c' (https://stackoverflow.com/q/21357813) elif - # Don't ask me why Godot returns 255 instead of 0 + # Godot returns 255 for older versions, but 0 for newer ones godot.bat --version - [ $? -eq 255 ] + [[ $? -eq 255 || $? -eq 0 ]] then echo "Found 'godot.bat' script" godotBin="godot.bat" diff --git a/examples/builder-export/Cargo.toml b/examples/builder-export/Cargo.toml index bdadd3d63..38da7be72 100644 --- a/examples/builder-export/Cargo.toml +++ b/examples/builder-export/Cargo.toml @@ -3,7 +3,7 @@ name = "builder-export" version = "0.1.0" authors = ["The godot-rust developers"] edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" publish = false diff --git a/examples/dodge-the-creeps/Cargo.toml b/examples/dodge-the-creeps/Cargo.toml index defc51d20..31f8d8910 100644 --- a/examples/dodge-the-creeps/Cargo.toml +++ b/examples/dodge-the-creeps/Cargo.toml @@ -4,7 +4,7 @@ version = "0.1.0" authors = ["The godot-rust developers"] publish = false edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" [lib] diff --git a/examples/hello-world/Cargo.toml b/examples/hello-world/Cargo.toml index 38defbf6b..aa84b6342 100644 --- a/examples/hello-world/Cargo.toml +++ b/examples/hello-world/Cargo.toml @@ -4,7 +4,7 @@ version = "0.1.0" authors = ["The godot-rust developers"] publish = false edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" [lib] diff --git a/examples/native-plugin/Cargo.toml b/examples/native-plugin/Cargo.toml index 28d3428b7..cbca3f9f6 100644 --- a/examples/native-plugin/Cargo.toml +++ b/examples/native-plugin/Cargo.toml @@ -3,7 +3,7 @@ name = "native-plugin" version = "0.1.0" authors = ["The godot-rust developers"] edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" publish = false diff --git a/examples/property-export/Cargo.toml b/examples/property-export/Cargo.toml index 2ed5f2ba3..2efc878df 100644 --- a/examples/property-export/Cargo.toml +++ b/examples/property-export/Cargo.toml @@ -3,7 +3,7 @@ name = "property-export" version = "0.1.0" authors = ["The godot-rust developers"] edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" publish = false diff --git a/examples/resource/Cargo.toml b/examples/resource/Cargo.toml index fb30135c8..d0e9a9aa9 100644 --- a/examples/resource/Cargo.toml +++ b/examples/resource/Cargo.toml @@ -4,7 +4,7 @@ version = "0.1.0" authors = ["The godot-rust developers"] publish = false edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" [lib] diff --git a/examples/rpc/Cargo.toml b/examples/rpc/Cargo.toml index 6d8f601cf..527d9434b 100644 --- a/examples/rpc/Cargo.toml +++ b/examples/rpc/Cargo.toml @@ -4,7 +4,7 @@ version = "0.1.0" authors = ["The godot-rust developers"] publish = false edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" [lib] diff --git a/examples/scene-create/Cargo.toml b/examples/scene-create/Cargo.toml index 654bb58db..c9cb537cb 100644 --- a/examples/scene-create/Cargo.toml +++ b/examples/scene-create/Cargo.toml @@ -4,7 +4,7 @@ version = "0.1.0" authors = ["The godot-rust developers"] publish = false edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" [lib] diff --git a/examples/signals/Cargo.toml b/examples/signals/Cargo.toml index d73f3cb35..5b8549c9e 100644 --- a/examples/signals/Cargo.toml +++ b/examples/signals/Cargo.toml @@ -3,7 +3,7 @@ name = "signals" version = "0.1.0" authors = ["The godot-rust developers"] edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" publish = false diff --git a/examples/spinning-cube/Cargo.toml b/examples/spinning-cube/Cargo.toml index df0606871..c652f7359 100644 --- a/examples/spinning-cube/Cargo.toml +++ b/examples/spinning-cube/Cargo.toml @@ -3,7 +3,7 @@ name = "spinning-cube" version = "0.1.0" authors = ["The godot-rust developers"] edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" publish = false diff --git a/gdnative-async/Cargo.toml b/gdnative-async/Cargo.toml index 52ec26af4..3fbf1d2a6 100644 --- a/gdnative-async/Cargo.toml +++ b/gdnative-async/Cargo.toml @@ -9,7 +9,7 @@ version = "0.10.1" license = "MIT" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [features] diff --git a/gdnative-bindings/Cargo.toml b/gdnative-bindings/Cargo.toml index bb6f339f0..36b8275ea 100644 --- a/gdnative-bindings/Cargo.toml +++ b/gdnative-bindings/Cargo.toml @@ -9,7 +9,7 @@ version = "0.10.1" license = "MIT" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [features] formatted = [] diff --git a/gdnative-bindings/api.json b/gdnative-bindings/api.json index c962d9a2b..e6ef43297 100644 --- a/gdnative-bindings/api.json +++ b/gdnative-bindings/api.json @@ -118,7 +118,7 @@ "JOY_BUTTON_7": 7, "JOY_BUTTON_8": 8, "JOY_BUTTON_9": 9, - "JOY_BUTTON_MAX": 23, + "JOY_BUTTON_MAX": 128, "JOY_DPAD_DOWN": 13, "JOY_DPAD_LEFT": 14, "JOY_DPAD_RIGHT": 15, @@ -424,14 +424,26 @@ "METHOD_FLAG_NORMAL": 1, "METHOD_FLAG_NOSCRIPT": 4, "METHOD_FLAG_REVERSE": 16, + "METHOD_FLAG_VARARG": 128, "METHOD_FLAG_VIRTUAL": 32, + "MIDI_MESSAGE_ACTIVE_SENSING": 254, "MIDI_MESSAGE_AFTERTOUCH": 10, "MIDI_MESSAGE_CHANNEL_PRESSURE": 13, + "MIDI_MESSAGE_CONTINUE": 251, "MIDI_MESSAGE_CONTROL_CHANGE": 11, "MIDI_MESSAGE_NOTE_OFF": 8, "MIDI_MESSAGE_NOTE_ON": 9, "MIDI_MESSAGE_PITCH_BEND": 14, "MIDI_MESSAGE_PROGRAM_CHANGE": 12, + "MIDI_MESSAGE_QUARTER_FRAME": 241, + "MIDI_MESSAGE_SONG_POSITION_POINTER": 242, + "MIDI_MESSAGE_SONG_SELECT": 243, + "MIDI_MESSAGE_START": 250, + "MIDI_MESSAGE_STOP": 252, + "MIDI_MESSAGE_SYSTEM_EXCLUSIVE": 240, + "MIDI_MESSAGE_SYSTEM_RESET": 255, + "MIDI_MESSAGE_TIMING_CLOCK": 248, + "MIDI_MESSAGE_TUNE_REQUEST": 246, "OK": 0, "OP_ADD": 6, "OP_AND": 20, @@ -459,28 +471,31 @@ "OP_STRING_CONCAT": 13, "OP_SUBTRACT": 7, "OP_XOR": 22, - "PROPERTY_HINT_COLOR_NO_ALPHA": 20, - "PROPERTY_HINT_DIR": 14, + "PROPERTY_HINT_COLOR_NO_ALPHA": 22, + "PROPERTY_HINT_DIR": 16, "PROPERTY_HINT_ENUM": 3, + "PROPERTY_HINT_ENUM_SUGGESTION": 39, "PROPERTY_HINT_EXP_EASING": 4, "PROPERTY_HINT_EXP_RANGE": 2, - "PROPERTY_HINT_FILE": 13, + "PROPERTY_HINT_FILE": 15, "PROPERTY_HINT_FLAGS": 8, - "PROPERTY_HINT_GLOBAL_DIR": 16, - "PROPERTY_HINT_GLOBAL_FILE": 15, - "PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS": 22, - "PROPERTY_HINT_IMAGE_COMPRESS_LOSSY": 21, + "PROPERTY_HINT_GLOBAL_DIR": 18, + "PROPERTY_HINT_GLOBAL_FILE": 17, + "PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS": 24, + "PROPERTY_HINT_IMAGE_COMPRESS_LOSSY": 23, "PROPERTY_HINT_KEY_ACCEL": 7, + "PROPERTY_HINT_LAYERS_2D_NAVIGATION": 11, "PROPERTY_HINT_LAYERS_2D_PHYSICS": 10, "PROPERTY_HINT_LAYERS_2D_RENDER": 9, - "PROPERTY_HINT_LAYERS_3D_PHYSICS": 12, - "PROPERTY_HINT_LAYERS_3D_RENDER": 11, + "PROPERTY_HINT_LAYERS_3D_NAVIGATION": 14, + "PROPERTY_HINT_LAYERS_3D_PHYSICS": 13, + "PROPERTY_HINT_LAYERS_3D_RENDER": 12, "PROPERTY_HINT_LENGTH": 5, - "PROPERTY_HINT_MULTILINE_TEXT": 18, + "PROPERTY_HINT_MULTILINE_TEXT": 20, "PROPERTY_HINT_NONE": 0, - "PROPERTY_HINT_PLACEHOLDER_TEXT": 19, + "PROPERTY_HINT_PLACEHOLDER_TEXT": 21, "PROPERTY_HINT_RANGE": 1, - "PROPERTY_HINT_RESOURCE_TYPE": 17, + "PROPERTY_HINT_RESOURCE_TYPE": 19, "PROPERTY_USAGE_CATEGORY": 256, "PROPERTY_USAGE_CHECKABLE": 16, "PROPERTY_USAGE_CHECKED": 32, @@ -2169,7 +2184,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "world_scale", "type": "float", "has_default_value": false, "default_value": "" @@ -2877,6 +2892,12 @@ "type": "int", "has_default_value": false, "default_value": "" + }, + { + "name": "bidirectional", + "type": "bool", + "has_default_value": true, + "default_value": "True" } ] }, @@ -2946,6 +2967,12 @@ "type": "int", "has_default_value": false, "default_value": "" + }, + { + "name": "bidirectional", + "type": "bool", + "has_default_value": true, + "default_value": "True" } ] }, @@ -3687,8 +3714,8 @@ { "name": "playing", "type": "bool", - "getter": "_is_playing", - "setter": "_set_playing", + "getter": "is_playing", + "setter": "set_playing", "index": -1 }, { @@ -3712,19 +3739,6 @@ } ], "methods": [ - { - "name": "_is_playing", - "return_type": "bool", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": true, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, { "name": "_res_changed", "return_type": "void", @@ -3738,25 +3752,6 @@ "arguments": [ ] }, - { - "name": "_set_playing", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": true, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "playing", - "type": "bool", - "has_default_value": false, - "default_value": "" - } - ] - }, { "name": "get_animation", "return_type": "String", @@ -4013,6 +4008,25 @@ } ] }, + { + "name": "set_playing", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "playing", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_speed_scale", "return_type": "void", @@ -10293,7 +10307,7 @@ }, { "name": "has_filter", - "return_type": "String", + "return_type": "bool", "is_editor": false, "is_noscript": false, "is_const": false, @@ -13908,6 +13922,13 @@ "setter": "set_fadeout_time", "index": -1 }, + { + "name": "mix_mode", + "type": "int", + "getter": "get_mix_mode", + "setter": "set_mix_mode", + "index": -1 + }, { "name": "sync", "type": "bool", @@ -25170,6 +25191,13 @@ "setter": "set_bus_count", "index": -1 }, + { + "name": "capture_device", + "type": "String", + "getter": "capture_get_device", + "setter": "capture_set_device", + "index": -1 + }, { "name": "device", "type": "String", @@ -31127,6 +31155,19 @@ } ] }, + { + "name": "convert_to_image", + "return_type": "Image", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "create", "return_type": "void", @@ -31266,6 +31307,25 @@ } ] }, + { + "name": "resize", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "new_size", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_bit", "return_type": "void", @@ -32095,25 +32155,6 @@ "enums": [ ] }, - { - "name": "BulletPhysicsDirectBodyState", - "base_class": "PhysicsDirectBodyState", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": false, - "is_reference": false, - "constants": { - }, - "properties": [ - ], - "signals": [ - ], - "methods": [ - ], - "enums": [ - ] - }, { "name": "BulletPhysicsServer", "base_class": "PhysicsServer", @@ -32182,6 +32223,13 @@ "setter": "set_button_icon", "index": -1 }, + { + "name": "icon_align", + "type": "int", + "getter": "get_icon_align", + "setter": "set_icon_align", + "index": -1 + }, { "name": "text", "type": "String", @@ -32219,6 +32267,19 @@ "arguments": [ ] }, + { + "name": "get_icon_align", + "return_type": "enum.Button::TextAlign", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_text", "return_type": "String", @@ -32321,7 +32382,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "enabled", "type": "bool", "has_default_value": false, "default_value": "" @@ -32347,6 +32408,25 @@ } ] }, + { + "name": "set_icon_align", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "icon_align", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_text", "return_type": "void", @@ -32589,6 +32669,13 @@ "setter": "set_color", "index": -1 }, + { + "name": "color_initial_ramp", + "type": "Gradient", + "getter": "get_color_initial_ramp", + "setter": "set_color_initial_ramp", + "index": -1 + }, { "name": "color_ramp", "type": "Gradient", @@ -33029,6 +33116,19 @@ "arguments": [ ] }, + { + "name": "get_color_initial_ramp", + "return_type": "Gradient", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_color_ramp", "return_type": "Gradient", @@ -33520,6 +33620,25 @@ } ] }, + { + "name": "set_color_initial_ramp", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "ramp", + "type": "Gradient", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_color_ramp", "return_type": "void", @@ -34337,6 +34456,13 @@ "setter": "set_color", "index": -1 }, + { + "name": "color_initial_ramp", + "type": "Gradient", + "getter": "get_color_initial_ramp", + "setter": "set_color_initial_ramp", + "index": -1 + }, { "name": "color_ramp", "type": "Gradient", @@ -34748,6 +34874,19 @@ "arguments": [ ] }, + { + "name": "get_color_initial_ramp", + "return_type": "Gradient", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_color_ramp", "return_type": "Gradient", @@ -35187,6 +35326,25 @@ } ] }, + { + "name": "set_color_initial_ramp", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "ramp", + "type": "Gradient", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_color_ramp", "return_type": "void", @@ -37991,6 +38149,44 @@ "enums": [ ] }, + { + "name": "CallbackTweener", + "base_class": "Tweener", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + { + "name": "set_delay", + "return_type": "CallbackTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "delay", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, { "name": "Camera", "base_class": "Spatial", @@ -38521,7 +38717,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "enable", "type": "bool", "has_default_value": false, "default_value": "" @@ -38578,7 +38774,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "fov", "type": "float", "has_default_value": false, "default_value": "" @@ -38634,7 +38830,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "frustum_offset", "type": "Vector2", "has_default_value": false, "default_value": "" @@ -38753,7 +38949,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "projection", "type": "int", "has_default_value": false, "default_value": "" @@ -38772,7 +38968,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "size", "type": "float", "has_default_value": false, "default_value": "" @@ -38810,7 +39006,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "zfar", "type": "float", "has_default_value": false, "default_value": "" @@ -38829,7 +39025,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "znear", "type": "float", "has_default_value": false, "default_value": "" @@ -40444,6 +40640,7 @@ "NOTIFICATION_DRAW": 30, "NOTIFICATION_ENTER_CANVAS": 32, "NOTIFICATION_EXIT_CANVAS": 33, + "NOTIFICATION_LOCAL_TRANSFORM_CHANGED": 35, "NOTIFICATION_TRANSFORM_CHANGED": 2000, "NOTIFICATION_VISIBILITY_CHANGED": 31 }, @@ -40830,6 +41027,25 @@ "arguments": [ ] }, + { + "name": "_toplevel_visibility_changed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "visible", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "_update_callback", "return_type": "void", @@ -42625,9 +42841,21 @@ "getter": "get_transform", "setter": "set_transform", "index": -1 + }, + { + "name": "visible", + "type": "bool", + "getter": "is_visible", + "setter": "set_visible", + "index": -1 } ], "signals": [ + { + "name": "visibility_changed", + "arguments": [ + ] + } ], "methods": [ { @@ -42747,6 +42975,19 @@ "arguments": [ ] }, + { + "name": "hide", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_following_viewport", "return_type": "bool", @@ -42760,6 +43001,19 @@ "arguments": [ ] }, + { + "name": "is_visible", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "set_custom_viewport", "return_type": "void", @@ -42930,6 +43184,38 @@ "default_value": "" } ] + }, + { + "name": "set_visible", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "visible", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "show", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] } ], "enums": [ @@ -46568,6 +46854,12 @@ "type": "InputEvent", "has_default_value": false, "default_value": "" + }, + { + "name": "arg1", + "type": "Color", + "has_default_value": false, + "default_value": "" } ] }, @@ -48334,6 +48626,13 @@ "getter": "get_theme", "setter": "set_theme", "index": -1 + }, + { + "name": "theme_type_variation", + "type": "String", + "getter": "get_theme_type_variation", + "setter": "set_theme_type_variation", + "index": -1 } ], "signals": [ @@ -49449,6 +49748,19 @@ "arguments": [ ] }, + { + "name": "get_theme_type_variation", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_tooltip", "return_type": "String", @@ -49804,6 +50116,19 @@ "arguments": [ ] }, + { + "name": "is_drag_successful", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "minimum_size_changed", "return_type": "void", @@ -49830,6 +50155,120 @@ "arguments": [ ] }, + { + "name": "remove_color_override", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "remove_constant_override", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "remove_font_override", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "remove_icon_override", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "remove_shader_override", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "remove_stylebox_override", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_anchor", "return_type": "void", @@ -50496,6 +50935,25 @@ } ] }, + { + "name": "set_theme_type_variation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_tooltip", "return_type": "void", @@ -51655,6 +52113,13 @@ "PORTAL_MODE_STATIC": 0 }, "properties": [ + { + "name": "allow_merging", + "type": "bool", + "getter": "get_allow_merging", + "setter": "set_allow_merging", + "index": -1 + }, { "name": "autoplace_priority", "type": "int", @@ -51680,6 +52145,19 @@ "signals": [ ], "methods": [ + { + "name": "get_allow_merging", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_include_in_bound", "return_type": "bool", @@ -51719,6 +52197,25 @@ "arguments": [ ] }, + { + "name": "set_allow_merging", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_include_in_bound", "return_type": "void", @@ -51731,7 +52228,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "enabled", "type": "bool", "has_default_value": false, "default_value": "" @@ -52469,7 +52966,7 @@ "default_value": "(0, 0)" }, { - "name": "at_position", + "name": "index", "type": "int", "has_default_value": true, "default_value": "-1" @@ -52945,7 +53442,7 @@ "default_value": "(0, 0, 0)" }, { - "name": "at_position", + "name": "index", "type": "int", "has_default_value": true, "default_value": "-1" @@ -54780,6 +55277,13 @@ "getter": "get_hinting", "setter": "set_hinting", "index": -1 + }, + { + "name": "override_oversampling", + "type": "float", + "getter": "get_override_oversampling", + "setter": "set_override_oversampling", + "index": -1 } ], "signals": [ @@ -54811,6 +55315,19 @@ "arguments": [ ] }, + { + "name": "get_override_oversampling", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_antialiased", "return_type": "bool", @@ -54880,6 +55397,25 @@ "default_value": "" } ] + }, + { + "name": "set_override_oversampling", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "oversampling", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ @@ -55153,6 +55689,25 @@ } ] }, + { + "name": "add_osx_plugin_file", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "path", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "add_shared_object", "return_type": "void", @@ -57520,6 +58075,31 @@ } ] }, + { + "name": "_property_pinned", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "path", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "pinned", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "_property_selected", "return_type": "void", @@ -57885,6 +58465,43 @@ } ] }, + { + "name": "edit_script", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "script", + "type": "Script", + "has_default_value": false, + "default_value": "" + }, + { + "name": "line", + "type": "int", + "has_default_value": true, + "default_value": "-1" + }, + { + "name": "column", + "type": "int", + "has_default_value": true, + "default_value": "0" + }, + { + "name": "grab_focus", + "type": "bool", + "has_default_value": true, + "default_value": "True" + } + ] + }, { "name": "get_base_control", "return_type": "Control", @@ -58401,69 +59018,6 @@ "enums": [ ] }, - { - "name": "EditorNavigationMeshGenerator", - "base_class": "Object", - "api_type": "tools", - "singleton": false, - "singleton_name": "", - "instanciable": false, - "is_reference": false, - "constants": { - }, - "properties": [ - ], - "signals": [ - ], - "methods": [ - { - "name": "bake", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "nav_mesh", - "type": "NavigationMesh", - "has_default_value": false, - "default_value": "" - }, - { - "name": "root_node", - "type": "Node", - "has_default_value": false, - "default_value": "" - } - ] - }, - { - "name": "clear", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "nav_mesh", - "type": "NavigationMesh", - "has_default_value": false, - "default_value": "" - } - ] - } - ], - "enums": [ - ] - }, { "name": "EditorPlugin", "base_class": "Node", @@ -59691,6 +60245,18 @@ "type": "Variant", "has_default_value": false, "default_value": "" + }, + { + "name": "field", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "changing", + "type": "bool", + "has_default_value": false, + "default_value": "" } ] }, @@ -59704,8 +60270,8 @@ "default_value": "" }, { - "name": "bool", - "type": "String", + "name": "checked", + "type": "bool", "has_default_value": false, "default_value": "" } @@ -59739,6 +60305,23 @@ } ] }, + { + "name": "property_pinned", + "arguments": [ + { + "name": "property", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "pinned", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "resource_selected", "arguments": [ @@ -59813,6 +60396,57 @@ } ] }, + { + "name": "_menu_option", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "option", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_unhandled_key_input", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "arg0", + "type": "InputEvent", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_update_revert_and_pin_status", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "add_focusable", "return_type": "void", @@ -60532,7 +61166,7 @@ }, { "name": "handle_menu_selected", - "return_type": "void", + "return_type": "bool", "is_editor": false, "is_noscript": false, "is_const": false, @@ -62058,7 +62692,7 @@ "arguments": [ { "name": "mesh", - "type": "ArrayMesh", + "type": "Mesh", "has_default_value": false, "default_value": "" }, @@ -62782,6 +63416,13 @@ "setter": "set_flat", "index": -1 }, + { + "name": "hide_slider", + "type": "bool", + "getter": "is_hiding_slider", + "setter": "set_hide_slider", + "index": -1 + }, { "name": "label", "type": "String", @@ -62954,6 +63595,19 @@ "arguments": [ ] }, + { + "name": "is_hiding_slider", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_read_only", "return_type": "bool", @@ -62986,6 +63640,25 @@ } ] }, + { + "name": "set_hide_slider", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "hide_slider", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_label", "return_type": "void", @@ -63037,12 +63710,40 @@ "instanciable": false, "is_reference": false, "constants": { + "CHANGE_TYPE_DELETED": 3, + "CHANGE_TYPE_MODIFIED": 1, + "CHANGE_TYPE_NEW": 0, + "CHANGE_TYPE_RENAMED": 2, + "CHANGE_TYPE_TYPECHANGE": 4, + "CHANGE_TYPE_UNMERGED": 5, + "TREE_AREA_COMMIT": 0, + "TREE_AREA_STAGED": 1, + "TREE_AREA_UNSTAGED": 2 }, "properties": [ ], "signals": [ ], "methods": [ + { + "name": "_checkout_branch", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "branch_name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "_commit", "return_type": "void", @@ -63063,7 +63764,140 @@ ] }, { - "name": "_get_file_diff", + "name": "_create_branch", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "branch_name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_create_remote", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "remote_name", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "remote_url", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_discard_file", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "file_path", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_fetch", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "remote", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_get_branch_list", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_get_current_branch_name", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_get_diff", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "identifier", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "area", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_get_line_diff", "return_type": "Array", "is_editor": false, "is_noscript": false, @@ -63078,12 +63912,18 @@ "type": "String", "has_default_value": false, "default_value": "" + }, + { + "name": "text", + "type": "String", + "has_default_value": false, + "default_value": "" } ] }, { "name": "_get_modified_files_data", - "return_type": "Dictionary", + "return_type": "Array", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63095,8 +63935,27 @@ ] }, { - "name": "_get_project_name", - "return_type": "String", + "name": "_get_previous_commits", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_commits", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_get_remotes", + "return_type": "Array", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63132,7 +63991,7 @@ "is_from_script": false, "arguments": [ { - "name": "project_root_path", + "name": "project_path", "type": "String", "has_default_value": false, "default_value": "" @@ -63140,8 +63999,90 @@ ] }, { - "name": "_is_vcs_initialized", - "return_type": "bool", + "name": "_pull", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "remote", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_push", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "remote", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "force", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_remove_branch", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "branch_name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_remove_remote", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "remote_name", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_set_credentials", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63150,6 +64091,36 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "username", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "password", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "ssh_public_key_path", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "ssh_private_key_path", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "ssh_passphrase", + "type": "String", + "has_default_value": false, + "default_value": "" + } ] }, { @@ -63204,8 +64175,8 @@ ] }, { - "name": "commit", - "return_type": "void", + "name": "add_diff_hunks_into_diff_file", + "return_type": "Dictionary", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63215,16 +64186,22 @@ "is_from_script": false, "arguments": [ { - "name": "msg", - "type": "String", + "name": "diff_file", + "type": "Dictionary", + "has_default_value": false, + "default_value": "" + }, + { + "name": "diff_hunks", + "type": "Array", "has_default_value": false, "default_value": "" } ] }, { - "name": "get_file_diff", - "return_type": "Array", + "name": "add_line_diffs_into_diff_hunk", + "return_type": "Dictionary", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63234,15 +64211,21 @@ "is_from_script": false, "arguments": [ { - "name": "file_path", - "type": "String", + "name": "diff_hunk", + "type": "Dictionary", + "has_default_value": false, + "default_value": "" + }, + { + "name": "line_diffs", + "type": "Array", "has_default_value": false, "default_value": "" } ] }, { - "name": "get_modified_files_data", + "name": "create_commit", "return_type": "Dictionary", "is_editor": false, "is_noscript": false, @@ -63252,56 +64235,41 @@ "has_varargs": false, "is_from_script": false, "arguments": [ - ] - }, - { - "name": "get_project_name", - "return_type": "String", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_vcs_name", - "return_type": "String", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "initialize", - "return_type": "bool", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ { - "name": "project_root_path", + "name": "msg", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "author", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "id", "type": "String", "has_default_value": false, "default_value": "" + }, + { + "name": "unix_timestamp", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "offset_minutes", + "type": "int", + "has_default_value": false, + "default_value": "" } ] }, { - "name": "is_addon_ready", - "return_type": "bool", + "name": "create_diff_file", + "return_type": "Dictionary", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63310,11 +64278,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "new_file", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "old_file", + "type": "String", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "is_vcs_initialized", - "return_type": "bool", + "name": "create_diff_hunk", + "return_type": "Dictionary", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63323,11 +64303,35 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "old_start", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "new_start", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "old_lines", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "new_lines", + "type": "int", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "shut_down", - "return_type": "bool", + "name": "create_diff_line", + "return_type": "Dictionary", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63336,11 +64340,35 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "new_line_no", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "old_line_no", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "content", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "status", + "type": "String", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "stage_file", - "return_type": "void", + "name": "create_status_file", + "return_type": "Dictionary", "is_editor": false, "is_noscript": false, "is_const": false, @@ -63354,11 +64382,23 @@ "type": "String", "has_default_value": false, "default_value": "" + }, + { + "name": "change_type", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "area", + "type": "int", + "has_default_value": false, + "default_value": "" } ] }, { - "name": "unstage_file", + "name": "popup_error", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -63369,7 +64409,7 @@ "is_from_script": false, "arguments": [ { - "name": "file_path", + "name": "msg", "type": "String", "has_default_value": false, "default_value": "" @@ -63378,6 +64418,25 @@ } ], "enums": [ + { + "name": "ChangeType", + "values": { + "CHANGE_TYPE_NEW": 0, + "CHANGE_TYPE_MODIFIED": 1, + "CHANGE_TYPE_RENAMED": 2, + "CHANGE_TYPE_DELETED": 3, + "CHANGE_TYPE_TYPECHANGE": 4, + "CHANGE_TYPE_UNMERGED": 5 + } + }, + { + "name": "TreeArea", + "values": { + "TREE_AREA_COMMIT": 0, + "TREE_AREA_STAGED": 1, + "TREE_AREA_UNSTAGED": 2 + } + } ] }, { @@ -68520,6 +69579,38 @@ "enums": [ ] }, + { + "name": "FlowContainer", + "base_class": "Container", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": false, + "is_reference": false, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + { + "name": "get_line_count", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + } + ], + "enums": [ + ] + }, { "name": "Font", "base_class": "Resource", @@ -68529,6 +69620,9 @@ "instanciable": false, "is_reference": true, "constants": { + "CONTOUR_CURVE_TAG_OFF_CONIC": 0, + "CONTOUR_CURVE_TAG_OFF_CUBIC": 2, + "CONTOUR_CURVE_TAG_ON": 1 }, "properties": [ ], @@ -68646,6 +69740,31 @@ "arguments": [ ] }, + { + "name": "get_char_contours", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "char", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "next", + "type": "int", + "has_default_value": true, + "default_value": "0" + } + ] + }, { "name": "get_char_size", "return_type": "Vector2", @@ -68671,6 +69790,161 @@ } ] }, + { + "name": "get_char_texture", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "char", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "next", + "type": "int", + "has_default_value": true, + "default_value": "0" + }, + { + "name": "outline", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_char_texture_size", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "char", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "next", + "type": "int", + "has_default_value": true, + "default_value": "0" + }, + { + "name": "outline", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_char_tx_offset", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "char", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "next", + "type": "int", + "has_default_value": true, + "default_value": "0" + }, + { + "name": "outline", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_char_tx_size", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "char", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "next", + "type": "int", + "has_default_value": true, + "default_value": "0" + }, + { + "name": "outline", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_char_tx_uv_rect", + "return_type": "Rect2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "char", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "next", + "type": "int", + "has_default_value": true, + "default_value": "0" + }, + { + "name": "outline", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, { "name": "get_descent", "return_type": "float", @@ -68782,6 +70056,14 @@ } ], "enums": [ + { + "name": "ContourPointTag", + "values": { + "CONTOUR_CURVE_TAG_OFF_CONIC": 0, + "CONTOUR_CURVE_TAG_ON": 1, + "CONTOUR_CURVE_TAG_OFF_CUBIC": 2 + } + } ] }, { @@ -75329,6 +76611,13 @@ "setter": "set_lod_min_hysteresis", "index": -1 }, + { + "name": "material_overlay", + "type": "ShaderMaterial,SpatialMaterial", + "getter": "get_material_overlay", + "setter": "set_material_overlay", + "index": -1 + }, { "name": "material_override", "type": "ShaderMaterial,SpatialMaterial", @@ -75470,6 +76759,19 @@ "arguments": [ ] }, + { + "name": "get_material_overlay", + "return_type": "Material", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_material_override", "return_type": "Material", @@ -75679,6 +76981,25 @@ } ] }, + { + "name": "set_material_overlay", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "material", + "type": "Material", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_material_override", "return_type": "void", @@ -75738,6 +77059,9 @@ "instanciable": true, "is_reference": true, "constants": { + "GRADIENT_INTERPOLATE_CONSTANT": 1, + "GRADIENT_INTERPOLATE_CUBIC": 2, + "GRADIENT_INTERPOLATE_LINEAR": 0 }, "properties": [ { @@ -75747,6 +77071,13 @@ "setter": "set_colors", "index": -1 }, + { + "name": "interpolation_mode", + "type": "int", + "getter": "get_interpolation_mode", + "setter": "set_interpolation_mode", + "index": -1 + }, { "name": "offsets", "type": "PoolRealArray", @@ -75815,6 +77146,19 @@ "arguments": [ ] }, + { + "name": "get_interpolation_mode", + "return_type": "enum.Gradient::InterpolationMode", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_offset", "return_type": "float", @@ -75942,6 +77286,25 @@ } ] }, + { + "name": "set_interpolation_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "interpolation_mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_offset", "return_type": "void", @@ -75988,6 +77351,14 @@ } ], "enums": [ + { + "name": "InterpolationMode", + "values": { + "GRADIENT_INTERPOLATE_LINEAR": 0, + "GRADIENT_INTERPOLATE_CONSTANT": 1, + "GRADIENT_INTERPOLATE_CUBIC": 2 + } + } ] }, { @@ -76087,6 +77458,357 @@ "enums": [ ] }, + { + "name": "GradientTexture2D", + "base_class": "Texture", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + "FILL_LINEAR": 0, + "FILL_RADIAL": 1, + "REPEAT": 1, + "REPEAT_MIRROR": 2, + "REPEAT_NONE": 0 + }, + "properties": [ + { + "name": "fill", + "type": "int", + "getter": "get_fill", + "setter": "set_fill", + "index": -1 + }, + { + "name": "fill_from", + "type": "Vector2", + "getter": "get_fill_from", + "setter": "set_fill_from", + "index": -1 + }, + { + "name": "fill_to", + "type": "Vector2", + "getter": "get_fill_to", + "setter": "set_fill_to", + "index": -1 + }, + { + "name": "gradient", + "type": "Gradient", + "getter": "get_gradient", + "setter": "set_gradient", + "index": -1 + }, + { + "name": "height", + "type": "int", + "getter": "get_height", + "setter": "set_height", + "index": -1 + }, + { + "name": "repeat", + "type": "int", + "getter": "get_repeat", + "setter": "set_repeat", + "index": -1 + }, + { + "name": "use_hdr", + "type": "bool", + "getter": "is_using_hdr", + "setter": "set_use_hdr", + "index": -1 + }, + { + "name": "width", + "type": "int", + "getter": "get_width", + "setter": "set_width", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "_queue_update", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_update", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_fill", + "return_type": "enum.GradientTexture2D::Fill", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_fill_from", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_fill_to", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_gradient", + "return_type": "Gradient", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_repeat", + "return_type": "enum.GradientTexture2D::Repeat", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_using_hdr", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_fill", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "fill", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_fill_from", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "fill_from", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_fill_to", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "fill_to", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_gradient", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "gradient", + "type": "Gradient", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_height", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "height", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_repeat", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "repeat", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_use_hdr", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_width", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "width", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + { + "name": "Fill", + "values": { + "FILL_LINEAR": 0, + "FILL_RADIAL": 1 + } + }, + { + "name": "Repeat", + "values": { + "REPEAT_NONE": 0, + "REPEAT": 1, + "REPEAT_MIRROR": 2 + } + } + ] + }, { "name": "GraphEdit", "base_class": "Control", @@ -76277,6 +77999,12 @@ { "name": "delete_nodes_request", "arguments": [ + { + "name": "nodes", + "type": "Array", + "has_default_value": false, + "default_value": "" + } ] }, { @@ -78320,6 +80048,13 @@ "INVALID_CELL_ITEM": -1 }, "properties": [ + { + "name": "bake_navigation", + "type": "bool", + "getter": "is_baking_navigation", + "setter": "set_bake_navigation", + "index": -1 + }, { "name": "cell_center_x", "type": "bool", @@ -78383,6 +80118,20 @@ "setter": "set_mesh_library", "index": -1 }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, + { + "name": "physics_material", + "type": "PhysicsMaterial", + "getter": "get_physics_material", + "setter": "set_physics_material", + "index": -1 + }, { "name": "use_in_baked_light", "type": "bool", @@ -78685,6 +80434,19 @@ "return_type": "Array", "is_editor": false, "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, "is_const": false, "is_reverse": false, "is_virtual": false, @@ -78706,6 +80468,19 @@ "arguments": [ ] }, + { + "name": "get_physics_material", + "return_type": "PhysicsMaterial", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_use_in_baked_light", "return_type": "bool", @@ -78732,6 +80507,38 @@ "arguments": [ ] }, + { + "name": "get_used_cells_by_item", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "item", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "is_baking_navigation", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "make_baked_meshes", "return_type": "void", @@ -78807,6 +80614,25 @@ } ] }, + { + "name": "set_bake_navigation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "bake_navigation", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_cell_item", "return_type": "void", @@ -79089,6 +80915,25 @@ } ] }, + { + "name": "set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_octant_size", "return_type": "void", @@ -79108,6 +80953,25 @@ } ] }, + { + "name": "set_physics_material", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "material", + "type": "PhysicsMaterial", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_use_in_baked_light", "return_type": "void", @@ -79266,6 +81130,25 @@ "enums": [ ] }, + { + "name": "HFlowContainer", + "base_class": "FlowContainer", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + ], + "enums": [ + ] + }, { "name": "HMACContext", "base_class": "Reference", @@ -79872,6 +81755,56 @@ } ] }, + { + "name": "set_http_proxy", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "host", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "port", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_https_proxy", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "host", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "port", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_read_chunk_size", "return_type": "void", @@ -80045,7 +81978,7 @@ }, { "name": "timeout", - "type": "int", + "type": "float", "getter": "get_timeout", "setter": "set_timeout", "index": -1 @@ -80265,7 +82198,7 @@ }, { "name": "get_timeout", - "return_type": "int", + "return_type": "float", "is_editor": false, "is_noscript": false, "is_const": false, @@ -80406,7 +82339,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "chunk_size", "type": "int", "has_default_value": false, "default_value": "" @@ -80432,6 +82365,56 @@ } ] }, + { + "name": "set_http_proxy", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "host", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "port", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_https_proxy", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "host", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "port", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_max_redirects", "return_type": "void", @@ -80464,7 +82447,7 @@ "arguments": [ { "name": "timeout", - "type": "int", + "type": "float", "has_default_value": false, "default_value": "" } @@ -81013,7 +82996,7 @@ "is_reference": false, "constants": { "RESOLVER_INVALID_ID": -1, - "RESOLVER_MAX_QUERIES": 32, + "RESOLVER_MAX_QUERIES": 256, "RESOLVER_STATUS_DONE": 2, "RESOLVER_STATUS_ERROR": 3, "RESOLVER_STATUS_NONE": 0, @@ -81283,6 +83266,7 @@ "COMPRESS_PVRTC4": 2, "COMPRESS_S3TC": 0, "COMPRESS_SOURCE_GENERIC": 0, + "COMPRESS_SOURCE_LAYERED": 3, "COMPRESS_SOURCE_NORMAL": 2, "COMPRESS_SOURCE_SRGB": 1, "FORMAT_BPTC_RGBA": 22, @@ -81775,6 +83759,31 @@ } ] }, + { + "name": "fill_rect", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "rect", + "type": "Rect2", + "has_default_value": false, + "default_value": "" + }, + { + "name": "color", + "type": "Color", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "fix_alpha_edges", "return_type": "void", @@ -82434,7 +84443,8 @@ "values": { "COMPRESS_SOURCE_GENERIC": 0, "COMPRESS_SOURCE_SRGB": 1, - "COMPRESS_SOURCE_NORMAL": 2 + "COMPRESS_SOURCE_NORMAL": 2, + "COMPRESS_SOURCE_LAYERED": 3 } }, { @@ -83014,6 +85024,20 @@ "MOUSE_MODE_VISIBLE": 0 }, "properties": [ + { + "name": "mouse_mode", + "type": "int", + "getter": "get_mouse_mode", + "setter": "set_mouse_mode", + "index": -1 + }, + { + "name": "use_accumulated_input", + "type": "bool", + "getter": "is_using_accumulated_input", + "setter": "set_use_accumulated_input", + "index": -1 + } ], "signals": [ { @@ -83686,6 +85710,38 @@ } ] }, + { + "name": "is_physical_key_pressed", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "scancode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "is_using_accumulated_input", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "joy_connection_changed", "return_type": "void", @@ -85671,6 +87727,13 @@ "constants": { }, "properties": [ + { + "name": "pen_inverted", + "type": "bool", + "getter": "get_pen_inverted", + "setter": "set_pen_inverted", + "index": -1 + }, { "name": "pressure", "type": "float", @@ -85704,241 +87767,8 @@ ], "methods": [ { - "name": "get_pressure", - "return_type": "float", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_relative", - "return_type": "Vector2", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_speed", - "return_type": "Vector2", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_tilt", - "return_type": "Vector2", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "set_pressure", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "pressure", - "type": "float", - "has_default_value": false, - "default_value": "" - } - ] - }, - { - "name": "set_relative", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "relative", - "type": "Vector2", - "has_default_value": false, - "default_value": "" - } - ] - }, - { - "name": "set_speed", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "speed", - "type": "Vector2", - "has_default_value": false, - "default_value": "" - } - ] - }, - { - "name": "set_tilt", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "tilt", - "type": "Vector2", - "has_default_value": false, - "default_value": "" - } - ] - } - ], - "enums": [ - ] - }, - { - "name": "InputEventPanGesture", - "base_class": "InputEventGesture", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": true, - "is_reference": true, - "constants": { - }, - "properties": [ - { - "name": "delta", - "type": "Vector2", - "getter": "get_delta", - "setter": "set_delta", - "index": -1 - } - ], - "signals": [ - ], - "methods": [ - { - "name": "get_delta", - "return_type": "Vector2", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "set_delta", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "delta", - "type": "Vector2", - "has_default_value": false, - "default_value": "" - } - ] - } - ], - "enums": [ - ] - }, - { - "name": "InputEventScreenDrag", - "base_class": "InputEvent", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": true, - "is_reference": true, - "constants": { - }, - "properties": [ - { - "name": "index", - "type": "int", - "getter": "get_index", - "setter": "set_index", - "index": -1 - }, - { - "name": "position", - "type": "Vector2", - "getter": "get_position", - "setter": "set_position", - "index": -1 - }, - { - "name": "relative", - "type": "Vector2", - "getter": "get_relative", - "setter": "set_relative", - "index": -1 - }, - { - "name": "speed", - "type": "Vector2", - "getter": "get_speed", - "setter": "set_speed", - "index": -1 - } - ], - "signals": [ - ], - "methods": [ - { - "name": "get_index", - "return_type": "int", + "name": "get_pen_inverted", + "return_type": "bool", "is_editor": false, "is_noscript": false, "is_const": true, @@ -85950,8 +87780,273 @@ ] }, { - "name": "get_position", - "return_type": "Vector2", + "name": "get_pressure", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_relative", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_speed", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_tilt", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_pen_inverted", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "pen_inverted", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_pressure", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "pressure", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_relative", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "relative", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_speed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "speed", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_tilt", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "tilt", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "InputEventPanGesture", + "base_class": "InputEventGesture", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + { + "name": "delta", + "type": "Vector2", + "getter": "get_delta", + "setter": "set_delta", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "get_delta", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_delta", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "delta", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "InputEventScreenDrag", + "base_class": "InputEvent", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + { + "name": "index", + "type": "int", + "getter": "get_index", + "setter": "set_index", + "index": -1 + }, + { + "name": "position", + "type": "Vector2", + "getter": "get_position", + "setter": "set_position", + "index": -1 + }, + { + "name": "relative", + "type": "Vector2", + "getter": "get_relative", + "setter": "set_relative", + "index": -1 + }, + { + "name": "speed", + "type": "Vector2", + "getter": "get_speed", + "setter": "set_speed", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "get_index", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_position", + "return_type": "Vector2", "is_editor": false, "is_noscript": false, "is_const": true, @@ -86805,6 +88900,8 @@ "instanciable": true, "is_reference": false, "constants": { + "INTERPOLATED_CAMERA_PROCESS_IDLE": 1, + "INTERPOLATED_CAMERA_PROCESS_PHYSICS": 0 }, "properties": [ { @@ -86814,6 +88911,13 @@ "setter": "set_interpolation_enabled", "index": -1 }, + { + "name": "process_mode", + "type": "int", + "getter": "get_process_mode", + "setter": "set_process_mode", + "index": -1 + }, { "name": "speed", "type": "float", @@ -86832,6 +88936,19 @@ "signals": [ ], "methods": [ + { + "name": "get_process_mode", + "return_type": "enum.InterpolatedCamera::InterpolatedCameraProcessMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_speed", "return_type": "float", @@ -86890,6 +89007,25 @@ } ] }, + { + "name": "set_process_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_speed", "return_type": "void", @@ -86948,6 +89084,32 @@ ] } ], + "enums": [ + { + "name": "InterpolatedCameraProcessMode", + "values": { + "INTERPOLATED_CAMERA_PROCESS_PHYSICS": 0, + "INTERPOLATED_CAMERA_PROCESS_IDLE": 1 + } + } + ] + }, + { + "name": "IntervalTweener", + "base_class": "Tweener", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + ], "enums": [ ] }, @@ -88865,6 +91027,11 @@ "properties": [ ], "signals": [ + { + "name": "pwa_update_available", + "arguments": [ + ] + } ], "methods": [ { @@ -88985,6 +91152,32 @@ "default_value": "" } ] + }, + { + "name": "pwa_needs_update", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "pwa_update", + "return_type": "enum.Error", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] } ], "enums": [ @@ -89394,6 +91587,9 @@ "instanciable": true, "is_reference": false, "constants": { + "PLATFORM_VEL_ON_LEAVE_ALWAYS": 0, + "PLATFORM_VEL_ON_LEAVE_NEVER": 2, + "PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY": 1 }, "properties": [ { @@ -89451,6 +91647,13 @@ "getter": "get_axis_lock", "setter": "set_axis_lock", "index": 4 + }, + { + "name": "moving_platform_apply_velocity_on_leave", + "type": "int", + "getter": "get_moving_platform_apply_velocity_on_leave", + "setter": "set_moving_platform_apply_velocity_on_leave", + "index": -1 } ], "signals": [ @@ -89552,6 +91755,19 @@ "arguments": [ ] }, + { + "name": "get_moving_platform_apply_velocity_on_leave", + "return_type": "enum.KinematicBody::MovingPlatformApplyVelocityOnLeave", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_safe_margin", "return_type": "float", @@ -89815,6 +92031,25 @@ } ] }, + { + "name": "set_moving_platform_apply_velocity_on_leave", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "on_leave_apply_velocity", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_safe_margin", "return_type": "void", @@ -89886,6 +92121,14 @@ } ], "enums": [ + { + "name": "MovingPlatformApplyVelocityOnLeave", + "values": { + "PLATFORM_VEL_ON_LEAVE_ALWAYS": 0, + "PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY": 1, + "PLATFORM_VEL_ON_LEAVE_NEVER": 2 + } + } ] }, { @@ -89897,6 +92140,9 @@ "instanciable": true, "is_reference": false, "constants": { + "PLATFORM_VEL_ON_LEAVE_ALWAYS": 0, + "PLATFORM_VEL_ON_LEAVE_NEVER": 2, + "PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY": 1 }, "properties": [ { @@ -89912,6 +92158,13 @@ "getter": "is_sync_to_physics_enabled", "setter": "set_sync_to_physics", "index": -1 + }, + { + "name": "moving_platform_apply_velocity_on_leave", + "type": "int", + "getter": "get_moving_platform_apply_velocity_on_leave", + "setter": "set_moving_platform_apply_velocity_on_leave", + "index": -1 } ], "signals": [ @@ -89994,6 +92247,19 @@ "arguments": [ ] }, + { + "name": "get_moving_platform_apply_velocity_on_leave", + "return_type": "enum.KinematicBody2D::MovingPlatformApplyVelocityOnLeave", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_safe_margin", "return_type": "float", @@ -90232,6 +92498,25 @@ } ] }, + { + "name": "set_moving_platform_apply_velocity_on_leave", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "on_leave_apply_velocity", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_safe_margin", "return_type": "void", @@ -90303,288 +92588,296 @@ } ], "enums": [ - ] - }, - { - "name": "KinematicCollision", - "base_class": "Reference", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": true, - "is_reference": true, - "constants": { - }, - "properties": [ - { - "name": "collider", - "type": "Object", - "getter": "get_collider", - "setter": "", - "index": -1 - }, - { - "name": "collider_id", - "type": "int", - "getter": "get_collider_id", - "setter": "", - "index": -1 - }, - { - "name": "collider_metadata", - "type": "Variant", - "getter": "get_collider_metadata", - "setter": "", - "index": -1 - }, - { - "name": "collider_rid", - "type": "RID", - "getter": "get_collider_rid", - "setter": "", - "index": -1 - }, - { - "name": "collider_shape", - "type": "Object", - "getter": "get_collider_shape", - "setter": "", - "index": -1 - }, { - "name": "collider_shape_index", - "type": "int", - "getter": "get_collider_shape_index", - "setter": "", - "index": -1 - }, - { - "name": "collider_velocity", - "type": "Vector3", - "getter": "get_collider_velocity", - "setter": "", - "index": -1 - }, - { - "name": "local_shape", - "type": "Object", - "getter": "get_local_shape", - "setter": "", - "index": -1 - }, - { - "name": "normal", - "type": "Vector3", - "getter": "get_normal", - "setter": "", - "index": -1 - }, - { - "name": "position", - "type": "Vector3", - "getter": "get_position", - "setter": "", - "index": -1 - }, - { - "name": "remainder", - "type": "Vector3", - "getter": "get_remainder", - "setter": "", - "index": -1 - }, - { - "name": "travel", - "type": "Vector3", - "getter": "get_travel", - "setter": "", - "index": -1 - } - ], - "signals": [ - ], - "methods": [ - { - "name": "get_angle", - "return_type": "float", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - { - "name": "up_direction", - "type": "Vector3", - "has_default_value": true, - "default_value": "(0, 1, 0)" - } - ] - }, - { - "name": "get_collider", - "return_type": "Object", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_collider_id", - "return_type": "int", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_collider_metadata", - "return_type": "Variant", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_collider_rid", - "return_type": "RID", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_collider_shape", - "return_type": "Object", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_collider_shape_index", - "return_type": "int", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_collider_velocity", - "return_type": "Vector3", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_local_shape", - "return_type": "Object", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_normal", - "return_type": "Vector3", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_position", - "return_type": "Vector3", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_remainder", - "return_type": "Vector3", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_travel", - "return_type": "Vector3", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, - "is_virtual": false, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] + "name": "MovingPlatformApplyVelocityOnLeave", + "values": { + "PLATFORM_VEL_ON_LEAVE_ALWAYS": 0, + "PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY": 1, + "PLATFORM_VEL_ON_LEAVE_NEVER": 2 + } } - ], - "enums": [ ] }, { - "name": "KinematicCollision2D", + "name": "KinematicCollision", + "base_class": "Reference", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + { + "name": "collider", + "type": "Object", + "getter": "get_collider", + "setter": "", + "index": -1 + }, + { + "name": "collider_id", + "type": "int", + "getter": "get_collider_id", + "setter": "", + "index": -1 + }, + { + "name": "collider_metadata", + "type": "Variant", + "getter": "get_collider_metadata", + "setter": "", + "index": -1 + }, + { + "name": "collider_rid", + "type": "RID", + "getter": "get_collider_rid", + "setter": "", + "index": -1 + }, + { + "name": "collider_shape", + "type": "Object", + "getter": "get_collider_shape", + "setter": "", + "index": -1 + }, + { + "name": "collider_shape_index", + "type": "int", + "getter": "get_collider_shape_index", + "setter": "", + "index": -1 + }, + { + "name": "collider_velocity", + "type": "Vector3", + "getter": "get_collider_velocity", + "setter": "", + "index": -1 + }, + { + "name": "local_shape", + "type": "Object", + "getter": "get_local_shape", + "setter": "", + "index": -1 + }, + { + "name": "normal", + "type": "Vector3", + "getter": "get_normal", + "setter": "", + "index": -1 + }, + { + "name": "position", + "type": "Vector3", + "getter": "get_position", + "setter": "", + "index": -1 + }, + { + "name": "remainder", + "type": "Vector3", + "getter": "get_remainder", + "setter": "", + "index": -1 + }, + { + "name": "travel", + "type": "Vector3", + "getter": "get_travel", + "setter": "", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "get_angle", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "up_direction", + "type": "Vector3", + "has_default_value": true, + "default_value": "(0, 1, 0)" + } + ] + }, + { + "name": "get_collider", + "return_type": "Object", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collider_id", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collider_metadata", + "return_type": "Variant", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collider_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collider_shape", + "return_type": "Object", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collider_shape_index", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collider_velocity", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_local_shape", + "return_type": "Object", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_normal", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_position", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_remainder", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_travel", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + } + ], + "enums": [ + ] + }, + { + "name": "KinematicCollision2D", "base_class": "Reference", "api_type": "core", "singleton": false, @@ -91348,6 +93641,864 @@ } ] }, + { + "name": "Label3D", + "base_class": "GeometryInstance", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + "ALIGN_CENTER": 1, + "ALIGN_FILL": 3, + "ALIGN_LEFT": 0, + "ALIGN_RIGHT": 2, + "ALPHA_CUT_DISABLED": 0, + "ALPHA_CUT_DISCARD": 1, + "ALPHA_CUT_OPAQUE_PREPASS": 2, + "FLAG_DISABLE_DEPTH_TEST": 2, + "FLAG_DOUBLE_SIDED": 1, + "FLAG_FIXED_SIZE": 3, + "FLAG_MAX": 4, + "FLAG_SHADED": 0, + "VALIGN_BOTTOM": 2, + "VALIGN_CENTER": 1, + "VALIGN_FILL": 3, + "VALIGN_TOP": 0 + }, + "properties": [ + { + "name": "alpha_cut", + "type": "int", + "getter": "get_alpha_cut_mode", + "setter": "set_alpha_cut_mode", + "index": -1 + }, + { + "name": "alpha_scissor_threshold", + "type": "float", + "getter": "get_alpha_scissor_threshold", + "setter": "set_alpha_scissor_threshold", + "index": -1 + }, + { + "name": "autowrap", + "type": "bool", + "getter": "get_autowrap", + "setter": "set_autowrap", + "index": -1 + }, + { + "name": "billboard", + "type": "int", + "getter": "get_billboard_mode", + "setter": "set_billboard_mode", + "index": -1 + }, + { + "name": "double_sided", + "type": "bool", + "getter": "get_draw_flag", + "setter": "set_draw_flag", + "index": 1 + }, + { + "name": "fixed_size", + "type": "bool", + "getter": "get_draw_flag", + "setter": "set_draw_flag", + "index": 3 + }, + { + "name": "font", + "type": "Font", + "getter": "get_font", + "setter": "set_font", + "index": -1 + }, + { + "name": "horizontal_alignment", + "type": "int", + "getter": "get_horizontal_alignment", + "setter": "set_horizontal_alignment", + "index": -1 + }, + { + "name": "line_spacing", + "type": "float", + "getter": "get_line_spacing", + "setter": "set_line_spacing", + "index": -1 + }, + { + "name": "modulate", + "type": "Color", + "getter": "get_modulate", + "setter": "set_modulate", + "index": -1 + }, + { + "name": "no_depth_test", + "type": "bool", + "getter": "get_draw_flag", + "setter": "set_draw_flag", + "index": 2 + }, + { + "name": "offset", + "type": "Vector2", + "getter": "get_offset", + "setter": "set_offset", + "index": -1 + }, + { + "name": "outline_modulate", + "type": "Color", + "getter": "get_outline_modulate", + "setter": "set_outline_modulate", + "index": -1 + }, + { + "name": "outline_render_priority", + "type": "int", + "getter": "get_outline_render_priority", + "setter": "set_outline_render_priority", + "index": -1 + }, + { + "name": "pixel_size", + "type": "float", + "getter": "get_pixel_size", + "setter": "set_pixel_size", + "index": -1 + }, + { + "name": "render_priority", + "type": "int", + "getter": "get_render_priority", + "setter": "set_render_priority", + "index": -1 + }, + { + "name": "shaded", + "type": "bool", + "getter": "get_draw_flag", + "setter": "set_draw_flag", + "index": 0 + }, + { + "name": "text", + "type": "String", + "getter": "get_text", + "setter": "set_text", + "index": -1 + }, + { + "name": "uppercase", + "type": "bool", + "getter": "is_uppercase", + "setter": "set_uppercase", + "index": -1 + }, + { + "name": "vertical_alignment", + "type": "int", + "getter": "get_vertical_alignment", + "setter": "set_vertical_alignment", + "index": -1 + }, + { + "name": "width", + "type": "float", + "getter": "get_width", + "setter": "set_width", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "_font_changed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_im_update", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_queue_update", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "generate_triangle_mesh", + "return_type": "TriangleMesh", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_alpha_cut_mode", + "return_type": "enum.Label3D::AlphaCutMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_alpha_scissor_threshold", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_autowrap", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_billboard_mode", + "return_type": "enum.SpatialMaterial::BillboardMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_draw_flag", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "flag", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_font", + "return_type": "Font", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_horizontal_alignment", + "return_type": "enum.Label3D::Align", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_line_spacing", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_modulate", + "return_type": "Color", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_offset", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_outline_modulate", + "return_type": "Color", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_outline_render_priority", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_pixel_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_render_priority", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_text", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_vertical_alignment", + "return_type": "enum.Label3D::VAlign", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_width", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_uppercase", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_alpha_cut_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_alpha_scissor_threshold", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "threshold", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_autowrap", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "autowrap_mode", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_billboard_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_draw_flag", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "flag", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_font", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "font", + "type": "Font", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_horizontal_alignment", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "alignment", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_line_spacing", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line_spacing", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_modulate", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "modulate", + "type": "Color", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_offset", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "offset", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_outline_modulate", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "modulate", + "type": "Color", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_outline_render_priority", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "priority", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_pixel_size", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "pixel_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_render_priority", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "priority", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_text", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "text", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_uppercase", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_vertical_alignment", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "alignment", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_width", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "width", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + { + "name": "Align", + "values": { + "ALIGN_LEFT": 0, + "ALIGN_CENTER": 1, + "ALIGN_RIGHT": 2, + "ALIGN_FILL": 3 + } + }, + { + "name": "DrawFlags", + "values": { + "FLAG_SHADED": 0, + "FLAG_DOUBLE_SIDED": 1, + "FLAG_DISABLE_DEPTH_TEST": 2, + "FLAG_FIXED_SIZE": 3, + "FLAG_MAX": 4 + } + }, + { + "name": "AlphaCutMode", + "values": { + "ALPHA_CUT_DISABLED": 0, + "ALPHA_CUT_DISCARD": 1, + "ALPHA_CUT_OPAQUE_PREPASS": 2 + } + }, + { + "name": "VAlign", + "values": { + "VALIGN_TOP": 0, + "VALIGN_CENTER": 1, + "VALIGN_BOTTOM": 2, + "VALIGN_FILL": 3 + } + } + ] + }, { "name": "LargeTexture", "base_class": "Texture", @@ -93168,7 +96319,7 @@ "default_value": "" }, { - "name": "at_position", + "name": "index", "type": "int", "has_default_value": true, "default_value": "-1" @@ -93304,7 +96455,7 @@ "is_from_script": false, "arguments": [ { - "name": "i", + "name": "index", "type": "int", "has_default_value": false, "default_value": "" @@ -93401,7 +96552,7 @@ "is_from_script": false, "arguments": [ { - "name": "i", + "name": "index", "type": "int", "has_default_value": false, "default_value": "" @@ -93553,7 +96704,7 @@ "is_from_script": false, "arguments": [ { - "name": "i", + "name": "index", "type": "int", "has_default_value": false, "default_value": "" @@ -93773,6 +96924,13 @@ "setter": "set_context_menu_enabled", "index": -1 }, + { + "name": "deselect_on_focus_loss_enabled", + "type": "bool", + "getter": "is_deselect_on_focus_loss_enabled", + "setter": "set_deselect_on_focus_loss_enabled", + "index": -1 + }, { "name": "editable", "type": "bool", @@ -93794,6 +96952,13 @@ "setter": "set_max_length", "index": -1 }, + { + "name": "middle_mouse_paste_enabled", + "type": "bool", + "getter": "is_middle_mouse_paste_enabled", + "setter": "set_middle_mouse_paste_enabled", + "index": -1 + }, { "name": "placeholder_alpha", "type": "float", @@ -94229,6 +97394,32 @@ "arguments": [ ] }, + { + "name": "get_selection_from_column", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_selection_to_column", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_text", "return_type": "String", @@ -94242,6 +97433,19 @@ "arguments": [ ] }, + { + "name": "has_selection", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_clear_button_enabled", "return_type": "bool", @@ -94268,6 +97472,19 @@ "arguments": [ ] }, + { + "name": "is_deselect_on_focus_loss_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_editable", "return_type": "bool", @@ -94281,6 +97498,19 @@ "arguments": [ ] }, + { + "name": "is_middle_mouse_paste_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_secret", "return_type": "bool", @@ -94466,6 +97696,25 @@ } ] }, + { + "name": "set_deselect_on_focus_loss_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_editable", "return_type": "void", @@ -94523,6 +97772,25 @@ } ] }, + { + "name": "set_middle_mouse_paste_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_placeholder", "return_type": "void", @@ -97000,6 +100268,25 @@ "arguments": [ ] }, + { + "name": "is_mergeable_with", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "other_mesh_instance", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "is_software_skinning_transform_normals_enabled", "return_type": "bool", @@ -97013,6 +100300,37 @@ "arguments": [ ] }, + { + "name": "merge_meshes", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mesh_instances", + "type": "Array", + "has_default_value": true, + "default_value": "[]" + }, + { + "name": "use_global_space", + "type": "bool", + "has_default_value": true, + "default_value": "False" + }, + { + "name": "check_compatibility", + "type": "bool", + "has_default_value": true, + "default_value": "True" + } + ] + }, { "name": "set_mesh", "return_type": "void", @@ -97818,6 +101136,82 @@ "enums": [ ] }, + { + "name": "MethodTweener", + "base_class": "Tweener", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + { + "name": "set_delay", + "return_type": "MethodTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "delay", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_ease", + "return_type": "MethodTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "ease", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_trans", + "return_type": "MethodTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "trans", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, { "name": "MobileVRInterface", "base_class": "ARVRInterface", @@ -98125,6 +101519,8 @@ "CUSTOM_DATA_8BIT": 1, "CUSTOM_DATA_FLOAT": 2, "CUSTOM_DATA_NONE": 0, + "INTERP_QUALITY_FAST": 0, + "INTERP_QUALITY_HIGH": 1, "TRANSFORM_2D": 0, "TRANSFORM_3D": 1 }, @@ -98171,6 +101567,13 @@ "setter": "set_mesh", "index": -1 }, + { + "name": "physics_interpolation_quality", + "type": "int", + "getter": "get_physics_interpolation_quality", + "setter": "set_physics_interpolation_quality", + "index": -1 + }, { "name": "transform_2d_array", "type": "PoolVector2Array", @@ -98472,6 +101875,19 @@ "arguments": [ ] }, + { + "name": "get_physics_interpolation_quality", + "return_type": "enum.MultiMesh::PhysicsInterpolationQuality", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_transform_format", "return_type": "enum.MultiMesh::TransformFormat", @@ -98498,6 +101914,25 @@ "arguments": [ ] }, + { + "name": "reset_instance_physics_interpolation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "instance", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_as_bulk_array", "return_type": "void", @@ -98517,6 +101952,31 @@ } ] }, + { + "name": "set_as_bulk_array_interpolated", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "array_current", + "type": "PoolRealArray", + "has_default_value": false, + "default_value": "" + }, + { + "name": "array_previous", + "type": "PoolRealArray", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_color_format", "return_type": "void", @@ -98693,6 +102153,25 @@ } ] }, + { + "name": "set_physics_interpolation_quality", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "quality", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_transform_format", "return_type": "void", @@ -98733,6 +102212,13 @@ } ], "enums": [ + { + "name": "PhysicsInterpolationQuality", + "values": { + "INTERP_QUALITY_FAST": 0, + "INTERP_QUALITY_HIGH": 1 + } + }, { "name": "TransformFormat", "values": { @@ -99696,6 +103182,34 @@ "constants": { }, "properties": [ + { + "name": "cell_height", + "type": "float", + "getter": "get_cell_height", + "setter": "set_cell_height", + "index": -1 + }, + { + "name": "cell_size", + "type": "float", + "getter": "get_cell_size", + "setter": "set_cell_size", + "index": -1 + }, + { + "name": "edge_connection_margin", + "type": "float", + "getter": "get_edge_connection_margin", + "setter": "set_edge_connection_margin", + "index": -1 + }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, { "name": "up_vector", "type": "Vector3", @@ -99705,14 +103219,51 @@ } ], "signals": [ + { + "name": "map_changed", + "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + } ], "methods": [ + { + "name": "get_cell_height", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_cell_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_closest_point", "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99731,7 +103282,7 @@ "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99747,10 +103298,10 @@ }, { "name": "get_closest_point_owner", - "return_type": "Object", + "return_type": "RID", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99769,7 +103320,7 @@ "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99795,12 +103346,51 @@ } ] }, + { + "name": "get_edge_connection_margin", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_simple_path", "return_type": "PoolVector3Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99840,8 +103430,8 @@ ] }, { - "name": "navmesh_add", - "return_type": "int", + "name": "set_cell_height", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": false, @@ -99851,27 +103441,34 @@ "is_from_script": false, "arguments": [ { - "name": "mesh", - "type": "NavigationMesh", + "name": "cell_height", + "type": "float", "has_default_value": false, "default_value": "" - }, + } + ] + }, + { + "name": "set_cell_size", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ { - "name": "xform", - "type": "Transform", + "name": "cell_size", + "type": "float", "has_default_value": false, "default_value": "" - }, - { - "name": "owner", - "type": "Object", - "has_default_value": true, - "default_value": "Null" } ] }, { - "name": "navmesh_remove", + "name": "set_edge_connection_margin", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -99882,15 +103479,15 @@ "is_from_script": false, "arguments": [ { - "name": "id", - "type": "int", + "name": "margin", + "type": "float", "has_default_value": false, "default_value": "" } ] }, { - "name": "navmesh_set_transform", + "name": "set_navigation_layers", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -99901,16 +103498,10 @@ "is_from_script": false, "arguments": [ { - "name": "id", + "name": "navigation_layers", "type": "int", "has_default_value": false, "default_value": "" - }, - { - "name": "xform", - "type": "Transform", - "has_default_value": false, - "default_value": "" } ] }, @@ -99948,16 +103539,50 @@ "constants": { }, "properties": [ + { + "name": "cell_size", + "type": "float", + "getter": "get_cell_size", + "setter": "set_cell_size", + "index": -1 + }, + { + "name": "edge_connection_margin", + "type": "float", + "getter": "get_edge_connection_margin", + "setter": "set_edge_connection_margin", + "index": -1 + }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + } ], "signals": [ ], "methods": [ + { + "name": "get_cell_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_closest_point", "return_type": "Vector2", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99973,10 +103598,10 @@ }, { "name": "get_closest_point_owner", - "return_type": "Object", + "return_type": "RID", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -99990,12 +103615,51 @@ } ] }, + { + "name": "get_edge_connection_margin", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_simple_path", "return_type": "PoolVector2Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, @@ -100022,8 +103686,8 @@ ] }, { - "name": "navpoly_add", - "return_type": "int", + "name": "set_cell_size", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": false, @@ -100033,27 +103697,15 @@ "is_from_script": false, "arguments": [ { - "name": "mesh", - "type": "NavigationPolygon", - "has_default_value": false, - "default_value": "" - }, - { - "name": "xform", - "type": "Transform2D", + "name": "cell_size", + "type": "float", "has_default_value": false, "default_value": "" - }, - { - "name": "owner", - "type": "Object", - "has_default_value": true, - "default_value": "Null" } ] }, { - "name": "navpoly_remove", + "name": "set_edge_connection_margin", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -100064,15 +103716,15 @@ "is_from_script": false, "arguments": [ { - "name": "id", - "type": "int", + "name": "margin", + "type": "float", "has_default_value": false, "default_value": "" } ] }, { - "name": "navpoly_set_transform", + "name": "set_navigation_layers", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -100083,16 +103735,10 @@ "is_from_script": false, "arguments": [ { - "name": "id", + "name": "navigation_layers", "type": "int", "has_default_value": false, "default_value": "" - }, - { - "name": "xform", - "type": "Transform2D", - "has_default_value": false, - "default_value": "" } ] } @@ -100101,279 +103747,599 @@ ] }, { - "name": "NavigationMesh", - "base_class": "Resource", + "name": "Navigation2DServer", + "base_class": "Object", "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": true, - "is_reference": true, + "singleton": true, + "singleton_name": "Navigation2DServer", + "instanciable": false, + "is_reference": false, "constants": { - "PARSED_GEOMETRY_BOTH": 2, - "PARSED_GEOMETRY_MAX": 3, - "PARSED_GEOMETRY_MESH_INSTANCES": 0, - "PARSED_GEOMETRY_STATIC_COLLIDERS": 1, - "SAMPLE_PARTITION_LAYERS": 2, - "SAMPLE_PARTITION_MAX": 3, - "SAMPLE_PARTITION_MONOTONE": 1, - "SAMPLE_PARTITION_WATERSHED": 0, - "SOURCE_GEOMETRY_GROUPS_EXPLICIT": 2, - "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN": 1, - "SOURCE_GEOMETRY_MAX": 3, - "SOURCE_GEOMETRY_NAVMESH_CHILDREN": 0 }, "properties": [ + ], + "signals": [ { - "name": "agent/height", - "type": "float", - "getter": "get_agent_height", - "setter": "set_agent_height", - "index": -1 - }, - { - "name": "agent/max_climb", - "type": "float", - "getter": "get_agent_max_climb", - "setter": "set_agent_max_climb", - "index": -1 - }, + "name": "map_changed", + "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "methods": [ { - "name": "agent/max_slope", - "type": "float", - "getter": "get_agent_max_slope", - "setter": "set_agent_max_slope", - "index": -1 + "name": "_emit_map_changed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "arg0", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "agent/radius", - "type": "float", - "getter": "get_agent_radius", - "setter": "set_agent_radius", - "index": -1 + "name": "agent_create", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] }, { - "name": "cell/height", - "type": "float", - "getter": "get_cell_height", - "setter": "set_cell_height", - "index": -1 + "name": "agent_get_map", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "cell/size", - "type": "float", - "getter": "get_cell_size", - "setter": "set_cell_size", - "index": -1 + "name": "agent_is_map_changed", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "detail/sample_distance", - "type": "float", - "getter": "get_detail_sample_distance", - "setter": "set_detail_sample_distance", - "index": -1 + "name": "agent_set_callback", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "receiver", + "type": "Object", + "has_default_value": false, + "default_value": "" + }, + { + "name": "method", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "userdata", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" + } + ] }, { - "name": "detail/sample_max_error", - "type": "float", - "getter": "get_detail_sample_max_error", - "setter": "set_detail_sample_max_error", - "index": -1 + "name": "agent_set_map", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "edge/max_error", - "type": "float", - "getter": "get_edge_max_error", - "setter": "set_edge_max_error", - "index": -1 + "name": "agent_set_max_neighbors", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "count", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "edge/max_length", - "type": "float", - "getter": "get_edge_max_length", - "setter": "set_edge_max_length", - "index": -1 + "name": "agent_set_max_speed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "max_speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "filter/filter_walkable_low_height_spans", - "type": "bool", - "getter": "get_filter_walkable_low_height_spans", - "setter": "set_filter_walkable_low_height_spans", - "index": -1 + "name": "agent_set_neighbor_dist", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "dist", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "filter/ledge_spans", - "type": "bool", - "getter": "get_filter_ledge_spans", - "setter": "set_filter_ledge_spans", - "index": -1 + "name": "agent_set_position", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "position", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "filter/low_hanging_obstacles", - "type": "bool", - "getter": "get_filter_low_hanging_obstacles", - "setter": "set_filter_low_hanging_obstacles", - "index": -1 + "name": "agent_set_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "radius", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "geometry/collision_mask", - "type": "int", - "getter": "get_collision_mask", - "setter": "set_collision_mask", - "index": -1 + "name": "agent_set_target_velocity", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "target_velocity", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "geometry/parsed_geometry_type", - "type": "int", - "getter": "get_parsed_geometry_type", - "setter": "set_parsed_geometry_type", - "index": -1 + "name": "agent_set_time_horizon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "time", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "geometry/source_geometry_mode", - "type": "int", - "getter": "get_source_geometry_mode", - "setter": "set_source_geometry_mode", - "index": -1 + "name": "agent_set_velocity", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "velocity", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "geometry/source_group_name", - "type": "String", - "getter": "get_source_group_name", - "setter": "set_source_group_name", - "index": -1 + "name": "free_rid", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "rid", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "polygon/verts_per_poly", - "type": "float", - "getter": "get_verts_per_poly", - "setter": "set_verts_per_poly", - "index": -1 + "name": "get_maps", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] }, { - "name": "polygons", - "type": "Array", - "getter": "_get_polygons", - "setter": "_set_polygons", - "index": -1 + "name": "map_create", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] }, { - "name": "region/merge_size", - "type": "float", - "getter": "get_region_merge_size", - "setter": "set_region_merge_size", - "index": -1 + "name": "map_force_update", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "region/min_size", - "type": "float", - "getter": "get_region_min_size", - "setter": "set_region_min_size", - "index": -1 + "name": "map_get_agents", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "sample_partition_type/sample_partition_type", - "type": "int", - "getter": "get_sample_partition_type", - "setter": "set_sample_partition_type", - "index": -1 + "name": "map_get_cell_height", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] }, { - "name": "vertices", - "type": "PoolVector3Array", - "getter": "get_vertices", - "setter": "set_vertices", - "index": -1 - } - ], - "signals": [ - ], - "methods": [ - { - "name": "_get_polygons", - "return_type": "Array", + "name": "map_get_cell_size", + "return_type": "float", "is_editor": false, "is_noscript": false, "is_const": true, "is_reverse": false, - "is_virtual": true, + "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "_set_polygons", - "return_type": "void", + "name": "map_get_closest_point", + "return_type": "Vector2", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, - "is_virtual": true, + "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "polygons", - "type": "Array", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "to_point", + "type": "Vector2", "has_default_value": false, "default_value": "" } ] }, { - "name": "add_polygon", - "return_type": "void", + "name": "map_get_closest_point_owner", + "return_type": "RID", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "polygon", - "type": "PoolIntArray", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "to_point", + "type": "Vector2", "has_default_value": false, "default_value": "" } ] }, { - "name": "clear_polygons", - "return_type": "void", + "name": "map_get_edge_connection_margin", + "return_type": "float", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "create_from_mesh", - "return_type": "void", + "name": "map_get_path", + "return_type": "PoolVector2Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "mesh", - "type": "Mesh", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "origin", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + }, + { + "name": "destination", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + }, + { + "name": "optimize", + "type": "bool", "has_default_value": false, "default_value": "" + }, + { + "name": "navigation_layers", + "type": "int", + "has_default_value": true, + "default_value": "1" } ] }, { - "name": "get_agent_height", - "return_type": "float", + "name": "map_get_regions", + "return_type": "Array", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100382,11 +104348,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_agent_max_climb", - "return_type": "float", + "name": "map_is_active", + "return_type": "bool", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100395,11 +104367,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_agent_max_slope", - "return_type": "float", + "name": "map_set_active", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100408,24 +104386,48 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "active", + "type": "bool", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_agent_radius", - "return_type": "float", + "name": "map_set_cell_height", + "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "cell_height", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_cell_height", - "return_type": "float", + "name": "map_set_cell_size", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100434,11 +104436,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "cell_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_cell_size", - "return_type": "float", + "name": "map_set_edge_connection_margin", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100447,11 +104461,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "margin", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_collision_mask", - "return_type": "int", + "name": "region_create", + "return_type": "RID", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100463,8 +104489,8 @@ ] }, { - "name": "get_collision_mask_bit", - "return_type": "bool", + "name": "region_get_connection_pathway_end", + "return_type": "Vector2", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100474,7 +104500,13 @@ "is_from_script": false, "arguments": [ { - "name": "bit", + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "connection", "type": "int", "has_default_value": false, "default_value": "" @@ -100482,8 +104514,8 @@ ] }, { - "name": "get_detail_sample_distance", - "return_type": "float", + "name": "region_get_connection_pathway_start", + "return_type": "Vector2", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100492,11 +104524,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "connection", + "type": "int", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_detail_sample_max_error", - "return_type": "float", + "name": "region_get_connections_count", + "return_type": "int", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100505,10 +104549,16 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_edge_max_error", + "name": "region_get_enter_cost", "return_type": "float", "is_editor": false, "is_noscript": false, @@ -100518,11 +104568,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_edge_max_length", - "return_type": "float", + "name": "region_get_map", + "return_type": "RID", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100531,11 +104587,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_filter_ledge_spans", - "return_type": "bool", + "name": "region_get_navigation_layers", + "return_type": "int", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100544,11 +104606,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_filter_low_hanging_obstacles", - "return_type": "bool", + "name": "region_get_travel_cost", + "return_type": "float", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100557,10 +104625,16 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_filter_walkable_low_height_spans", + "name": "region_owns_point", "return_type": "bool", "is_editor": false, "is_noscript": false, @@ -100570,11 +104644,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "point", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_parsed_geometry_type", - "return_type": "enum.NavigationMesh::ParsedGeometryType", + "name": "region_set_enter_cost", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100583,11 +104669,3979 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "enter_cost", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "region_set_map", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "region_set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "region_set_navpoly", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "nav_poly", + "type": "NavigationPolygon", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "region_set_transform", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "transform", + "type": "Transform2D", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "region_set_travel_cost", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "travel_cost", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationAgent", + "base_class": "Node", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + { + "name": "agent_height_offset", + "type": "float", + "getter": "get_agent_height_offset", + "setter": "set_agent_height_offset", + "index": -1 + }, + { + "name": "avoidance_enabled", + "type": "bool", + "getter": "get_avoidance_enabled", + "setter": "set_avoidance_enabled", + "index": -1 + }, + { + "name": "ignore_y", + "type": "bool", + "getter": "get_ignore_y", + "setter": "set_ignore_y", + "index": -1 + }, + { + "name": "max_neighbors", + "type": "int", + "getter": "get_max_neighbors", + "setter": "set_max_neighbors", + "index": -1 + }, + { + "name": "max_speed", + "type": "float", + "getter": "get_max_speed", + "setter": "set_max_speed", + "index": -1 + }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, + { + "name": "neighbor_dist", + "type": "float", + "getter": "get_neighbor_dist", + "setter": "set_neighbor_dist", + "index": -1 + }, + { + "name": "path_desired_distance", + "type": "float", + "getter": "get_path_desired_distance", + "setter": "set_path_desired_distance", + "index": -1 + }, + { + "name": "path_max_distance", + "type": "float", + "getter": "get_path_max_distance", + "setter": "set_path_max_distance", + "index": -1 + }, + { + "name": "radius", + "type": "float", + "getter": "get_radius", + "setter": "set_radius", + "index": -1 + }, + { + "name": "target_desired_distance", + "type": "float", + "getter": "get_target_desired_distance", + "setter": "set_target_desired_distance", + "index": -1 + }, + { + "name": "time_horizon", + "type": "float", + "getter": "get_time_horizon", + "setter": "set_time_horizon", + "index": -1 + } + ], + "signals": [ + { + "name": "navigation_finished", + "arguments": [ + ] + }, + { + "name": "path_changed", + "arguments": [ + ] + }, + { + "name": "target_reached", + "arguments": [ + ] + }, + { + "name": "velocity_computed", + "arguments": [ + { + "name": "safe_velocity", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "methods": [ + { + "name": "_avoidance_done", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "new_velocity", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "distance_to_target", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_agent_height_offset", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_avoidance_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_final_location", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_ignore_y", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_max_neighbors", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_max_speed", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_nav_path", + "return_type": "PoolVector3Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_nav_path_index", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation", + "return_type": "Node", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_map", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_neighbor_dist", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_next_location", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_path_desired_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_path_max_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_radius", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_target_desired_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_target_location", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_time_horizon", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_navigation_finished", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_target_reachable", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_target_reached", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_agent_height_offset", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent_height_offset", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_avoidance_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_ignore_y", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "ignore", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_max_neighbors", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_neighbors", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_max_speed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_map", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_neighbor_dist", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "neighbor_dist", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_path_desired_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "desired_distance", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_path_max_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "radius", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_target_desired_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "desired_distance", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_target_location", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "location", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_time_horizon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "time_horizon", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_velocity", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "velocity", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationAgent2D", + "base_class": "Node", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + { + "name": "avoidance_enabled", + "type": "bool", + "getter": "get_avoidance_enabled", + "setter": "set_avoidance_enabled", + "index": -1 + }, + { + "name": "max_neighbors", + "type": "int", + "getter": "get_max_neighbors", + "setter": "set_max_neighbors", + "index": -1 + }, + { + "name": "max_speed", + "type": "float", + "getter": "get_max_speed", + "setter": "set_max_speed", + "index": -1 + }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, + { + "name": "neighbor_dist", + "type": "float", + "getter": "get_neighbor_dist", + "setter": "set_neighbor_dist", + "index": -1 + }, + { + "name": "path_desired_distance", + "type": "float", + "getter": "get_path_desired_distance", + "setter": "set_path_desired_distance", + "index": -1 + }, + { + "name": "path_max_distance", + "type": "float", + "getter": "get_path_max_distance", + "setter": "set_path_max_distance", + "index": -1 + }, + { + "name": "radius", + "type": "float", + "getter": "get_radius", + "setter": "set_radius", + "index": -1 + }, + { + "name": "target_desired_distance", + "type": "float", + "getter": "get_target_desired_distance", + "setter": "set_target_desired_distance", + "index": -1 + }, + { + "name": "time_horizon", + "type": "float", + "getter": "get_time_horizon", + "setter": "set_time_horizon", + "index": -1 + } + ], + "signals": [ + { + "name": "navigation_finished", + "arguments": [ + ] + }, + { + "name": "path_changed", + "arguments": [ + ] + }, + { + "name": "target_reached", + "arguments": [ + ] + }, + { + "name": "velocity_computed", + "arguments": [ + { + "name": "safe_velocity", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "methods": [ + { + "name": "_avoidance_done", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "new_velocity", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "distance_to_target", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_avoidance_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_final_location", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_max_neighbors", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_max_speed", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_nav_path", + "return_type": "PoolVector2Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_nav_path_index", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation", + "return_type": "Node", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_map", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_neighbor_dist", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_next_location", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_path_desired_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_path_max_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_radius", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_target_desired_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_target_location", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_time_horizon", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_navigation_finished", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_target_reachable", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_target_reached", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_avoidance_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_max_neighbors", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_neighbors", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_max_speed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_map", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_neighbor_dist", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "neighbor_dist", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_path_desired_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "desired_distance", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_path_max_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "max_speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "radius", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_target_desired_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "desired_distance", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_target_location", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "location", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_time_horizon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "time_horizon", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_velocity", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "velocity", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationMesh", + "base_class": "Resource", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + "PARSED_GEOMETRY_BOTH": 2, + "PARSED_GEOMETRY_MAX": 3, + "PARSED_GEOMETRY_MESH_INSTANCES": 0, + "PARSED_GEOMETRY_STATIC_COLLIDERS": 1, + "SAMPLE_PARTITION_LAYERS": 2, + "SAMPLE_PARTITION_MAX": 3, + "SAMPLE_PARTITION_MONOTONE": 1, + "SAMPLE_PARTITION_WATERSHED": 0, + "SOURCE_GEOMETRY_GROUPS_EXPLICIT": 2, + "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN": 1, + "SOURCE_GEOMETRY_MAX": 3, + "SOURCE_GEOMETRY_NAVMESH_CHILDREN": 0 + }, + "properties": [ + { + "name": "agent_height", + "type": "float", + "getter": "get_agent_height", + "setter": "set_agent_height", + "index": -1 + }, + { + "name": "agent_max_climb", + "type": "float", + "getter": "get_agent_max_climb", + "setter": "set_agent_max_climb", + "index": -1 + }, + { + "name": "agent_max_slope", + "type": "float", + "getter": "get_agent_max_slope", + "setter": "set_agent_max_slope", + "index": -1 + }, + { + "name": "agent_radius", + "type": "float", + "getter": "get_agent_radius", + "setter": "set_agent_radius", + "index": -1 + }, + { + "name": "cell_height", + "type": "float", + "getter": "get_cell_height", + "setter": "set_cell_height", + "index": -1 + }, + { + "name": "cell_size", + "type": "float", + "getter": "get_cell_size", + "setter": "set_cell_size", + "index": -1 + }, + { + "name": "detail_sample_distance", + "type": "float", + "getter": "get_detail_sample_distance", + "setter": "set_detail_sample_distance", + "index": -1 + }, + { + "name": "detail_sample_max_error", + "type": "float", + "getter": "get_detail_sample_max_error", + "setter": "set_detail_sample_max_error", + "index": -1 + }, + { + "name": "edge_max_error", + "type": "float", + "getter": "get_edge_max_error", + "setter": "set_edge_max_error", + "index": -1 + }, + { + "name": "edge_max_length", + "type": "float", + "getter": "get_edge_max_length", + "setter": "set_edge_max_length", + "index": -1 + }, + { + "name": "filter_baking_aabb", + "type": "AABB", + "getter": "get_filter_baking_aabb", + "setter": "set_filter_baking_aabb", + "index": -1 + }, + { + "name": "filter_baking_aabb_offset", + "type": "Vector3", + "getter": "get_filter_baking_aabb_offset", + "setter": "set_filter_baking_aabb_offset", + "index": -1 + }, + { + "name": "filter_ledge_spans", + "type": "bool", + "getter": "get_filter_ledge_spans", + "setter": "set_filter_ledge_spans", + "index": -1 + }, + { + "name": "filter_low_hanging_obstacles", + "type": "bool", + "getter": "get_filter_low_hanging_obstacles", + "setter": "set_filter_low_hanging_obstacles", + "index": -1 + }, + { + "name": "filter_walkable_low_height_spans", + "type": "bool", + "getter": "get_filter_walkable_low_height_spans", + "setter": "set_filter_walkable_low_height_spans", + "index": -1 + }, + { + "name": "geometry_collision_mask", + "type": "int", + "getter": "get_collision_mask", + "setter": "set_collision_mask", + "index": -1 + }, + { + "name": "geometry_parsed_geometry_type", + "type": "int", + "getter": "get_parsed_geometry_type", + "setter": "set_parsed_geometry_type", + "index": -1 + }, + { + "name": "geometry_source_geometry_mode", + "type": "int", + "getter": "get_source_geometry_mode", + "setter": "set_source_geometry_mode", + "index": -1 + }, + { + "name": "geometry_source_group_name", + "type": "String", + "getter": "get_source_group_name", + "setter": "set_source_group_name", + "index": -1 + }, + { + "name": "polygon_verts_per_poly", + "type": "float", + "getter": "get_verts_per_poly", + "setter": "set_verts_per_poly", + "index": -1 + }, + { + "name": "polygons", + "type": "Array", + "getter": "_get_polygons", + "setter": "_set_polygons", + "index": -1 + }, + { + "name": "region_merge_size", + "type": "float", + "getter": "get_region_merge_size", + "setter": "set_region_merge_size", + "index": -1 + }, + { + "name": "region_min_size", + "type": "float", + "getter": "get_region_min_size", + "setter": "set_region_min_size", + "index": -1 + }, + { + "name": "sample_partition_type", + "type": "int", + "getter": "get_sample_partition_type", + "setter": "set_sample_partition_type", + "index": -1 + }, + { + "name": "vertices", + "type": "PoolVector3Array", + "getter": "get_vertices", + "setter": "set_vertices", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "_get_polygons", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_set_polygons", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "polygons", + "type": "Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "add_polygon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "polygon", + "type": "PoolIntArray", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "clear_polygons", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "create_from_mesh", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mesh", + "type": "Mesh", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_agent_height", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_agent_max_climb", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_agent_max_slope", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_agent_radius", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_cell_height", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_cell_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collision_mask", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_collision_mask_bit", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "bit", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_detail_sample_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_detail_sample_max_error", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_edge_max_error", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_edge_max_length", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_filter_baking_aabb", + "return_type": "AABB", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_filter_baking_aabb_offset", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_filter_ledge_spans", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_filter_low_hanging_obstacles", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_filter_walkable_low_height_spans", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_parsed_geometry_type", + "return_type": "enum.NavigationMesh::ParsedGeometryType", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_polygon", + "return_type": "PoolIntArray", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_polygon_count", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_region_merge_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_region_min_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_sample_partition_type", + "return_type": "enum.NavigationMesh::SamplePartitionType", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_source_geometry_mode", + "return_type": "enum.NavigationMesh::SourceGeometryMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_source_group_name", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_vertices", + "return_type": "PoolVector3Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_verts_per_poly", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_agent_height", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent_height", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_agent_max_climb", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent_max_climb", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_agent_max_slope", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent_max_slope", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_agent_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "agent_radius", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_cell_height", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "cell_height", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_cell_size", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "cell_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_collision_mask", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mask", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_collision_mask_bit", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "bit", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "value", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_detail_sample_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "detail_sample_dist", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_detail_sample_max_error", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "detail_sample_max_error", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_edge_max_error", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "edge_max_error", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_edge_max_length", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "edge_max_length", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_filter_baking_aabb", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "baking_aabb", + "type": "AABB", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_filter_baking_aabb_offset", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "baking_aabb_offset", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_filter_ledge_spans", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "filter_ledge_spans", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_filter_low_hanging_obstacles", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "filter_low_hanging_obstacles", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_filter_walkable_low_height_spans", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "filter_walkable_low_height_spans", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_parsed_geometry_type", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "geometry_type", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_region_merge_size", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region_merge_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_region_min_size", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "region_min_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_sample_partition_type", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "sample_partition_type", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_source_geometry_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mask", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_source_group_name", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mask", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_vertices", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "vertices", + "type": "PoolVector3Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_verts_per_poly", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "verts_per_poly", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + { + "name": "ParsedGeometryType", + "values": { + "PARSED_GEOMETRY_MESH_INSTANCES": 0, + "PARSED_GEOMETRY_STATIC_COLLIDERS": 1, + "PARSED_GEOMETRY_BOTH": 2, + "PARSED_GEOMETRY_MAX": 3 + } + }, + { + "name": "SamplePartitionType", + "values": { + "SAMPLE_PARTITION_WATERSHED": 0, + "SAMPLE_PARTITION_MONOTONE": 1, + "SAMPLE_PARTITION_LAYERS": 2, + "SAMPLE_PARTITION_MAX": 3 + } + }, + { + "name": "SourceGeometryMode", + "values": { + "SOURCE_GEOMETRY_NAVMESH_CHILDREN": 0, + "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN": 1, + "SOURCE_GEOMETRY_GROUPS_EXPLICIT": 2, + "SOURCE_GEOMETRY_MAX": 3 + } + } + ] + }, + { + "name": "NavigationMeshGenerator", + "base_class": "Object", + "api_type": "core", + "singleton": true, + "singleton_name": "NavigationMeshGenerator", + "instanciable": false, + "is_reference": false, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + { + "name": "bake", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "nav_mesh", + "type": "NavigationMesh", + "has_default_value": false, + "default_value": "" + }, + { + "name": "root_node", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "clear", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "nav_mesh", + "type": "NavigationMesh", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationMeshInstance", + "base_class": "Spatial", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + { + "name": "enabled", + "type": "bool", + "getter": "is_enabled", + "setter": "set_enabled", + "index": -1 + }, + { + "name": "enter_cost", + "type": "float", + "getter": "get_enter_cost", + "setter": "set_enter_cost", + "index": -1 + }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, + { + "name": "navmesh", + "type": "NavigationMesh", + "getter": "get_navigation_mesh", + "setter": "set_navigation_mesh", + "index": -1 + }, + { + "name": "travel_cost", + "type": "float", + "getter": "get_travel_cost", + "setter": "set_travel_cost", + "index": -1 + } + ], + "signals": [ + { + "name": "bake_finished", + "arguments": [ + ] + }, + { + "name": "navigation_mesh_changed", + "arguments": [ + ] + } + ], + "methods": [ + { + "name": "_bake_finished", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "nav_mesh", + "type": "NavigationMesh", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "bake_navigation_mesh", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "on_thread", + "type": "bool", + "has_default_value": true, + "default_value": "True" + } + ] + }, + { + "name": "get_enter_cost", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_mesh", + "return_type": "NavigationMesh", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_region_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_travel_cost", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_enter_cost", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enter_cost", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_mesh", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navmesh", + "type": "NavigationMesh", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_travel_cost", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "travel_cost", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationObstacle", + "base_class": "Node", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + { + "name": "estimate_radius", + "type": "bool", + "getter": "is_radius_estimated", + "setter": "set_estimate_radius", + "index": -1 + }, + { + "name": "radius", + "type": "float", + "getter": "get_radius", + "setter": "set_radius", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "get_navigation", + "return_type": "Node", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_radius", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_radius_estimated", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_estimate_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "estimate_radius", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "radius", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationObstacle2D", + "base_class": "Node", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + { + "name": "estimate_radius", + "type": "bool", + "getter": "is_radius_estimated", + "setter": "set_estimate_radius", + "index": -1 + }, + { + "name": "radius", + "type": "float", + "getter": "get_radius", + "setter": "set_radius", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "get_navigation", + "return_type": "Node", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_radius", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_radius_estimated", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_estimate_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "estimate_radius", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_radius", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "radius", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationPolygon", + "base_class": "Resource", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + { + "name": "outlines", + "type": "Array", + "getter": "_get_outlines", + "setter": "_set_outlines", + "index": -1 + }, + { + "name": "polygons", + "type": "Array", + "getter": "_get_polygons", + "setter": "_set_polygons", + "index": -1 + }, + { + "name": "vertices", + "type": "PoolVector2Array", + "getter": "get_vertices", + "setter": "set_vertices", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "_get_outlines", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_get_polygons", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "_set_outlines", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "outlines", + "type": "Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_set_polygons", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "polygons", + "type": "Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "add_outline", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "outline", + "type": "PoolVector2Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "add_outline_at_index", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "outline", + "type": "PoolVector2Array", + "has_default_value": false, + "default_value": "" + }, + { + "name": "index", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "add_polygon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "polygon", + "type": "PoolIntArray", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "clear_outlines", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "clear_polygons", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_mesh", + "return_type": "NavigationMesh", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_outline", + "return_type": "PoolVector2Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_outline_count", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_polygon", + "return_type": "PoolIntArray", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_polygon_count", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_vertices", + "return_type": "PoolVector2Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "make_polygons_from_outlines", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "remove_outline", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_outline", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "outline", + "type": "PoolVector2Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_vertices", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "vertices", + "type": "PoolVector2Array", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "NavigationPolygonInstance", + "base_class": "Node2D", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + { + "name": "enabled", + "type": "bool", + "getter": "is_enabled", + "setter": "set_enabled", + "index": -1 + }, + { + "name": "enter_cost", + "type": "float", + "getter": "get_enter_cost", + "setter": "set_enter_cost", + "index": -1 + }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, + { + "name": "navpoly", + "type": "NavigationPolygon", + "getter": "get_navigation_polygon", + "setter": "set_navigation_polygon", + "index": -1 + }, + { + "name": "travel_cost", + "type": "float", + "getter": "get_travel_cost", + "setter": "set_travel_cost", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "_map_changed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "arg0", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "_navpoly_changed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_enter_cost", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_navigation_polygon", + "return_type": "NavigationPolygon", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_region_rid", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_travel_cost", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_enter_cost", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enter_cost", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_navigation_polygon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navpoly", + "type": "NavigationPolygon", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_polygon", - "return_type": "PoolIntArray", + "name": "set_travel_cost", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": false, @@ -100597,16 +108651,46 @@ "is_from_script": false, "arguments": [ { - "name": "idx", - "type": "int", + "name": "travel_cost", + "type": "float", "has_default_value": false, "default_value": "" } ] - }, + } + ], + "enums": [ + ] + }, + { + "name": "NavigationServer", + "base_class": "Object", + "api_type": "core", + "singleton": true, + "singleton_name": "NavigationServer", + "instanciable": false, + "is_reference": false, + "constants": { + }, + "properties": [ + ], + "signals": [ { - "name": "get_polygon_count", - "return_type": "int", + "name": "map_changed", + "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "methods": [ + { + "name": "agent_create", + "return_type": "RID", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100618,8 +108702,8 @@ ] }, { - "name": "get_region_merge_size", - "return_type": "float", + "name": "agent_get_map", + "return_type": "RID", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100628,11 +108712,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_region_min_size", - "return_type": "float", + "name": "agent_is_map_changed", + "return_type": "bool", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100641,11 +108731,17 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_sample_partition_type", - "return_type": "enum.NavigationMesh::SamplePartitionType", + "name": "agent_set_callback", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100654,11 +108750,35 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "receiver", + "type": "Object", + "has_default_value": false, + "default_value": "" + }, + { + "name": "method", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "userdata", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" + } ] }, { - "name": "get_source_geometry_mode", - "return_type": "enum.NavigationMesh::SourceGeometryMode", + "name": "agent_set_map", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100667,11 +108787,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_source_group_name", - "return_type": "String", + "name": "agent_set_max_neighbors", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100680,11 +108812,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "count", + "type": "int", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_vertices", - "return_type": "PoolVector3Array", + "name": "agent_set_max_speed", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100693,11 +108837,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "max_speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_verts_per_poly", - "return_type": "float", + "name": "agent_set_neighbor_dist", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -100706,40 +108862,64 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "dist", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "set_agent_height", + "name": "agent_set_position", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "agent_height", - "type": "float", + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "position", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_agent_max_climb", + "name": "agent_set_radius", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "agent_max_climb", + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "radius", "type": "float", "has_default_value": false, "default_value": "" @@ -100747,37 +108927,49 @@ ] }, { - "name": "set_agent_max_slope", + "name": "agent_set_target_velocity", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "agent_max_slope", - "type": "float", + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "target_velocity", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_agent_radius", + "name": "agent_set_time_horizon", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "agent_radius", + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "time", "type": "float", "has_default_value": false, "default_value": "" @@ -100785,89 +108977,77 @@ ] }, { - "name": "set_cell_height", + "name": "agent_set_velocity", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "cell_height", - "type": "float", + "name": "agent", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "velocity", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_cell_size", + "name": "free_rid", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "cell_size", - "type": "float", + "name": "rid", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_collision_mask", - "return_type": "void", + "name": "get_maps", + "return_type": "Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ - { - "name": "mask", - "type": "int", - "has_default_value": false, - "default_value": "" - } ] }, { - "name": "set_collision_mask_bit", - "return_type": "void", + "name": "map_create", + "return_type": "RID", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ - { - "name": "bit", - "type": "int", - "has_default_value": false, - "default_value": "" - }, - { - "name": "value", - "type": "bool", - "has_default_value": false, - "default_value": "" - } ] }, { - "name": "set_detail_sample_distance", + "name": "map_force_update", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -100878,342 +109058,354 @@ "is_from_script": false, "arguments": [ { - "name": "detail_sample_dist", - "type": "float", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_detail_sample_max_error", - "return_type": "void", + "name": "map_get_agents", + "return_type": "Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "detail_sample_max_error", - "type": "float", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_edge_max_error", - "return_type": "void", + "name": "map_get_cell_height", + "return_type": "float", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "edge_max_error", - "type": "float", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_edge_max_length", - "return_type": "void", + "name": "map_get_cell_size", + "return_type": "float", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "edge_max_length", - "type": "float", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_filter_ledge_spans", - "return_type": "void", + "name": "map_get_closest_point", + "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "filter_ledge_spans", - "type": "bool", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "to_point", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_filter_low_hanging_obstacles", - "return_type": "void", + "name": "map_get_closest_point_normal", + "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "filter_low_hanging_obstacles", - "type": "bool", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "to_point", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_filter_walkable_low_height_spans", - "return_type": "void", + "name": "map_get_closest_point_owner", + "return_type": "RID", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "filter_walkable_low_height_spans", - "type": "bool", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "to_point", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_parsed_geometry_type", - "return_type": "void", + "name": "map_get_closest_point_to_segment", + "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "geometry_type", - "type": "int", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "start", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + }, + { + "name": "end", + "type": "Vector3", "has_default_value": false, "default_value": "" + }, + { + "name": "use_collision", + "type": "bool", + "has_default_value": true, + "default_value": "False" } ] }, { - "name": "set_region_merge_size", - "return_type": "void", + "name": "map_get_edge_connection_margin", + "return_type": "float", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "region_merge_size", - "type": "float", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_region_min_size", - "return_type": "void", + "name": "map_get_path", + "return_type": "PoolVector3Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "region_min_size", - "type": "float", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "origin", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + }, + { + "name": "destination", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + }, + { + "name": "optimize", + "type": "bool", "has_default_value": false, "default_value": "" + }, + { + "name": "navigation_layers", + "type": "int", + "has_default_value": true, + "default_value": "1" } ] }, { - "name": "set_sample_partition_type", - "return_type": "void", + "name": "map_get_regions", + "return_type": "Array", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "sample_partition_type", - "type": "int", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_source_geometry_mode", - "return_type": "void", + "name": "map_get_up", + "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "mask", - "type": "int", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_source_group_name", - "return_type": "void", + "name": "map_is_active", + "return_type": "bool", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "mask", - "type": "String", + "name": "map", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_vertices", + "name": "map_set_active", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "vertices", - "type": "PoolVector3Array", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "active", + "type": "bool", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_verts_per_poly", + "name": "map_set_cell_height", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "verts_per_poly", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "cell_height", "type": "float", "has_default_value": false, "default_value": "" } ] - } - ], - "enums": [ - { - "name": "ParsedGeometryType", - "values": { - "PARSED_GEOMETRY_MESH_INSTANCES": 0, - "PARSED_GEOMETRY_STATIC_COLLIDERS": 1, - "PARSED_GEOMETRY_BOTH": 2, - "PARSED_GEOMETRY_MAX": 3 - } - }, - { - "name": "SamplePartitionType", - "values": { - "SAMPLE_PARTITION_WATERSHED": 0, - "SAMPLE_PARTITION_MONOTONE": 1, - "SAMPLE_PARTITION_LAYERS": 2, - "SAMPLE_PARTITION_MAX": 3 - } - }, - { - "name": "SourceGeometryMode", - "values": { - "SOURCE_GEOMETRY_NAVMESH_CHILDREN": 0, - "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN": 1, - "SOURCE_GEOMETRY_GROUPS_EXPLICIT": 2, - "SOURCE_GEOMETRY_MAX": 3 - } - } - ] - }, - { - "name": "NavigationMeshInstance", - "base_class": "Spatial", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": true, - "is_reference": false, - "constants": { - }, - "properties": [ - { - "name": "enabled", - "type": "bool", - "getter": "is_enabled", - "setter": "set_enabled", - "index": -1 }, { - "name": "navmesh", - "type": "NavigationMesh", - "getter": "get_navigation_mesh", - "setter": "set_navigation_mesh", - "index": -1 - } - ], - "signals": [ - ], - "methods": [ - { - "name": "get_navigation_mesh", - "return_type": "NavigationMesh", + "name": "map_set_cell_size", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -101222,11 +109414,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "cell_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "is_enabled", - "return_type": "bool", + "name": "map_set_edge_connection_margin", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -101235,29 +109439,47 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "margin", + "type": "float", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "set_enabled", + "name": "map_set_up", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "enabled", - "type": "bool", + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "up", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_navigation_mesh", + "name": "process", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -101268,209 +109490,180 @@ "is_from_script": false, "arguments": [ { - "name": "navmesh", - "type": "NavigationMesh", + "name": "delta_time", + "type": "float", "has_default_value": false, "default_value": "" } ] - } - ], - "enums": [ - ] - }, - { - "name": "NavigationPolygon", - "base_class": "Resource", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": true, - "is_reference": true, - "constants": { - }, - "properties": [ - { - "name": "outlines", - "type": "Array", - "getter": "_get_outlines", - "setter": "_set_outlines", - "index": -1 - }, - { - "name": "polygons", - "type": "Array", - "getter": "_get_polygons", - "setter": "_set_polygons", - "index": -1 }, { - "name": "vertices", - "type": "PoolVector2Array", - "getter": "get_vertices", - "setter": "set_vertices", - "index": -1 - } - ], - "signals": [ - ], - "methods": [ - { - "name": "_get_outlines", - "return_type": "Array", + "name": "region_bake_navmesh", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, "is_reverse": false, - "is_virtual": true, + "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "mesh", + "type": "NavigationMesh", + "has_default_value": false, + "default_value": "" + }, + { + "name": "node", + "type": "Node", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "_get_polygons", - "return_type": "Array", + "name": "region_create", + "return_type": "RID", "is_editor": false, "is_noscript": false, "is_const": true, "is_reverse": false, - "is_virtual": true, + "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ ] }, { - "name": "_set_outlines", - "return_type": "void", + "name": "region_get_connection_pathway_end", + "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, - "is_virtual": true, + "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "outlines", - "type": "Array", + "name": "region", + "type": "RID", "has_default_value": false, "default_value": "" - } - ] - }, - { - "name": "_set_polygons", - "return_type": "void", - "is_editor": false, - "is_noscript": false, - "is_const": false, - "is_reverse": false, - "is_virtual": true, - "has_varargs": false, - "is_from_script": false, - "arguments": [ + }, { - "name": "polygons", - "type": "Array", + "name": "connection", + "type": "int", "has_default_value": false, "default_value": "" } ] }, { - "name": "add_outline", - "return_type": "void", + "name": "region_get_connection_pathway_start", + "return_type": "Vector3", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "outline", - "type": "PoolVector2Array", + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "connection", + "type": "int", "has_default_value": false, "default_value": "" } ] }, { - "name": "add_outline_at_index", - "return_type": "void", + "name": "region_get_connections_count", + "return_type": "int", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "outline", - "type": "PoolVector2Array", - "has_default_value": false, - "default_value": "" - }, - { - "name": "index", - "type": "int", + "name": "region", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "add_polygon", - "return_type": "void", + "name": "region_get_enter_cost", + "return_type": "float", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "polygon", - "type": "PoolIntArray", + "name": "region", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "clear_outlines", - "return_type": "void", + "name": "region_get_map", + "return_type": "RID", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "clear_polygons", - "return_type": "void", + "name": "region_get_navigation_layers", + "return_type": "int", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_outline", - "return_type": "PoolVector2Array", + "name": "region_get_travel_cost", + "return_type": "float", "is_editor": false, "is_noscript": false, "is_const": true, @@ -101480,16 +109673,16 @@ "is_from_script": false, "arguments": [ { - "name": "idx", - "type": "int", + "name": "region", + "type": "RID", "has_default_value": false, "default_value": "" } ] }, { - "name": "get_outline_count", - "return_type": "int", + "name": "region_owns_point", + "return_type": "bool", "is_editor": false, "is_noscript": false, "is_const": true, @@ -101498,30 +109691,48 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "point", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_polygon", - "return_type": "PoolIntArray", + "name": "region_set_enter_cost", + "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "idx", - "type": "int", + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "enter_cost", + "type": "float", "has_default_value": false, "default_value": "" } ] }, { - "name": "get_polygon_count", - "return_type": "int", + "name": "region_set_map", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -101530,11 +109741,23 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "map", + "type": "RID", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "get_vertices", - "return_type": "PoolVector2Array", + "name": "region_set_navigation_layers", + "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": true, @@ -101543,79 +109766,109 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "make_polygons_from_outlines", + "name": "region_set_navmesh", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "nav_mesh", + "type": "NavigationMesh", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "remove_outline", + "name": "region_set_transform", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "idx", - "type": "int", + "name": "region", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "transform", + "type": "Transform", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_outline", + "name": "region_set_travel_cost", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "idx", - "type": "int", + "name": "region", + "type": "RID", "has_default_value": false, "default_value": "" }, { - "name": "outline", - "type": "PoolVector2Array", + "name": "travel_cost", + "type": "float", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_vertices", + "name": "set_active", "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": false, + "is_const": true, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ { - "name": "vertices", - "type": "PoolVector2Array", + "name": "active", + "type": "bool", "has_default_value": false, "default_value": "" } @@ -101626,75 +109879,89 @@ ] }, { - "name": "NavigationPolygonInstance", - "base_class": "Node2D", + "name": "NetworkedMultiplayerCustom", + "base_class": "NetworkedMultiplayerPeer", "api_type": "core", "singleton": false, "singleton_name": "", "instanciable": true, - "is_reference": false, + "is_reference": true, "constants": { }, "properties": [ - { - "name": "enabled", - "type": "bool", - "getter": "is_enabled", - "setter": "set_enabled", - "index": -1 - }, - { - "name": "navpoly", - "type": "NavigationPolygon", - "getter": "get_navigation_polygon", - "setter": "set_navigation_polygon", - "index": -1 - } ], "signals": [ + { + "name": "packet_generated", + "arguments": [ + { + "name": "peer_id", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "buffer", + "type": "PoolByteArray", + "has_default_value": false, + "default_value": "" + }, + { + "name": "transfer_mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + } ], "methods": [ { - "name": "_navpoly_changed", + "name": "deliver_packet", "return_type": "void", "is_editor": false, "is_noscript": false, "is_const": false, "is_reverse": false, - "is_virtual": true, - "has_varargs": false, - "is_from_script": false, - "arguments": [ - ] - }, - { - "name": "get_navigation_polygon", - "return_type": "NavigationPolygon", - "is_editor": false, - "is_noscript": false, - "is_const": true, - "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "buffer", + "type": "PoolByteArray", + "has_default_value": false, + "default_value": "" + }, + { + "name": "from_peer_id", + "type": "int", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "is_enabled", - "return_type": "bool", + "name": "initialize", + "return_type": "void", "is_editor": false, "is_noscript": false, - "is_const": true, + "is_const": false, "is_reverse": false, "is_virtual": false, "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "self_peer_id", + "type": "int", + "has_default_value": false, + "default_value": "" + } ] }, { - "name": "set_enabled", + "name": "set_connection_status", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -101705,15 +109972,15 @@ "is_from_script": false, "arguments": [ { - "name": "enabled", - "type": "bool", + "name": "connection_status", + "type": "int", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_navigation_polygon", + "name": "set_max_packet_size", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -101724,8 +109991,8 @@ "is_from_script": false, "arguments": [ { - "name": "navpoly", - "type": "NavigationPolygon", + "name": "max_packet_size", + "type": "int", "has_default_value": false, "default_value": "" } @@ -102927,6 +111194,7 @@ "NOTIFICATION_POST_ENTER_TREE": 27, "NOTIFICATION_PROCESS": 17, "NOTIFICATION_READY": 13, + "NOTIFICATION_RESET_PHYSICS_INTERPOLATION": 28, "NOTIFICATION_TRANSLATION_CHANGED": 1010, "NOTIFICATION_UNPARENTED": 19, "NOTIFICATION_UNPAUSED": 15, @@ -102940,7 +111208,10 @@ "NOTIFICATION_WM_UNFOCUS_REQUEST": 1008, "PAUSE_MODE_INHERIT": 0, "PAUSE_MODE_PROCESS": 2, - "PAUSE_MODE_STOP": 1 + "PAUSE_MODE_STOP": 1, + "PHYSICS_INTERPOLATION_MODE_INHERIT": 0, + "PHYSICS_INTERPOLATION_MODE_OFF": 1, + "PHYSICS_INTERPOLATION_MODE_ON": 2 }, "properties": [ { @@ -102999,15 +111270,51 @@ "setter": "set_pause_mode", "index": -1 }, + { + "name": "physics_interpolation_mode", + "type": "int", + "getter": "get_physics_interpolation_mode", + "setter": "set_physics_interpolation_mode", + "index": -1 + }, { "name": "process_priority", "type": "int", "getter": "get_process_priority", "setter": "set_process_priority", "index": -1 + }, + { + "name": "unique_name_in_owner", + "type": "bool", + "getter": "is_unique_name_in_owner", + "setter": "set_unique_name_in_owner", + "index": -1 } ], "signals": [ + { + "name": "child_entered_tree", + "arguments": [ + { + "name": "node", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "child_exiting_tree", + "arguments": [ + { + "name": "node", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "ready", "arguments": [ @@ -103208,6 +111515,31 @@ } ] }, + { + "name": "_set_property_pinned", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "property", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "pinned", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "_unhandled_input", "return_type": "void", @@ -103340,6 +111672,19 @@ "arguments": [ ] }, + { + "name": "create_tween", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "duplicate", "return_type": "Node", @@ -103673,6 +112018,19 @@ "arguments": [ ] }, + { + "name": "get_physics_interpolation_mode", + "return_type": "enum.Node::PhysicsInterpolationMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_physics_process_delta_time", "return_type": "float", @@ -103898,6 +112256,32 @@ "arguments": [ ] }, + { + "name": "is_physics_interpolated", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_physics_interpolated_and_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_physics_processing", "return_type": "bool", @@ -103989,6 +112373,19 @@ "arguments": [ ] }, + { + "name": "is_unique_name_in_owner", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "move_child", "return_type": "void", @@ -104218,6 +112615,19 @@ "arguments": [ ] }, + { + "name": "reset_physics_interpolation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "rpc", "return_type": "Variant", @@ -104607,6 +113017,25 @@ } ] }, + { + "name": "set_physics_interpolation_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_physics_process", "return_type": "void", @@ -104778,6 +113207,25 @@ } ] }, + { + "name": "set_unique_name_in_owner", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "update_configuration_warning", "return_type": "void", @@ -104809,6 +113257,14 @@ "DUPLICATE_SCRIPTS": 4, "DUPLICATE_USE_INSTANCING": 8 } + }, + { + "name": "PhysicsInterpolationMode", + "values": { + "PHYSICS_INTERPOLATION_MODE_INHERIT": 0, + "PHYSICS_INTERPOLATION_MODE_OFF": 1, + "PHYSICS_INTERPOLATION_MODE_ON": 2 + } } ] }, @@ -106246,6 +114702,12 @@ "type": "String", "has_default_value": false, "default_value": "" + }, + { + "name": "default", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" } ] }, @@ -106987,6 +115449,192 @@ "enums": [ ] }, + { + "name": "OccluderShapePolygon", + "base_class": "OccluderShape", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + { + "name": "hole_points", + "type": "PoolVector2Array", + "getter": "get_hole_points", + "setter": "set_hole_points", + "index": -1 + }, + { + "name": "polygon_points", + "type": "PoolVector2Array", + "getter": "get_polygon_points", + "setter": "set_polygon_points", + "index": -1 + }, + { + "name": "two_way", + "type": "bool", + "getter": "is_two_way", + "setter": "set_two_way", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "get_hole_points", + "return_type": "PoolVector2Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_polygon_points", + "return_type": "PoolVector2Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_two_way", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_hole_point", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "index", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "position", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_hole_points", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "points", + "type": "PoolVector2Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_polygon_point", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "index", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "position", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_polygon_points", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "points", + "type": "PoolVector2Array", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_two_way", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "two_way", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, { "name": "OccluderShapeSphere", "base_class": "OccluderShape", @@ -107968,6 +116616,25 @@ } ] }, + { + "name": "get_item_tooltip", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_popup", "return_type": "PopupMenu", @@ -108201,6 +116868,31 @@ "default_value": "" } ] + }, + { + "name": "set_item_tooltip", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "tooltip", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ @@ -108592,7 +117284,8 @@ "constants": { "GEN_EDIT_STATE_DISABLED": 0, "GEN_EDIT_STATE_INSTANCE": 1, - "GEN_EDIT_STATE_MAIN": 2 + "GEN_EDIT_STATE_MAIN": 2, + "GEN_EDIT_STATE_MAIN_INHERITED": 3 }, "properties": [ { @@ -108709,7 +117402,8 @@ "values": { "GEN_EDIT_STATE_DISABLED": 0, "GEN_EDIT_STATE_INSTANCE": 1, - "GEN_EDIT_STATE_MAIN": 2 + "GEN_EDIT_STATE_MAIN": 2, + "GEN_EDIT_STATE_MAIN_INHERITED": 3 } } ] @@ -111595,6 +120289,13 @@ "setter": "set_color", "index": -1 }, + { + "name": "color_initial_ramp", + "type": "GradientTexture", + "getter": "get_color_initial_ramp", + "setter": "set_color_initial_ramp", + "index": -1 + }, { "name": "color_ramp", "type": "GradientTexture", @@ -111934,6 +120635,19 @@ "arguments": [ ] }, + { + "name": "get_color_initial_ramp", + "return_type": "Texture", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_color_ramp", "return_type": "Texture", @@ -112289,6 +121003,25 @@ } ] }, + { + "name": "set_color_initial_ramp", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "ramp", + "type": "Texture", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_color_ramp", "return_type": "void", @@ -114836,25 +123569,6 @@ "enums": [ ] }, - { - "name": "Physics2DDirectBodyStateSW", - "base_class": "Physics2DDirectBodyState", - "api_type": "core", - "singleton": false, - "singleton_name": "", - "instanciable": false, - "is_reference": false, - "constants": { - }, - "properties": [ - ], - "signals": [ - ], - "methods": [ - ], - "enums": [ - ] - }, { "name": "Physics2DDirectSpaceState", "base_class": "Object", @@ -119454,6 +128168,55 @@ } ] }, + { + "name": "intersect_point", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "point", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + }, + { + "name": "max_results", + "type": "int", + "has_default_value": true, + "default_value": "32" + }, + { + "name": "exclude", + "type": "Array", + "has_default_value": true, + "default_value": "[]" + }, + { + "name": "collision_layer", + "type": "int", + "has_default_value": true, + "default_value": "2147483647" + }, + { + "name": "collide_with_bodies", + "type": "bool", + "has_default_value": true, + "default_value": "True" + }, + { + "name": "collide_with_areas", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, { "name": "intersect_ray", "return_type": "Dictionary", @@ -124026,7 +132789,7 @@ }, { "name": "bones", - "type": "bool", + "type": "Array", "getter": "_get_bones", "setter": "_set_bones", "index": -1 @@ -126391,6 +135154,25 @@ } ] }, + { + "name": "set_current_index", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "index", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_hide_on_checkable_item_selection", "return_type": "void", @@ -127319,6 +136101,19 @@ "signals": [ ], "methods": [ + { + "name": "_request_update", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "_update", "return_type": "void", @@ -128422,6 +137217,11 @@ "properties": [ ], "signals": [ + { + "name": "project_settings_changed", + "arguments": [ + ] + } ], "methods": [ { @@ -128684,8 +137484,90 @@ ] }, { - "name": "set_order", - "return_type": "void", + "name": "set_order", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "position", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_setting", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "name", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "value", + "type": "Variant", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + ] + }, + { + "name": "PropertyTweener", + "base_class": "Tweener", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + { + "name": "as_relative", + "return_type": "PropertyTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "from", + "return_type": "PropertyTweener", "is_editor": false, "is_noscript": false, "is_const": false, @@ -128695,22 +137577,48 @@ "is_from_script": false, "arguments": [ { - "name": "name", - "type": "String", + "name": "value", + "type": "Variant", "has_default_value": false, "default_value": "" - }, + } + ] + }, + { + "name": "from_current", + "return_type": "PropertyTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_delay", + "return_type": "PropertyTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ { - "name": "position", - "type": "int", + "name": "delay", + "type": "float", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_setting", - "return_type": "void", + "name": "set_ease", + "return_type": "PropertyTweener", "is_editor": false, "is_noscript": false, "is_const": false, @@ -128720,14 +137628,27 @@ "is_from_script": false, "arguments": [ { - "name": "name", - "type": "String", + "name": "ease", + "type": "int", "has_default_value": false, "default_value": "" - }, + } + ] + }, + { + "name": "set_trans", + "return_type": "PropertyTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ { - "name": "value", - "type": "Variant", + "name": "trans", + "type": "int", "has_default_value": false, "default_value": "" } @@ -130019,7 +138940,7 @@ }, { "name": "get_debug_shape_thickness", - "return_type": "float", + "return_type": "int", "is_editor": false, "is_noscript": false, "is_const": true, @@ -130266,7 +139187,7 @@ "arguments": [ { "name": "debug_shape_thickness", - "type": "float", + "type": "int", "has_default_value": false, "default_value": "" } @@ -133349,6 +142270,10 @@ "ALIGN_FILL": 3, "ALIGN_LEFT": 0, "ALIGN_RIGHT": 2, + "INLINE_ALIGN_BASELINE": 2, + "INLINE_ALIGN_BOTTOM": 3, + "INLINE_ALIGN_CENTER": 1, + "INLINE_ALIGN_TOP": 0, "ITEM_ALIGN": 8, "ITEM_COLOR": 5, "ITEM_CUSTOMFX": 18, @@ -133394,6 +142319,13 @@ "setter": "set_effects", "index": -1 }, + { + "name": "deselect_on_focus_loss_enabled", + "type": "bool", + "getter": "is_deselect_on_focus_loss_enabled", + "setter": "set_deselect_on_focus_loss_enabled", + "index": -1 + }, { "name": "fit_content_height", "type": "bool", @@ -133567,6 +142499,12 @@ "type": "int", "has_default_value": true, "default_value": "0" + }, + { + "name": "align", + "type": "int", + "has_default_value": true, + "default_value": "2" } ] }, @@ -133621,6 +142559,19 @@ "arguments": [ ] }, + { + "name": "deselect", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_bbcode", "return_type": "String", @@ -133686,6 +142637,19 @@ "arguments": [ ] }, + { + "name": "get_selected_text", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_tab_size", "return_type": "int", @@ -133783,6 +142747,19 @@ } ] }, + { + "name": "is_deselect_on_focus_loss_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_fit_content_height_enabled", "return_type": "bool", @@ -134232,6 +143209,25 @@ } ] }, + { + "name": "set_deselect_on_focus_loss_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_effects", "return_type": "void", @@ -134533,6 +143529,15 @@ "ITEM_META": 17, "ITEM_CUSTOMFX": 18 } + }, + { + "name": "InlineAlign", + "values": { + "INLINE_ALIGN_TOP": 0, + "INLINE_ALIGN_CENTER": 1, + "INLINE_ALIGN_BASELINE": 2, + "INLINE_ALIGN_BOTTOM": 3 + } } ] }, @@ -137150,6 +146155,13 @@ "setter": "set_pvs_mode", "index": -1 }, + { + "name": "roaming_expansion_margin", + "type": "float", + "getter": "get_roaming_expansion_margin", + "setter": "set_roaming_expansion_margin", + "index": -1 + }, { "name": "room_simplify", "type": "float", @@ -137286,6 +146298,19 @@ "arguments": [ ] }, + { + "name": "get_roaming_expansion_margin", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_room_simplify", "return_type": "float", @@ -137548,6 +146573,25 @@ } ] }, + { + "name": "set_roaming_expansion_margin", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "roaming_expansion_margin", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_room_simplify", "return_type": "void", @@ -137701,7 +146745,8 @@ "constants": { "GEN_EDIT_STATE_DISABLED": 0, "GEN_EDIT_STATE_INSTANCE": 1, - "GEN_EDIT_STATE_MAIN": 2 + "GEN_EDIT_STATE_MAIN": 2, + "GEN_EDIT_STATE_MAIN_INHERITED": 3 }, "properties": [ ], @@ -138101,7 +147146,8 @@ "values": { "GEN_EDIT_STATE_DISABLED": 0, "GEN_EDIT_STATE_INSTANCE": 1, - "GEN_EDIT_STATE_MAIN": 2 + "GEN_EDIT_STATE_MAIN": 2, + "GEN_EDIT_STATE_MAIN_INHERITED": 3 } } ] @@ -138129,6 +147175,13 @@ "STRETCH_MODE_VIEWPORT": 2 }, "properties": [ + { + "name": "auto_accept_quit", + "type": "bool", + "getter": "is_auto_accept_quit", + "setter": "set_auto_accept_quit", + "index": -1 + }, { "name": "current_scene", "type": "Node", @@ -138185,6 +147238,20 @@ "setter": "set_pause", "index": -1 }, + { + "name": "physics_interpolation", + "type": "bool", + "getter": "is_physics_interpolation_enabled", + "setter": "set_physics_interpolation_enabled", + "index": -1 + }, + { + "name": "quit_on_go_back", + "type": "bool", + "getter": "is_quit_on_go_back", + "setter": "set_quit_on_go_back", + "index": -1 + }, { "name": "refuse_new_network_connections", "type": "bool", @@ -138560,6 +147627,19 @@ } ] }, + { + "name": "create_tween", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_current_scene", "return_type": "Node", @@ -138683,6 +147763,19 @@ } ] }, + { + "name": "get_processed_tweens", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_root", "return_type": "Viewport", @@ -138741,6 +147834,19 @@ "arguments": [ ] }, + { + "name": "is_auto_accept_quit", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_debugging_collisions_hint", "return_type": "bool", @@ -138819,6 +147925,32 @@ "arguments": [ ] }, + { + "name": "is_physics_interpolation_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_quit_on_go_back", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_refusing_new_network_connections", "return_type": "bool", @@ -139204,6 +148336,25 @@ } ] }, + { + "name": "set_physics_interpolation_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_quit_on_go_back", "return_type": "void", @@ -139392,6 +148543,536 @@ "enums": [ ] }, + { + "name": "SceneTreeTween", + "base_class": "Reference", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + "TWEEN_PAUSE_BOUND": 0, + "TWEEN_PAUSE_PROCESS": 2, + "TWEEN_PAUSE_STOP": 1 + }, + "properties": [ + ], + "signals": [ + { + "name": "finished", + "arguments": [ + ] + }, + { + "name": "loop_finished", + "arguments": [ + { + "name": "loop_count", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "step_finished", + "arguments": [ + { + "name": "idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "methods": [ + { + "name": "bind_node", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "node", + "type": "Node", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "chain", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "custom_step", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "delta", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_total_elapsed_time", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "interpolate_value", + "return_type": "Variant", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "initial_value", + "type": "Variant", + "has_default_value": false, + "default_value": "" + }, + { + "name": "delta_value", + "type": "Variant", + "has_default_value": false, + "default_value": "" + }, + { + "name": "elapsed_time", + "type": "float", + "has_default_value": false, + "default_value": "" + }, + { + "name": "duration", + "type": "float", + "has_default_value": false, + "default_value": "" + }, + { + "name": "trans_type", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "ease_type", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "is_running", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_valid", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "kill", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "parallel", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "pause", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "play", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_ease", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "ease", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_loops", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "loops", + "type": "int", + "has_default_value": true, + "default_value": "0" + } + ] + }, + { + "name": "set_parallel", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "parallel", + "type": "bool", + "has_default_value": true, + "default_value": "True" + } + ] + }, + { + "name": "set_pause_mode", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_process_mode", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_speed_scale", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "speed", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_trans", + "return_type": "SceneTreeTween", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "trans", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "stop", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "tween_callback", + "return_type": "CallbackTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "object", + "type": "Object", + "has_default_value": false, + "default_value": "" + }, + { + "name": "method", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "binds", + "type": "Array", + "has_default_value": true, + "default_value": "[]" + } + ] + }, + { + "name": "tween_interval", + "return_type": "IntervalTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "time", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "tween_method", + "return_type": "MethodTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "object", + "type": "Object", + "has_default_value": false, + "default_value": "" + }, + { + "name": "method", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "from", + "type": "Variant", + "has_default_value": false, + "default_value": "" + }, + { + "name": "to", + "type": "Variant", + "has_default_value": false, + "default_value": "" + }, + { + "name": "duration", + "type": "float", + "has_default_value": false, + "default_value": "" + }, + { + "name": "binds", + "type": "Array", + "has_default_value": true, + "default_value": "[]" + } + ] + }, + { + "name": "tween_property", + "return_type": "PropertyTweener", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "object", + "type": "Object", + "has_default_value": false, + "default_value": "" + }, + { + "name": "property", + "type": "NodePath", + "has_default_value": false, + "default_value": "" + }, + { + "name": "final_val", + "type": "Variant", + "has_default_value": false, + "default_value": "" + }, + { + "name": "duration", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + { + "name": "TweenPauseMode", + "values": { + "TWEEN_PAUSE_BOUND": 0, + "TWEEN_PAUSE_STOP": 1, + "TWEEN_PAUSE_PROCESS": 2 + } + } + ] + }, { "name": "Script", "base_class": "Resource", @@ -140560,6 +150241,25 @@ } ] }, + { + "name": "_on_replace_in_files_requested", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "arg0", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "_open_recent_script", "return_type": "void", @@ -140580,7 +150280,7 @@ ] }, { - "name": "_queue_close_tabs", + "name": "_prepare_file_menu", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -140593,7 +150293,7 @@ ] }, { - "name": "_reload_scripts", + "name": "_queue_close_tabs", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -140675,6 +150375,25 @@ "arguments": [ ] }, + { + "name": "_scene_saved_callback", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "arg0", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "_script_changed", "return_type": "void", @@ -141137,6 +150856,19 @@ "default_value": "" } ] + }, + { + "name": "reload_scripts", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] } ], "enums": [ @@ -144084,6 +153816,22 @@ } ], "signals": [ + { + "name": "drag_ended", + "arguments": [ + { + "name": "value_changed", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "drag_started", + "arguments": [ + ] + } ], "methods": [ { @@ -145379,6 +155127,13 @@ "setter": "set_gizmo", "index": -1 }, + { + "name": "global_rotation", + "type": "Vector3", + "getter": "get_global_rotation", + "setter": "set_global_rotation", + "index": -1 + }, { "name": "global_transform", "type": "Transform", @@ -145386,6 +155141,13 @@ "setter": "set_global_transform", "index": -1 }, + { + "name": "global_translation", + "type": "Vector3", + "getter": "get_global_translation", + "setter": "set_global_translation", + "index": -1 + }, { "name": "rotation", "type": "Vector3", @@ -145486,6 +155248,19 @@ "arguments": [ ] }, + { + "name": "get_global_rotation", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_global_transform", "return_type": "Transform", @@ -145499,6 +155274,32 @@ "arguments": [ ] }, + { + "name": "get_global_transform_interpolated", + "return_type": "Transform", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_global_translation", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_parent_spatial", "return_type": "Spatial", @@ -145839,7 +155640,32 @@ ] }, { - "name": "rotate_object_local", + "name": "rotate_object_local", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "axis", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + }, + { + "name": "angle", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "rotate_x", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145849,12 +155675,6 @@ "has_varargs": false, "is_from_script": false, "arguments": [ - { - "name": "axis", - "type": "Vector3", - "has_default_value": false, - "default_value": "" - }, { "name": "angle", "type": "float", @@ -145864,7 +155684,7 @@ ] }, { - "name": "rotate_x", + "name": "rotate_y", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145883,7 +155703,7 @@ ] }, { - "name": "rotate_y", + "name": "rotate_z", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145902,7 +155722,7 @@ ] }, { - "name": "rotate_z", + "name": "scale_object_local", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145913,15 +155733,15 @@ "is_from_script": false, "arguments": [ { - "name": "angle", - "type": "float", + "name": "scale", + "type": "Vector3", "has_default_value": false, "default_value": "" } ] }, { - "name": "scale_object_local", + "name": "set_as_toplevel", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145932,15 +155752,15 @@ "is_from_script": false, "arguments": [ { - "name": "scale", - "type": "Vector3", + "name": "enable", + "type": "bool", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_as_toplevel", + "name": "set_disable_scale", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145951,7 +155771,7 @@ "is_from_script": false, "arguments": [ { - "name": "enable", + "name": "disable", "type": "bool", "has_default_value": false, "default_value": "" @@ -145959,7 +155779,7 @@ ] }, { - "name": "set_disable_scale", + "name": "set_gizmo", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145970,15 +155790,15 @@ "is_from_script": false, "arguments": [ { - "name": "disable", - "type": "bool", + "name": "gizmo", + "type": "SpatialGizmo", "has_default_value": false, "default_value": "" } ] }, { - "name": "set_gizmo", + "name": "set_global_rotation", "return_type": "void", "is_editor": false, "is_noscript": false, @@ -145989,8 +155809,8 @@ "is_from_script": false, "arguments": [ { - "name": "gizmo", - "type": "SpatialGizmo", + "name": "radians", + "type": "Vector3", "has_default_value": false, "default_value": "" } @@ -146015,6 +155835,25 @@ } ] }, + { + "name": "set_global_translation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "translation", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_identity", "return_type": "void", @@ -146333,6 +156172,8 @@ "instanciable": true, "is_reference": true, "constants": { + "ASYNC_MODE_HIDDEN": 1, + "ASYNC_MODE_VISIBLE": 0, "BILLBOARD_DISABLED": 0, "BILLBOARD_ENABLED": 1, "BILLBOARD_FIXED_Y": 2, @@ -146376,6 +156217,7 @@ "FEATURE_TRANSPARENT": 0, "FLAG_ALBEDO_FROM_VERTEX_COLOR": 3, "FLAG_ALBEDO_TEXTURE_FORCE_SRGB": 14, + "FLAG_ALBEDO_TEXTURE_SDF": 19, "FLAG_AO_ON_UV2": 11, "FLAG_BILLBOARD_KEEP_SCALE": 7, "FLAG_DISABLE_AMBIENT_LIGHT": 17, @@ -146384,7 +156226,7 @@ "FLAG_EMISSION_ON_UV2": 12, "FLAG_ENSURE_CORRECT_NORMALS": 16, "FLAG_FIXED_SIZE": 6, - "FLAG_MAX": 19, + "FLAG_MAX": 20, "FLAG_SRGB_VERTEX_COLOR": 4, "FLAG_TRIPLANAR_USE_WORLD": 10, "FLAG_UNSHADED": 0, @@ -146493,6 +156335,13 @@ "setter": "set_ao_texture_channel", "index": -1 }, + { + "name": "async_mode", + "type": "int", + "getter": "get_async_mode", + "setter": "set_async_mode", + "index": -1 + }, { "name": "clearcoat", "type": "float", @@ -146689,6 +156538,13 @@ "setter": "set_flag", "index": 14 }, + { + "name": "flags_albedo_tex_msdf", + "type": "bool", + "getter": "get_flag", + "setter": "set_flag", + "index": 19 + }, { "name": "flags_disable_ambient_light", "type": "bool", @@ -147199,6 +157055,19 @@ "arguments": [ ] }, + { + "name": "get_async_mode", + "return_type": "enum.SpatialMaterial::AsyncMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_billboard_mode", "return_type": "enum.SpatialMaterial::BillboardMode", @@ -147988,6 +157857,25 @@ } ] }, + { + "name": "set_async_mode", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "mode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_billboard_mode", "return_type": "void", @@ -148996,6 +158884,13 @@ } ], "enums": [ + { + "name": "AsyncMode", + "values": { + "ASYNC_MODE_VISIBLE": 0, + "ASYNC_MODE_HIDDEN": 1 + } + }, { "name": "EmissionOperator", "values": { @@ -149063,7 +158958,8 @@ "FLAG_ENSURE_CORRECT_NORMALS": 16, "FLAG_DISABLE_AMBIENT_LIGHT": 17, "FLAG_USE_SHADOW_TO_OPACITY": 18, - "FLAG_MAX": 19 + "FLAG_ALBEDO_TEXTURE_SDF": 19, + "FLAG_MAX": 20 } }, { @@ -151182,8 +161078,10 @@ "ALPHA_CUT_DISABLED": 0, "ALPHA_CUT_DISCARD": 1, "ALPHA_CUT_OPAQUE_PREPASS": 2, + "FLAG_DISABLE_DEPTH_TEST": 3, "FLAG_DOUBLE_SIDED": 2, - "FLAG_MAX": 3, + "FLAG_FIXED_SIZE": 4, + "FLAG_MAX": 5, "FLAG_SHADED": 1, "FLAG_TRANSPARENT": 0 }, @@ -151223,6 +161121,13 @@ "setter": "set_draw_flag", "index": 2 }, + { + "name": "fixed_size", + "type": "bool", + "getter": "get_draw_flag", + "setter": "set_draw_flag", + "index": 4 + }, { "name": "flip_h", "type": "bool", @@ -151244,6 +161149,13 @@ "setter": "set_modulate", "index": -1 }, + { + "name": "no_depth_test", + "type": "bool", + "getter": "get_draw_flag", + "setter": "set_draw_flag", + "index": 3 + }, { "name": "offset", "type": "Vector2", @@ -151265,6 +161177,13 @@ "setter": "set_pixel_size", "index": -1 }, + { + "name": "render_priority", + "type": "int", + "getter": "get_render_priority", + "setter": "set_render_priority", + "index": -1 + }, { "name": "shaded", "type": "bool", @@ -151445,6 +161364,19 @@ "arguments": [ ] }, + { + "name": "get_render_priority", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_centered", "return_type": "bool", @@ -151698,6 +161630,25 @@ "default_value": "" } ] + }, + { + "name": "set_render_priority", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "priority", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ @@ -151707,7 +161658,9 @@ "FLAG_TRANSPARENT": 0, "FLAG_SHADED": 1, "FLAG_DOUBLE_SIDED": 2, - "FLAG_MAX": 3 + "FLAG_DISABLE_DEPTH_TEST": 3, + "FLAG_FIXED_SIZE": 4, + "FLAG_MAX": 5 } }, { @@ -154151,6 +164104,13 @@ "getter": "get_shadow_size", "setter": "set_shadow_size", "index": -1 + }, + { + "name": "skew", + "type": "Vector2", + "getter": "get_skew", + "setter": "set_skew", + "index": -1 } ], "signals": [ @@ -154330,6 +164290,19 @@ "arguments": [ ] }, + { + "name": "get_skew", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_anti_aliased", "return_type": "bool", @@ -154751,6 +164724,25 @@ "default_value": "" } ] + }, + { + "name": "set_skew", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "skew", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ @@ -156211,6 +166203,19 @@ "arguments": [ ] }, + { + "name": "_repaint", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "_update_current_tab", "return_type": "void", @@ -157049,6 +167054,25 @@ "arguments": [ ] }, + { + "name": "get_tab_button_icon", + "return_type": "Texture", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "tab_idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_tab_close_display_policy", "return_type": "enum.Tabs::CloseButtonDisplayPolicy", @@ -157316,6 +167340,31 @@ } ] }, + { + "name": "set_tab_button_icon", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "tab_idx", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "icon", + "type": "Texture", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_tab_close_display_policy", "return_type": "void", @@ -157475,6 +167524,13 @@ "SEARCH_WHOLE_WORDS": 2 }, "properties": [ + { + "name": "bookmark_gutter", + "type": "bool", + "getter": "is_bookmark_gutter_enabled", + "setter": "set_bookmark_gutter_enabled", + "index": -1 + }, { "name": "breakpoint_gutter", "type": "bool", @@ -157517,6 +167573,20 @@ "setter": "set_context_menu_enabled", "index": -1 }, + { + "name": "deselect_on_focus_loss_enabled", + "type": "bool", + "getter": "is_deselect_on_focus_loss_enabled", + "setter": "set_deselect_on_focus_loss_enabled", + "index": -1 + }, + { + "name": "drag_and_drop_selection_enabled", + "type": "bool", + "getter": "is_drag_and_drop_selection_enabled", + "setter": "set_drag_and_drop_selection_enabled", + "index": -1 + }, { "name": "draw_spaces", "type": "bool", @@ -157559,6 +167629,13 @@ "setter": "set_highlight_current_line", "index": -1 }, + { + "name": "middle_mouse_paste_enabled", + "type": "bool", + "getter": "is_middle_mouse_paste_enabled", + "setter": "set_middle_mouse_paste_enabled", + "index": -1 + }, { "name": "minimap_draw", "type": "bool", @@ -158321,6 +168398,25 @@ } ] }, + { + "name": "get_line_column_at_pos", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "position", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_line_count", "return_type": "int", @@ -158334,6 +168430,82 @@ "arguments": [ ] }, + { + "name": "get_line_height", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_line_width", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "wrap_index", + "type": "int", + "has_default_value": true, + "default_value": "-1" + } + ] + }, + { + "name": "get_line_wrap_count", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_line_wrapped_text", + "return_type": "PoolStringArray", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_menu", "return_type": "PopupMenu", @@ -158360,6 +168532,56 @@ "arguments": [ ] }, + { + "name": "get_pos_at_line_column", + "return_type": "Vector2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "column", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_rect_at_line_column", + "return_type": "Rect2", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "column", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_selection_from_column", "return_type": "int", @@ -158438,6 +168660,32 @@ "arguments": [ ] }, + { + "name": "get_total_gutter_width", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_total_visible_rows", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_v_scroll", "return_type": "float", @@ -158464,6 +168712,19 @@ "arguments": [ ] }, + { + "name": "get_visible_rows", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_word_under_cursor", "return_type": "String", @@ -158541,6 +168802,19 @@ } ] }, + { + "name": "is_bookmark_gutter_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_breakpoint_gutter_enabled", "return_type": "bool", @@ -158567,6 +168841,32 @@ "arguments": [ ] }, + { + "name": "is_deselect_on_focus_loss_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_drag_and_drop_selection_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_drawing_fold_gutter", "return_type": "bool", @@ -158753,6 +169053,57 @@ } ] }, + { + "name": "is_line_wrapped", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "line", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "is_middle_mouse_paste_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_mouse_over_selection", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "edges", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "is_overriding_selected_font_color", "return_type": "bool", @@ -159041,6 +169392,25 @@ "arguments": [ ] }, + { + "name": "set_bookmark_gutter_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_breakpoint_gutter_enabled", "return_type": "void", @@ -159079,6 +169449,44 @@ } ] }, + { + "name": "set_deselect_on_focus_loss_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_drag_and_drop_selection_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_draw_fold_gutter", "return_type": "void", @@ -159091,7 +169499,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "enable", "type": "bool", "has_default_value": false, "default_value": "" @@ -159110,7 +169518,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "enable", "type": "bool", "has_default_value": false, "default_value": "" @@ -159129,7 +169537,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "enable", "type": "bool", "has_default_value": false, "default_value": "" @@ -159337,6 +169745,25 @@ } ] }, + { + "name": "set_middle_mouse_paste_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_minimap_width", "return_type": "void", @@ -159718,6 +170145,322 @@ "enums": [ ] }, + { + "name": "TextMesh", + "base_class": "PrimitiveMesh", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": true, + "constants": { + "ALIGN_CENTER": 1, + "ALIGN_LEFT": 0, + "ALIGN_RIGHT": 2 + }, + "properties": [ + { + "name": "curve_step", + "type": "float", + "getter": "get_curve_step", + "setter": "set_curve_step", + "index": -1 + }, + { + "name": "depth", + "type": "float", + "getter": "get_depth", + "setter": "set_depth", + "index": -1 + }, + { + "name": "font", + "type": "Font", + "getter": "get_font", + "setter": "set_font", + "index": -1 + }, + { + "name": "horizontal_alignment", + "type": "int", + "getter": "get_horizontal_alignment", + "setter": "set_horizontal_alignment", + "index": -1 + }, + { + "name": "pixel_size", + "type": "float", + "getter": "get_pixel_size", + "setter": "set_pixel_size", + "index": -1 + }, + { + "name": "text", + "type": "String", + "getter": "get_text", + "setter": "set_text", + "index": -1 + }, + { + "name": "uppercase", + "type": "bool", + "getter": "is_uppercase", + "setter": "set_uppercase", + "index": -1 + } + ], + "signals": [ + ], + "methods": [ + { + "name": "_font_changed", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": true, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_curve_step", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_depth", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_font", + "return_type": "Font", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_horizontal_alignment", + "return_type": "enum.TextMesh::Align", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_pixel_size", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_text", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_uppercase", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_curve_step", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "curve_step", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_depth", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "depth", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_font", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "font", + "type": "Font", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_horizontal_alignment", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "alignment", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_pixel_size", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "pixel_size", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_text", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "text", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_uppercase", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + } + ], + "enums": [ + { + "name": "Align", + "values": { + "ALIGN_LEFT": 0, + "ALIGN_CENTER": 1, + "ALIGN_RIGHT": 2 + } + } + ] + }, { "name": "Texture", "base_class": "Resource", @@ -161691,6 +172434,25 @@ } ] }, + { + "name": "add_type", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "clear", "return_type": "void", @@ -161722,7 +172484,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161747,7 +172509,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161772,7 +172534,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161797,7 +172559,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161822,7 +172584,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161853,7 +172615,26 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "clear_type_variation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161910,7 +172691,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161929,7 +172710,7 @@ "is_from_script": false, "arguments": [ { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161967,7 +172748,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -161986,7 +172767,7 @@ "is_from_script": false, "arguments": [ { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162037,7 +172818,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162056,7 +172837,7 @@ "is_from_script": false, "arguments": [ { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162094,7 +172875,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162113,7 +172894,7 @@ "is_from_script": false, "arguments": [ { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162151,7 +172932,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162170,7 +172951,7 @@ "is_from_script": false, "arguments": [ { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162214,7 +172995,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162239,7 +173020,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162277,7 +173058,45 @@ "is_from_script": false, "arguments": [ { - "name": "node_type", + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_type_variation_base", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_type_variation_list", + "return_type": "PoolStringArray", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "base_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162302,7 +173121,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162327,7 +173146,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162365,7 +173184,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162390,7 +173209,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162415,7 +173234,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162446,7 +173265,32 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "is_type_variation", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "base_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162472,6 +173316,25 @@ } ] }, + { + "name": "remove_type", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "rename_color", "return_type": "void", @@ -162496,7 +173359,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162527,7 +173390,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162558,7 +173421,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162589,7 +173452,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162620,7 +173483,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162657,7 +173520,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162682,7 +173545,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162713,7 +173576,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162763,7 +173626,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162794,7 +173657,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162825,7 +173688,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162862,7 +173725,7 @@ "default_value": "" }, { - "name": "node_type", + "name": "theme_type", "type": "String", "has_default_value": false, "default_value": "" @@ -162874,6 +173737,31 @@ "default_value": "" } ] + }, + { + "name": "set_type_variation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "theme_type", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "base_type", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ @@ -162913,6 +173801,13 @@ "TILE_ORIGIN_TOP_LEFT": 0 }, "properties": [ + { + "name": "bake_navigation", + "type": "bool", + "getter": "is_baking_navigation", + "setter": "set_bake_navigation", + "index": -1 + }, { "name": "cell_clip_uv", "type": "bool", @@ -163025,6 +173920,13 @@ "setter": "set_mode", "index": -1 }, + { + "name": "navigation_layers", + "type": "int", + "getter": "get_navigation_layers", + "setter": "set_navigation_layers", + "index": -1 + }, { "name": "occluder_light_mask", "type": "int", @@ -163446,6 +174348,19 @@ "arguments": [ ] }, + { + "name": "get_navigation_layers", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_occluder_light_mask", "return_type": "int", @@ -163543,6 +174458,19 @@ "arguments": [ ] }, + { + "name": "is_baking_navigation", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_cell_transposed", "return_type": "bool", @@ -163695,6 +174623,25 @@ } ] }, + { + "name": "set_bake_navigation", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "bake_navigation", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_cell", "return_type": "void", @@ -163809,6 +174756,12 @@ "type": "bool", "has_default_value": true, "default_value": "False" + }, + { + "name": "autotile_coord", + "type": "Vector2", + "has_default_value": true, + "default_value": "(0, 0)" } ] }, @@ -164090,6 +175043,25 @@ } ] }, + { + "name": "set_navigation_layers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "navigation_layers", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_occluder_light_mask", "return_type": "void", @@ -165996,6 +176968,472 @@ } ] }, + { + "name": "Time", + "base_class": "Object", + "api_type": "core", + "singleton": true, + "singleton_name": "Time", + "instanciable": false, + "is_reference": false, + "constants": { + "MONTH_APRIL": 4, + "MONTH_AUGUST": 8, + "MONTH_DECEMBER": 12, + "MONTH_FEBRUARY": 2, + "MONTH_JANUARY": 1, + "MONTH_JULY": 7, + "MONTH_JUNE": 6, + "MONTH_MARCH": 3, + "MONTH_MAY": 5, + "MONTH_NOVEMBER": 11, + "MONTH_OCTOBER": 10, + "MONTH_SEPTEMBER": 9, + "WEEKDAY_FRIDAY": 5, + "WEEKDAY_MONDAY": 1, + "WEEKDAY_SATURDAY": 6, + "WEEKDAY_SUNDAY": 0, + "WEEKDAY_THURSDAY": 4, + "WEEKDAY_TUESDAY": 2, + "WEEKDAY_WEDNESDAY": 3 + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + { + "name": "get_date_dict_from_system", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "utc", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_date_dict_from_unix_time", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "unix_time_val", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_date_string_from_system", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "utc", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_date_string_from_unix_time", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "unix_time_val", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_datetime_dict_from_datetime_string", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "datetime", + "type": "String", + "has_default_value": false, + "default_value": "" + }, + { + "name": "weekday", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_datetime_dict_from_system", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "utc", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_datetime_dict_from_unix_time", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "unix_time_val", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_datetime_string_from_datetime_dict", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "datetime", + "type": "Dictionary", + "has_default_value": false, + "default_value": "" + }, + { + "name": "use_space", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_datetime_string_from_system", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "utc", + "type": "bool", + "has_default_value": true, + "default_value": "False" + }, + { + "name": "use_space", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_datetime_string_from_unix_time", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "unix_time_val", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "use_space", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_offset_string_from_offset_minutes", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "offset_minutes", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_ticks_msec", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_ticks_usec", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_time_dict_from_system", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "utc", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_time_dict_from_unix_time", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "unix_time_val", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_time_string_from_system", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "utc", + "type": "bool", + "has_default_value": true, + "default_value": "False" + } + ] + }, + { + "name": "get_time_string_from_unix_time", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "unix_time_val", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_time_zone_from_system", + "return_type": "Dictionary", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_unix_time_from_datetime_dict", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "datetime", + "type": "Dictionary", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_unix_time_from_datetime_string", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "datetime", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "get_unix_time_from_system", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + } + ], + "enums": [ + { + "name": "Month", + "values": { + "MONTH_JANUARY": 1, + "MONTH_FEBRUARY": 2, + "MONTH_MARCH": 3, + "MONTH_APRIL": 4, + "MONTH_MAY": 5, + "MONTH_JUNE": 6, + "MONTH_JULY": 7, + "MONTH_AUGUST": 8, + "MONTH_SEPTEMBER": 9, + "MONTH_OCTOBER": 10, + "MONTH_NOVEMBER": 11, + "MONTH_DECEMBER": 12 + } + }, + { + "name": "Weekday", + "values": { + "WEEKDAY_SUNDAY": 0, + "WEEKDAY_MONDAY": 1, + "WEEKDAY_TUESDAY": 2, + "WEEKDAY_WEDNESDAY": 3, + "WEEKDAY_THURSDAY": 4, + "WEEKDAY_FRIDAY": 5, + "WEEKDAY_SATURDAY": 6 + } + } + ] + }, { "name": "Timer", "base_class": "Node", @@ -167118,6 +178556,13 @@ "setter": "set_allow_rmb_select", "index": -1 }, + { + "name": "column_titles_visible", + "type": "bool", + "getter": "are_column_titles_visible", + "setter": "set_column_titles_visible", + "index": -1 + }, { "name": "columns", "type": "int", @@ -167533,6 +178978,25 @@ "arguments": [ ] }, + { + "name": "get_button_id_at_position", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "position", + "type": "Vector2", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_column_at_position", "return_type": "int", @@ -168175,7 +179639,7 @@ "default_value": "" }, { - "name": "button_idx", + "name": "id", "type": "int", "has_default_value": true, "default_value": "-1" @@ -168320,6 +179784,31 @@ } ] }, + { + "name": "get_button_by_id", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "column", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "id", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_button_count", "return_type": "int", @@ -168339,6 +179828,31 @@ } ] }, + { + "name": "get_button_id", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "column", + "type": "int", + "has_default_value": false, + "default_value": "" + }, + { + "name": "button_idx", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_button_tooltip", "return_type": "String", @@ -170023,6 +181537,24 @@ "type": "Variant", "has_default_value": true, "default_value": "Null" + }, + { + "name": "arg6", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" + }, + { + "name": "arg7", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" + }, + { + "name": "arg8", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" } ] }, @@ -170084,6 +181616,24 @@ "type": "Variant", "has_default_value": true, "default_value": "Null" + }, + { + "name": "arg6", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" + }, + { + "name": "arg7", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" + }, + { + "name": "arg8", + "type": "Variant", + "has_default_value": true, + "default_value": "Null" } ] }, @@ -170678,6 +182228,30 @@ } ] }, + { + "name": "Tweener", + "base_class": "Reference", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": false, + "is_reference": true, + "constants": { + }, + "properties": [ + ], + "signals": [ + { + "name": "finished", + "arguments": [ + ] + } + ], + "methods": [ + ], + "enums": [ + ] + }, { "name": "UDPServer", "base_class": "Reference", @@ -171982,6 +183556,25 @@ "enums": [ ] }, + { + "name": "VFlowContainer", + "base_class": "FlowContainer", + "api_type": "core", + "singleton": false, + "singleton_name": "", + "instanciable": true, + "is_reference": false, + "constants": { + }, + "properties": [ + ], + "signals": [ + ], + "methods": [ + ], + "enums": [ + ] + }, { "name": "VScrollBar", "base_class": "ScrollBar", @@ -172320,6 +183913,19 @@ "arguments": [ ] }, + { + "name": "get_contact_body", + "return_type": "Spatial", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_damping_compression", "return_type": "float", @@ -173735,6 +185341,13 @@ "setter": "set_usage", "index": -1 }, + { + "name": "use_32_bpc_depth", + "type": "bool", + "getter": "get_use_32_bpc_depth", + "setter": "set_use_32_bpc_depth", + "index": -1 + }, { "name": "world", "type": "World", @@ -174221,6 +185834,19 @@ "arguments": [ ] }, + { + "name": "get_use_32_bpc_depth", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_use_debanding", "return_type": "bool", @@ -174338,6 +185964,19 @@ "arguments": [ ] }, + { + "name": "gui_is_drag_successful", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "gui_is_dragging", "return_type": "bool", @@ -175013,6 +186652,25 @@ } ] }, + { + "name": "set_use_32_bpc_depth", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enable", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_use_arvr", "return_type": "void", @@ -175765,6 +187423,13 @@ "getter": "get_aabb", "setter": "set_aabb", "index": -1 + }, + { + "name": "max_distance", + "type": "float", + "getter": "get_max_distance", + "setter": "set_max_distance", + "index": -1 } ], "signals": [ @@ -175815,6 +187480,19 @@ "arguments": [ ] }, + { + "name": "get_max_distance", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_on_screen", "return_type": "bool", @@ -175846,6 +187524,25 @@ "default_value": "" } ] + }, + { + "name": "set_max_distance", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "distance", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ @@ -182055,6 +193752,9 @@ "CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE": 1, "CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE": 2, "CANVAS_OCCLUDER_POLYGON_CULL_DISABLED": 0, + "CHANGED_PRIORITY_ANY": 0, + "CHANGED_PRIORITY_HIGH": 2, + "CHANGED_PRIORITY_LOW": 1, "CUBEMAP_BACK": 5, "CUBEMAP_BOTTOM": 2, "CUBEMAP_FRONT": 4, @@ -182089,18 +193789,19 @@ "GLOW_BLEND_MODE_REPLACE": 3, "GLOW_BLEND_MODE_SCREEN": 1, "GLOW_BLEND_MODE_SOFTLIGHT": 2, - "INFO_2D_DRAW_CALLS_IN_FRAME": 7, - "INFO_2D_ITEMS_IN_FRAME": 6, - "INFO_DRAW_CALLS_IN_FRAME": 5, + "INFO_2D_DRAW_CALLS_IN_FRAME": 8, + "INFO_2D_ITEMS_IN_FRAME": 7, + "INFO_DRAW_CALLS_IN_FRAME": 6, "INFO_MATERIAL_CHANGES_IN_FRAME": 2, "INFO_OBJECTS_IN_FRAME": 0, "INFO_SHADER_CHANGES_IN_FRAME": 3, - "INFO_SURFACE_CHANGES_IN_FRAME": 4, - "INFO_TEXTURE_MEM_USED": 10, - "INFO_USAGE_VIDEO_MEM_TOTAL": 8, - "INFO_VERTEX_MEM_USED": 11, + "INFO_SHADER_COMPILES_IN_FRAME": 4, + "INFO_SURFACE_CHANGES_IN_FRAME": 5, + "INFO_TEXTURE_MEM_USED": 11, + "INFO_USAGE_VIDEO_MEM_TOTAL": 9, + "INFO_VERTEX_MEM_USED": 12, "INFO_VERTICES_IN_FRAME": 1, - "INFO_VIDEO_MEM_USED": 9, + "INFO_VIDEO_MEM_USED": 10, "INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE": 1, "INSTANCE_FLAG_MAX": 2, "INSTANCE_FLAG_USE_BAKED_LIGHT": 0, @@ -186087,6 +197788,12 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "queried_priority", + "type": "int", + "has_default_value": true, + "default_value": "0" + } ] }, { @@ -186653,6 +198360,31 @@ } ] }, + { + "name": "instance_geometry_set_material_overlay", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "instance", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "material", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "instance_geometry_set_material_override", "return_type": "void", @@ -190187,6 +201919,25 @@ } ] }, + { + "name": "set_shader_async_hidden_forbidden", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "forbidden", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "set_shader_time_scale", "return_type": "void", @@ -191064,6 +202815,31 @@ } ] }, + { + "name": "texture_set_proxy", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "proxy", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "base", + "type": "RID", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "texture_set_shrink_all_x2_on_set_data", "return_type": "void", @@ -191901,6 +203677,31 @@ } ] }, + { + "name": "viewport_set_use_32_bpc_depth", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "viewport", + "type": "RID", + "has_default_value": false, + "default_value": "" + }, + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "viewport_set_use_arvr", "return_type": "void", @@ -192046,6 +203847,14 @@ "TEXTURE_TYPE_3D": 4 } }, + { + "name": "ChangedPriority", + "values": { + "CHANGED_PRIORITY_ANY": 0, + "CHANGED_PRIORITY_LOW": 1, + "CHANGED_PRIORITY_HIGH": 2 + } + }, { "name": "EnvironmentSSAOQuality", "values": { @@ -192069,14 +203878,15 @@ "INFO_VERTICES_IN_FRAME": 1, "INFO_MATERIAL_CHANGES_IN_FRAME": 2, "INFO_SHADER_CHANGES_IN_FRAME": 3, - "INFO_SURFACE_CHANGES_IN_FRAME": 4, - "INFO_DRAW_CALLS_IN_FRAME": 5, - "INFO_2D_ITEMS_IN_FRAME": 6, - "INFO_2D_DRAW_CALLS_IN_FRAME": 7, - "INFO_USAGE_VIDEO_MEM_TOTAL": 8, - "INFO_VIDEO_MEM_USED": 9, - "INFO_TEXTURE_MEM_USED": 10, - "INFO_VERTEX_MEM_USED": 11 + "INFO_SHADER_COMPILES_IN_FRAME": 4, + "INFO_SURFACE_CHANGES_IN_FRAME": 5, + "INFO_DRAW_CALLS_IN_FRAME": 6, + "INFO_2D_ITEMS_IN_FRAME": 7, + "INFO_2D_DRAW_CALLS_IN_FRAME": 8, + "INFO_USAGE_VIDEO_MEM_TOTAL": 9, + "INFO_VIDEO_MEM_USED": 10, + "INFO_TEXTURE_MEM_USED": 11, + "INFO_VERTEX_MEM_USED": 12 } }, { @@ -193223,10 +205033,88 @@ "constants": { }, "properties": [ + { + "name": "default_value", + "type": "bool", + "getter": "get_default_value", + "setter": "set_default_value", + "index": -1 + }, + { + "name": "default_value_enabled", + "type": "bool", + "getter": "is_default_value_enabled", + "setter": "set_default_value_enabled", + "index": -1 + } ], "signals": [ ], "methods": [ + { + "name": "get_default_value", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_default_value_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_default_value", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_default_value_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + } ], "enums": [ ] @@ -193448,10 +205336,88 @@ "constants": { }, "properties": [ + { + "name": "default_value", + "type": "Color", + "getter": "get_default_value", + "setter": "set_default_value", + "index": -1 + }, + { + "name": "default_value_enabled", + "type": "bool", + "getter": "is_default_value_enabled", + "setter": "set_default_value_enabled", + "index": -1 + } ], "signals": [ ], "methods": [ + { + "name": "get_default_value", + "return_type": "Color", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_default_value_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_default_value", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "Color", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_default_value_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + } ], "enums": [ ] @@ -195344,14 +207310,261 @@ "instanciable": true, "is_reference": true, "constants": { + "HINT_MAX": 3, + "HINT_NONE": 0, + "HINT_RANGE": 1, + "HINT_RANGE_STEP": 2 }, "properties": [ + { + "name": "default_value", + "type": "float", + "getter": "get_default_value", + "setter": "set_default_value", + "index": -1 + }, + { + "name": "default_value_enabled", + "type": "bool", + "getter": "is_default_value_enabled", + "setter": "set_default_value_enabled", + "index": -1 + }, + { + "name": "hint", + "type": "int", + "getter": "get_hint", + "setter": "set_hint", + "index": -1 + }, + { + "name": "max", + "type": "float", + "getter": "get_max", + "setter": "set_max", + "index": -1 + }, + { + "name": "min", + "type": "float", + "getter": "get_min", + "setter": "set_min", + "index": -1 + }, + { + "name": "step", + "type": "float", + "getter": "get_step", + "setter": "set_step", + "index": -1 + } ], "signals": [ ], "methods": [ + { + "name": "get_default_value", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_hint", + "return_type": "enum.VisualShaderNodeScalarUniform::Hint", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_max", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_min", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "get_step", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_default_value_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_default_value", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_default_value_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_hint", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "hint", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_max", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_min", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_step", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "float", + "has_default_value": false, + "default_value": "" + } + ] + } ], "enums": [ + { + "name": "Hint", + "values": { + "HINT_NONE": 0, + "HINT_RANGE": 1, + "HINT_RANGE_STEP": 2, + "HINT_MAX": 3 + } + } ] }, { @@ -195920,10 +208133,88 @@ "constants": { }, "properties": [ + { + "name": "default_value", + "type": "Transform", + "getter": "get_default_value", + "setter": "set_default_value", + "index": -1 + }, + { + "name": "default_value_enabled", + "type": "bool", + "getter": "is_default_value_enabled", + "setter": "set_default_value_enabled", + "index": -1 + } ], "signals": [ ], "methods": [ + { + "name": "get_default_value", + "return_type": "Transform", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_default_value_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_default_value", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "Transform", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_default_value_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + } ], "enums": [ ] @@ -196184,10 +208475,88 @@ "constants": { }, "properties": [ + { + "name": "default_value", + "type": "Vector3", + "getter": "get_default_value", + "setter": "set_default_value", + "index": -1 + }, + { + "name": "default_value_enabled", + "type": "bool", + "getter": "is_default_value_enabled", + "setter": "set_default_value_enabled", + "index": -1 + } ], "signals": [ ], "methods": [ + { + "name": "get_default_value", + "return_type": "Vector3", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "is_default_value_enabled", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, + { + "name": "set_default_value", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "value", + "type": "Vector3", + "has_default_value": false, + "default_value": "" + } + ] + }, + { + "name": "set_default_value_enabled", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "enabled", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] + } ], "enums": [ ] @@ -197622,7 +209991,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "certificate", "type": "X509Certificate", "has_default_value": false, "default_value": "" @@ -197934,7 +210303,7 @@ }, { "name": "handshake_timeout", - "type": "bool", + "type": "float", "getter": "get_handshake_timeout", "setter": "set_handshake_timeout", "index": -1 @@ -198234,7 +210603,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "ip", "type": "String", "has_default_value": false, "default_value": "" @@ -198253,13 +210622,32 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "ca_chain", "type": "X509Certificate", "has_default_value": false, "default_value": "" } ] }, + { + "name": "set_extra_headers", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "headers", + "type": "PoolStringArray", + "has_default_value": true, + "default_value": "[]" + } + ] + }, { "name": "set_handshake_timeout", "return_type": "void", @@ -198291,7 +210679,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "key", "type": "CryptoKey", "has_default_value": false, "default_value": "" @@ -198310,7 +210698,7 @@ "is_from_script": false, "arguments": [ { - "name": "arg0", + "name": "certificate", "type": "X509Certificate", "has_default_value": false, "default_value": "" @@ -198343,6 +210731,10 @@ "instanciable": false, "is_reference": true, "constants": { + "TARGET_RAY_MODE_GAZE": 1, + "TARGET_RAY_MODE_SCREEN": 3, + "TARGET_RAY_MODE_TRACKED_POINTER": 2, + "TARGET_RAY_MODE_UNKNOWN": 0 }, "properties": [ { @@ -198393,6 +210785,13 @@ "getter": "get_visibility_state", "setter": "", "index": -1 + }, + { + "name": "xr_standard_mapping", + "type": "bool", + "getter": "get_xr_standard_mapping", + "setter": "set_xr_standard_mapping", + "index": -1 } ], "signals": [ @@ -198544,6 +210943,25 @@ } ] }, + { + "name": "get_controller_target_ray_mode", + "return_type": "enum.WebXRInterface::TargetRayMode", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "controller_id", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "get_optional_features", "return_type": "String", @@ -198622,6 +211040,19 @@ "arguments": [ ] }, + { + "name": "get_xr_standard_mapping", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "is_session_supported", "return_type": "void", @@ -198716,9 +211147,37 @@ "default_value": "" } ] + }, + { + "name": "set_xr_standard_mapping", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "arg0", + "type": "bool", + "has_default_value": false, + "default_value": "" + } + ] } ], "enums": [ + { + "name": "TargetRayMode", + "values": { + "TARGET_RAY_MODE_UNKNOWN": 0, + "TARGET_RAY_MODE_GAZE": 1, + "TARGET_RAY_MODE_TRACKED_POINTER": 2, + "TARGET_RAY_MODE_SCREEN": 3 + } + } ] }, { @@ -198895,6 +211354,13 @@ "setter": "set_fallback_environment", "index": -1 }, + { + "name": "navigation_map", + "type": "RID", + "getter": "get_navigation_map", + "setter": "", + "index": -1 + }, { "name": "scenario", "type": "RID", @@ -198952,6 +211418,19 @@ "arguments": [ ] }, + { + "name": "get_navigation_map", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_scenario", "return_type": "RID", @@ -199045,6 +211524,13 @@ "setter": "", "index": -1 }, + { + "name": "navigation_map", + "type": "RID", + "getter": "get_navigation_map", + "setter": "", + "index": -1 + }, { "name": "space", "type": "RID", @@ -199082,6 +211568,19 @@ "arguments": [ ] }, + { + "name": "get_navigation_map", + "return_type": "RID", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_space", "return_type": "RID", @@ -201122,6 +213621,12 @@ "has_varargs": false, "is_from_script": false, "arguments": [ + { + "name": "skip_cr", + "type": "bool", + "has_default_value": true, + "default_value": "True" + } ] }, { @@ -203514,6 +216019,25 @@ "arguments": [ ] }, + { + "name": "crash", + "return_type": "void", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "message", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "delay_msec", "return_type": "void", @@ -203630,6 +216154,12 @@ "type": "bool", "has_default_value": true, "default_value": "False" + }, + { + "name": "open_console", + "type": "bool", + "has_default_value": true, + "default_value": "False" } ] }, @@ -203871,6 +216401,19 @@ } ] }, + { + "name": "get_display_cutouts", + "return_type": "Array", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_dynamic_memory_usage", "return_type": "int", @@ -204020,6 +216563,19 @@ "arguments": [ ] }, + { + "name": "get_main_thread_id", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_max_window_size", "return_type": "Vector2", @@ -204156,6 +216712,19 @@ "arguments": [ ] }, + { + "name": "get_processor_name", + "return_type": "String", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "get_real_window_size", "return_type": "Vector2", @@ -204265,6 +216834,25 @@ } ] }, + { + "name": "get_screen_refresh_rate", + "return_type": "float", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "screen", + "type": "int", + "has_default_value": true, + "default_value": "-1" + } + ] + }, { "name": "get_screen_scale", "return_type": "float", @@ -204751,6 +217339,19 @@ } ] }, + { + "name": "has_clipboard", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "has_environment", "return_type": "bool", @@ -204893,6 +217494,25 @@ "arguments": [ ] }, + { + "name": "is_process_running", + "return_type": "bool", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "pid", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "is_scancode_unicode", "return_type": "bool", @@ -205106,6 +217726,25 @@ } ] }, + { + "name": "keyboard_get_scancode_from_physical", + "return_type": "int", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "scancode", + "type": "int", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "keyboard_set_current_layout", "return_type": "void", @@ -205144,6 +217783,25 @@ } ] }, + { + "name": "move_to_trash", + "return_type": "enum.Error", + "is_editor": false, + "is_noscript": false, + "is_const": true, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + { + "name": "path", + "type": "String", + "has_default_value": false, + "default_value": "" + } + ] + }, { "name": "move_window_to_foreground", "return_type": "void", @@ -206409,6 +219067,19 @@ "arguments": [ ] }, + { + "name": "try_wait", + "return_type": "enum.Error", + "is_editor": false, + "is_noscript": false, + "is_const": false, + "is_reverse": false, + "is_virtual": false, + "has_varargs": false, + "is_from_script": false, + "arguments": [ + ] + }, { "name": "wait", "return_type": "enum.Error", diff --git a/gdnative-bindings/docs/@GlobalScope.xml b/gdnative-bindings/docs/@GlobalScope.xml index 049663f55..bc664f131 100644 --- a/gdnative-bindings/docs/@GlobalScope.xml +++ b/gdnative-bindings/docs/@GlobalScope.xml @@ -1,5 +1,5 @@ - + Global scope constants and variables. @@ -53,8 +53,14 @@ The [Marshalls] singleton. - - The [EditorNavigationMeshGenerator] singleton. + + The [Navigation2DServer] singleton. + + + The [NavigationMeshGenerator] singleton. + + + The [NavigationServer] singleton. The [OS] singleton. @@ -77,6 +83,9 @@ The [ResourceSaver] singleton. + + The [Time] singleton. + The [TranslationServer] singleton. @@ -1006,8 +1015,11 @@ Gamepad button 22. - - Represents the maximum number of joystick buttons supported. + + The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms: + - Android: Up to 36 buttons. + - Linux: Up to 80 buttons. + - Windows and macOS: Up to 128 buttons. DualShock circle button. @@ -1187,25 +1199,58 @@ OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR controllers). - MIDI note OFF message. + MIDI note OFF message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs. - MIDI note ON message. + MIDI note ON message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs. - MIDI aftertouch message. + MIDI aftertouch message. This message is most often sent by pressing down on the key after it "bottoms out". - MIDI control change message. + MIDI control change message. This message is sent when a controller value changes. Controllers include devices such as pedals and levers. - MIDI program change message. + MIDI program change message. This message sent when the program patch number changes. - MIDI channel pressure message. + MIDI channel pressure message. This message is most often sent by pressing down on the key after it "bottoms out". This message is different from polyphonic after-touch as it indicates the highest pressure across all keys. - MIDI pitch bend message. + MIDI pitch bend message. This message is sent to indicate a change in the pitch bender (wheel or lever, typically). + + + MIDI system exclusive message. This has behavior exclusive to the device you're receiving input from. Getting this data is not implemented in Godot. + + + MIDI quarter frame message. Contains timing information that is used to synchronize MIDI devices. Getting this data is not implemented in Godot. + + + MIDI song position pointer message. Gives the number of 16th notes since the start of the song. Getting this data is not implemented in Godot. + + + MIDI song select message. Specifies which sequence or song is to be played. Getting this data is not implemented in Godot. + + + MIDI tune request message. Upon receiving a tune request, all analog synthesizers should tune their oscillators. + + + MIDI timing clock message. Sent 24 times per quarter note when synchronization is required. + + + MIDI start message. Start the current sequence playing. This message will be followed with Timing Clocks. + + + MIDI continue message. Continue at the point the sequence was stopped. + + + MIDI stop message. Stop the current sequence. + + + MIDI active sensing message. This message is intended to be sent repeatedly to tell the receiver that a connection is alive. + + + MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself. Methods that return [enum Error] return [constant OK] when no error occurred. Note that many functions don't return an error code but will print error messages to standard output. @@ -1373,7 +1418,12 @@ Hints that a float property should be within an exponential range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"0.01,100,0.01,or_greater"[/code]. - Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code]. + Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string. + The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code]. + + + Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code]. + Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values. Hints that a float property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"inout"[/code] to also include in/out easing. @@ -1393,40 +1443,46 @@ Hints that an integer property is a bitmask using the optionally named 2D physics layers. - + + Hints that an integer property is a bitmask using the optionally named 2D navigation layers. + + Hints that an integer property is a bitmask using the optionally named 3D render layers. - + Hints that an integer property is a bitmask using the optionally named 3D physics layers. - + + Hints that an integer property is a bitmask using the optionally named 3D navigation layers. + + Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. - + Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path. - + Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. - + Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path. - + Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture"[/code]). Editing it will show a popup menu of valid resource types to instantiate. - + Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed. - + Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use. - + Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited. - + Hints that an image is compressed using lossy compression. - + Hints that an image is compressed using lossless compression. @@ -1451,7 +1507,7 @@ The property is a translatable string. - Used to group properties together in the editor. + Used to group properties together in the editor. See [EditorInspector]. Used to categorize properties together in the editor. @@ -1495,6 +1551,8 @@ Deprecated method flag, unused. + + Default method flags. diff --git a/gdnative-bindings/docs/AABB.xml b/gdnative-bindings/docs/AABB.xml index 877cc4064..3bfba78e3 100644 --- a/gdnative-bindings/docs/AABB.xml +++ b/gdnative-bindings/docs/AABB.xml @@ -1,5 +1,5 @@ - + Axis-Aligned Bounding Box. @@ -9,9 +9,9 @@ [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.5/tutorials/math/vectors_advanced.html @@ -39,7 +39,14 @@ - Returns this [AABB] expanded to include a given point. + Returns a copy of this [AABB] expanded to include a given point. + [b]Example:[/b] + [codeblock] + # position (-3, 2, 0), size (1, 1, 1) + var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1)) + # position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2) + var box2 = box.expand(Vector3(0, -1, 2)) + [/codeblock] @@ -48,6 +55,12 @@ Returns the volume of the [AABB]. + + + + Returns the center of the [AABB], which is equal to [member position] + ([member size] / 2). + + diff --git a/gdnative-bindings/docs/AESContext.xml b/gdnative-bindings/docs/AESContext.xml new file mode 100644 index 000000000..120d286fa --- /dev/null +++ b/gdnative-bindings/docs/AESContext.xml @@ -0,0 +1,91 @@ + + + + Interface to low level AES encryption features. + + + This class provides access to AES encryption/decryption of raw data. Both AES-ECB and AES-CBC mode are supported. + [codeblock] + extends Node + + var aes = AESContext.new() + + func _ready(): + var key = "My secret key!!!" # Key must be either 16 or 32 bytes. + var data = "My secret text!!" # Data size must be multiple of 16 bytes, apply padding if needed. + # Encrypt ECB + aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8()) + var encrypted = aes.update(data.to_utf8()) + aes.finish() + # Decrypt ECB + aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8()) + var decrypted = aes.update(encrypted) + aes.finish() + # Check ECB + assert(decrypted == data.to_utf8()) + + var iv = "My secret iv!!!!" # IV must be of exactly 16 bytes. + # Encrypt CBC + aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8()) + encrypted = aes.update(data.to_utf8()) + aes.finish() + # Decrypt CBC + aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8()) + decrypted = aes.update(encrypted) + aes.finish() + # Check CBC + assert(decrypted == data.to_utf8()) + [/codeblock] + + + + + + + + Close this AES context so it can be started again. See [method start]. + + + + + + Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function. + [b]Note:[/b] This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. + + + + + + + + + Start the AES context in the given [code]mode[/code]. A [code]key[/code] of either 16 or 32 bytes must always be provided, while an [code]iv[/code] (initialization vector) of exactly 16 bytes, is only needed when [code]mode[/code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. + + + + + + + Run the desired operation for this AES context. Will return a [PoolByteArray] containing the result of encrypting (or decrypting) the given [code]src[/code]. See [method start] for mode of operation. + [b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply some padding if needed. + + + + + + AES electronic codebook encryption mode. + + + AES electronic codebook decryption mode. + + + AES cipher blocker chaining encryption mode. + + + AES cipher blocker chaining decryption mode. + + + Maximum value for the mode enum. + + + diff --git a/gdnative-bindings/docs/ARVRAnchor.xml b/gdnative-bindings/docs/ARVRAnchor.xml index c2ab068b5..1310b27f3 100644 --- a/gdnative-bindings/docs/ARVRAnchor.xml +++ b/gdnative-bindings/docs/ARVRAnchor.xml @@ -1,5 +1,5 @@ - + An anchor point in AR space. diff --git a/gdnative-bindings/docs/ARVRCamera.xml b/gdnative-bindings/docs/ARVRCamera.xml index abc0936a7..b1ab5afc8 100644 --- a/gdnative-bindings/docs/ARVRCamera.xml +++ b/gdnative-bindings/docs/ARVRCamera.xml @@ -1,5 +1,5 @@ - + A camera node with a few overrules for AR/VR applied, such as location tracking. @@ -8,7 +8,7 @@ The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result. - https://docs.godotengine.org/en/3.4/tutorials/vr/index.html + https://docs.godotengine.org/en/3.5/tutorials/vr/index.html diff --git a/gdnative-bindings/docs/ARVRController.xml b/gdnative-bindings/docs/ARVRController.xml index 7adae239c..e3a26c078 100644 --- a/gdnative-bindings/docs/ARVRController.xml +++ b/gdnative-bindings/docs/ARVRController.xml @@ -1,5 +1,5 @@ - + A spatial node representing a spatially-tracked controller. @@ -9,7 +9,7 @@ The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller. - https://docs.godotengine.org/en/3.4/tutorials/vr/index.html + https://docs.godotengine.org/en/3.5/tutorials/vr/index.html @@ -65,7 +65,7 @@ When a controller is turned off, its slot is freed. This ensures controllers will keep the same ID even when controllers with lower IDs are turned off. - The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly. + The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly. This is a useful property to animate if you want the controller to vibrate for a limited duration. diff --git a/gdnative-bindings/docs/ARVRInterface.xml b/gdnative-bindings/docs/ARVRInterface.xml index 9f11e6e26..090ea33ca 100644 --- a/gdnative-bindings/docs/ARVRInterface.xml +++ b/gdnative-bindings/docs/ARVRInterface.xml @@ -1,5 +1,5 @@ - + Base class for an AR/VR interface implementation. @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer]. - https://docs.godotengine.org/en/3.4/tutorials/vr/index.html + https://docs.godotengine.org/en/3.5/tutorials/vr/index.html diff --git a/gdnative-bindings/docs/ARVROrigin.xml b/gdnative-bindings/docs/ARVROrigin.xml index a3ad5c107..653434a71 100644 --- a/gdnative-bindings/docs/ARVROrigin.xml +++ b/gdnative-bindings/docs/ARVROrigin.xml @@ -1,5 +1,5 @@ - + The origin point in AR/VR. @@ -10,7 +10,7 @@ For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. - https://docs.godotengine.org/en/3.4/tutorials/vr/index.html + https://docs.godotengine.org/en/3.5/tutorials/vr/index.html diff --git a/gdnative-bindings/docs/ARVRPositionalTracker.xml b/gdnative-bindings/docs/ARVRPositionalTracker.xml index 630182d93..025f8cf3f 100644 --- a/gdnative-bindings/docs/ARVRPositionalTracker.xml +++ b/gdnative-bindings/docs/ARVRPositionalTracker.xml @@ -1,5 +1,5 @@ - + A tracked object. @@ -9,7 +9,7 @@ The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them. - https://docs.godotengine.org/en/3.4/tutorials/vr/index.html + https://docs.godotengine.org/en/3.5/tutorials/vr/index.html diff --git a/gdnative-bindings/docs/ARVRServer.xml b/gdnative-bindings/docs/ARVRServer.xml index c8c65094e..5ea22aa1c 100644 --- a/gdnative-bindings/docs/ARVRServer.xml +++ b/gdnative-bindings/docs/ARVRServer.xml @@ -1,5 +1,5 @@ - + Server for AR and VR features. @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. - https://docs.godotengine.org/en/3.4/tutorials/vr/index.html + https://docs.godotengine.org/en/3.5/tutorials/vr/index.html diff --git a/gdnative-bindings/docs/AStar.xml b/gdnative-bindings/docs/AStar.xml index 4afd41eb5..fefa08c68 100644 --- a/gdnative-bindings/docs/AStar.xml +++ b/gdnative-bindings/docs/AStar.xml @@ -1,5 +1,5 @@ - + An implementation of A* to find the shortest paths among connected points in space. @@ -47,7 +47,7 @@ - Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger. + Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 0.0 or greater. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path. [codeblock] var astar = AStar.new() diff --git a/gdnative-bindings/docs/AStar2D.xml b/gdnative-bindings/docs/AStar2D.xml index aa45de4b6..4982ec838 100644 --- a/gdnative-bindings/docs/AStar2D.xml +++ b/gdnative-bindings/docs/AStar2D.xml @@ -1,5 +1,5 @@ - + AStar class representation that uses 2D vectors as edges. @@ -33,7 +33,7 @@ - Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger. + Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 0.0 or greater. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path. [codeblock] var astar = AStar2D.new() @@ -46,8 +46,9 @@ + - Returns whether there is a connection/segment between the given points. + Returns whether there is a connection/segment between the given points. If [code]bidirectional[/code] is [code]false[/code], returns whether movement from [code]id[/code] to [code]to_id[/code] is possible through this segment. @@ -75,8 +76,9 @@ + - Deletes the segment between the given points. + Deletes the segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is prevented, and a unidirectional segment possibly remains. diff --git a/gdnative-bindings/docs/AcceptDialog.xml b/gdnative-bindings/docs/AcceptDialog.xml index 06e894fa9..cbcd615cb 100644 --- a/gdnative-bindings/docs/AcceptDialog.xml +++ b/gdnative-bindings/docs/AcceptDialog.xml @@ -1,5 +1,5 @@ - + Base dialog for user notification. @@ -68,7 +68,7 @@ The text displayed by the dialog. - + diff --git a/gdnative-bindings/docs/AnimatedSprite.xml b/gdnative-bindings/docs/AnimatedSprite.xml index 52c42a258..6386fae27 100644 --- a/gdnative-bindings/docs/AnimatedSprite.xml +++ b/gdnative-bindings/docs/AnimatedSprite.xml @@ -1,23 +1,17 @@ - + - Sprite node that can use multiple textures for animation. + Sprite node that contains multiple textures as frames to play for animation. - Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. - [b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map. + [AnimatedSprite] is similar to the [Sprite] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 - - - - Returns [code]true[/code] if an animation is currently being played. - - @@ -35,7 +29,7 @@ - The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset. + The current animation from the [member frames] resource. If this value changes, the [code]frame[/code] counter is reset. If [code]true[/code], texture will be centered. @@ -50,12 +44,12 @@ The displayed animation frame's index. - The [SpriteFrames] resource containing the animation(s). + The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource. The texture's drawing offset. - + If [code]true[/code], the [member animation] is currently playing. diff --git a/gdnative-bindings/docs/AnimatedSprite3D.xml b/gdnative-bindings/docs/AnimatedSprite3D.xml index 25fce0264..d598e2ce7 100644 --- a/gdnative-bindings/docs/AnimatedSprite3D.xml +++ b/gdnative-bindings/docs/AnimatedSprite3D.xml @@ -1,5 +1,5 @@ - + 2D sprite node in 3D world, that can use multiple 2D textures for animation. @@ -7,7 +7,7 @@ Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_sprite_animation.html diff --git a/gdnative-bindings/docs/AnimatedTexture.xml b/gdnative-bindings/docs/AnimatedTexture.xml index 2fa13b73d..0fd4a8fcd 100644 --- a/gdnative-bindings/docs/AnimatedTexture.xml +++ b/gdnative-bindings/docs/AnimatedTexture.xml @@ -1,5 +1,5 @@ - + Proxy texture for simple frame-based animations. @@ -55,7 +55,7 @@ Sets the currently visible frame of the texture. - + Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]). For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds. diff --git a/gdnative-bindings/docs/Animation.xml b/gdnative-bindings/docs/Animation.xml index 5a897734f..02d771f50 100644 --- a/gdnative-bindings/docs/Animation.xml +++ b/gdnative-bindings/docs/Animation.xml @@ -1,5 +1,5 @@ - + Contains data used to animate everything in the engine. @@ -17,7 +17,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. - https://docs.godotengine.org/en/3.4/tutorials/animation/index.html + https://docs.godotengine.org/en/3.5/tutorials/animation/index.html diff --git a/gdnative-bindings/docs/AnimationNode.xml b/gdnative-bindings/docs/AnimationNode.xml index d8f0a344f..46e3684c9 100644 --- a/gdnative-bindings/docs/AnimationNode.xml +++ b/gdnative-bindings/docs/AnimationNode.xml @@ -1,14 +1,14 @@ - + Base resource for [AnimationTree] nodes. Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas. - Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. + Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html @@ -57,20 +57,20 @@ - Gets the text caption for this node (used by some editors). + When inheriting from [AnimationRootNode], implement this virtual method to override the text caption for this node. - Gets a child node by index (used by editors inheriting from [AnimationRootNode]). + When inheriting from [AnimationRootNode], implement this virtual method to return a child node by its [code]name[/code]. - Gets all children nodes in order as a [code]name: node[/code] dictionary. Only useful when inheriting [AnimationRootNode]. + When inheriting from [AnimationRootNode], implement this virtual method to return all children nodes in order as a [code]name: node[/code] dictionary. @@ -97,26 +97,26 @@ - Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. + When inheriting from [AnimationRootNode], implement this virtual method to return the default value of parameter "[code]name[/code]". Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. - Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list]. + When inheriting from [AnimationRootNode], implement this virtual method to return a list of the properties on this node. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list]. - + - Returns [code]true[/code] whether you want the blend tree editor to display filter editing on this node. + When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this node. - Returns [code]true[/code] whether a given path is filtered. + Returns whether the given path is filtered. @@ -124,7 +124,7 @@ - User-defined callback called when a custom node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. + When inheriting from [AnimationRootNode], implement this virtual method to run some code when this node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory. This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called). @@ -149,7 +149,7 @@ - Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes. + Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes. @@ -161,7 +161,7 @@ - Called when the node was removed from the graph. + Emitted when the node was removed from the graph. diff --git a/gdnative-bindings/docs/AnimationNodeAdd2.xml b/gdnative-bindings/docs/AnimationNodeAdd2.xml index edc617f42..cd84d4e03 100644 --- a/gdnative-bindings/docs/AnimationNodeAdd2.xml +++ b/gdnative-bindings/docs/AnimationNodeAdd2.xml @@ -1,5 +1,5 @@ - + Blends two animations additively inside of an [AnimationNodeBlendTree]. @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/AnimationNodeAdd3.xml b/gdnative-bindings/docs/AnimationNodeAdd3.xml index b5f78b1fe..980d62962 100644 --- a/gdnative-bindings/docs/AnimationNodeAdd3.xml +++ b/gdnative-bindings/docs/AnimationNodeAdd3.xml @@ -1,5 +1,5 @@ - + Blends two of three animations additively inside of an [AnimationNodeBlendTree]. @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationNodeAnimation.xml b/gdnative-bindings/docs/AnimationNodeAnimation.xml index f2c149676..bd234a5cc 100644 --- a/gdnative-bindings/docs/AnimationNodeAnimation.xml +++ b/gdnative-bindings/docs/AnimationNodeAnimation.xml @@ -1,5 +1,5 @@ - + Input animation to use in an [AnimationNodeBlendTree]. @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationNodeBlend2.xml b/gdnative-bindings/docs/AnimationNodeBlend2.xml index b98651f4c..b390ead24 100644 --- a/gdnative-bindings/docs/AnimationNodeBlend2.xml +++ b/gdnative-bindings/docs/AnimationNodeBlend2.xml @@ -1,5 +1,5 @@ - + Blends two animations linearly inside of an [AnimationNodeBlendTree]. @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationNodeBlend3.xml b/gdnative-bindings/docs/AnimationNodeBlend3.xml index 25dde5aef..d78e0ca54 100644 --- a/gdnative-bindings/docs/AnimationNodeBlend3.xml +++ b/gdnative-bindings/docs/AnimationNodeBlend3.xml @@ -1,5 +1,5 @@ - + Blends two of three animations linearly inside of an [AnimationNodeBlendTree]. @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/AnimationNodeBlendSpace1D.xml b/gdnative-bindings/docs/AnimationNodeBlendSpace1D.xml index 16f8fd7ec..2f20c4092 100644 --- a/gdnative-bindings/docs/AnimationNodeBlendSpace1D.xml +++ b/gdnative-bindings/docs/AnimationNodeBlendSpace1D.xml @@ -1,5 +1,5 @@ - + Blends linearly between two of any number of [AnimationNode] of any type placed on a virtual axis. @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/AnimationNodeBlendSpace2D.xml b/gdnative-bindings/docs/AnimationNodeBlendSpace2D.xml index f0704ad61..7e3536d5c 100644 --- a/gdnative-bindings/docs/AnimationNodeBlendSpace2D.xml +++ b/gdnative-bindings/docs/AnimationNodeBlendSpace2D.xml @@ -1,5 +1,5 @@ - + Blends linearly between three [AnimationNode] of any type placed in a 2D space. @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationNodeBlendTree.xml b/gdnative-bindings/docs/AnimationNodeBlendTree.xml index e47f07bd6..1fe214f4c 100644 --- a/gdnative-bindings/docs/AnimationNodeBlendTree.xml +++ b/gdnative-bindings/docs/AnimationNodeBlendTree.xml @@ -1,13 +1,14 @@ - + [AnimationTree] node resource that contains many blend type nodes. - This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. + This node may contain a sub-tree of any other blend type nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most commonly used roots. + An [AnimationNodeOutput] node named [code]output[/code] is created by default. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/AnimationNodeOneShot.xml b/gdnative-bindings/docs/AnimationNodeOneShot.xml index f65c89ff2..3d08a59f8 100644 --- a/gdnative-bindings/docs/AnimationNodeOneShot.xml +++ b/gdnative-bindings/docs/AnimationNodeOneShot.xml @@ -1,5 +1,5 @@ - + Plays an animation once in [AnimationNodeBlendTree]. @@ -7,21 +7,10 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 - - - - - - - - - - - @@ -37,6 +26,8 @@ + + diff --git a/gdnative-bindings/docs/AnimationNodeOutput.xml b/gdnative-bindings/docs/AnimationNodeOutput.xml index 054ffeb13..5dcfd889a 100644 --- a/gdnative-bindings/docs/AnimationNodeOutput.xml +++ b/gdnative-bindings/docs/AnimationNodeOutput.xml @@ -1,12 +1,12 @@ - + Generic output node to be added to [AnimationNodeBlendTree]. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationNodeStateMachine.xml b/gdnative-bindings/docs/AnimationNodeStateMachine.xml index eeaedaa72..64ff5039b 100644 --- a/gdnative-bindings/docs/AnimationNodeStateMachine.xml +++ b/gdnative-bindings/docs/AnimationNodeStateMachine.xml @@ -1,5 +1,5 @@ - + State machine for control of animations. @@ -12,7 +12,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/AnimationNodeStateMachinePlayback.xml b/gdnative-bindings/docs/AnimationNodeStateMachinePlayback.xml index c45bf710c..05e80c1fa 100644 --- a/gdnative-bindings/docs/AnimationNodeStateMachinePlayback.xml +++ b/gdnative-bindings/docs/AnimationNodeStateMachinePlayback.xml @@ -1,5 +1,5 @@ - + Playback control for [AnimationNodeStateMachine]. @@ -12,7 +12,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html @@ -66,7 +66,7 @@ - + diff --git a/gdnative-bindings/docs/AnimationNodeStateMachineTransition.xml b/gdnative-bindings/docs/AnimationNodeStateMachineTransition.xml index bc1d17c16..eba13a1b3 100644 --- a/gdnative-bindings/docs/AnimationNodeStateMachineTransition.xml +++ b/gdnative-bindings/docs/AnimationNodeStateMachineTransition.xml @@ -1,17 +1,17 @@ - + - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html - Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: + Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: [codeblock] $animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0) [/codeblock] diff --git a/gdnative-bindings/docs/AnimationNodeTimeScale.xml b/gdnative-bindings/docs/AnimationNodeTimeScale.xml index e95405d03..3c0d16ae7 100644 --- a/gdnative-bindings/docs/AnimationNodeTimeScale.xml +++ b/gdnative-bindings/docs/AnimationNodeTimeScale.xml @@ -1,5 +1,5 @@ - + A time-scaling animation node to be used with [AnimationTree]. @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 diff --git a/gdnative-bindings/docs/AnimationNodeTimeSeek.xml b/gdnative-bindings/docs/AnimationNodeTimeSeek.xml index e34df7a9b..4aefe29a1 100644 --- a/gdnative-bindings/docs/AnimationNodeTimeSeek.xml +++ b/gdnative-bindings/docs/AnimationNodeTimeSeek.xml @@ -1,5 +1,5 @@ - + A time-seeking animation node to be used with [AnimationTree]. @@ -18,7 +18,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/AnimationNodeTransition.xml b/gdnative-bindings/docs/AnimationNodeTransition.xml index 71bdf0f6e..b0598ad90 100644 --- a/gdnative-bindings/docs/AnimationNodeTransition.xml +++ b/gdnative-bindings/docs/AnimationNodeTransition.xml @@ -1,5 +1,5 @@ - + A generic animation transition node for [AnimationTree]. @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationPlayer.xml b/gdnative-bindings/docs/AnimationPlayer.xml index ca48dbb44..f73827287 100644 --- a/gdnative-bindings/docs/AnimationPlayer.xml +++ b/gdnative-bindings/docs/AnimationPlayer.xml @@ -1,5 +1,5 @@ - + Container and player of [Animation] resources. @@ -9,8 +9,8 @@ Updating the target properties of animations occurs at process time. - https://docs.godotengine.org/en/3.4/tutorials/animation/index.html - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.5/tutorials/animation/index.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/678 @@ -67,7 +67,7 @@ - Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found. + Returns the [Animation] with the key [code]name[/code]. If the animation does not exist, [code]null[/code] is returned and an error is logged. @@ -159,6 +159,7 @@ Seeks the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [code]seconds[/code] are skipped. + [b]Note:[/b] Seeking to the end of the animation doesn't emit [signal animation_finished]. If you want to skip animation and emit the signal, use [method advance]. diff --git a/gdnative-bindings/docs/AnimationRootNode.xml b/gdnative-bindings/docs/AnimationRootNode.xml index 1e07a6452..46f8fa4cf 100644 --- a/gdnative-bindings/docs/AnimationRootNode.xml +++ b/gdnative-bindings/docs/AnimationRootNode.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AnimationTrackEditPlugin.xml b/gdnative-bindings/docs/AnimationTrackEditPlugin.xml index 9a77bb706..6fd55419a 100644 --- a/gdnative-bindings/docs/AnimationTrackEditPlugin.xml +++ b/gdnative-bindings/docs/AnimationTrackEditPlugin.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AnimationTree.xml b/gdnative-bindings/docs/AnimationTree.xml index 282ff12a3..0b724321f 100644 --- a/gdnative-bindings/docs/AnimationTree.xml +++ b/gdnative-bindings/docs/AnimationTree.xml @@ -1,5 +1,5 @@ - + A node to be used for advanced animation transitions in an [AnimationPlayer]. @@ -8,7 +8,7 @@ [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/AnimationTreePlayer.xml b/gdnative-bindings/docs/AnimationTreePlayer.xml index 5fb451d57..13d661421 100644 --- a/gdnative-bindings/docs/AnimationTreePlayer.xml +++ b/gdnative-bindings/docs/AnimationTreePlayer.xml @@ -1,5 +1,5 @@ - + [i]Deprecated.[/i] Animation player that uses a node graph for blending animations. Superseded by [AnimationTree]. @@ -9,7 +9,7 @@ See [AnimationTree] for a more full-featured replacement of this node. - https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html diff --git a/gdnative-bindings/docs/Area.xml b/gdnative-bindings/docs/Area.xml index f9934cbf4..5d94310ee 100644 --- a/gdnative-bindings/docs/Area.xml +++ b/gdnative-bindings/docs/Area.xml @@ -1,5 +1,5 @@ - + 3D area for detection and physics and audio influence. diff --git a/gdnative-bindings/docs/Area2D.xml b/gdnative-bindings/docs/Area2D.xml index 7aea83ec8..fda65cbb5 100644 --- a/gdnative-bindings/docs/Area2D.xml +++ b/gdnative-bindings/docs/Area2D.xml @@ -1,5 +1,5 @@ - + 2D area for detection and physics and audio influence. @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. - https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html + https://docs.godotengine.org/en/3.5/tutorials/physics/using_area_2d.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/120 diff --git a/gdnative-bindings/docs/Array.xml b/gdnative-bindings/docs/Array.xml index 64bf97909..7b3175b47 100644 --- a/gdnative-bindings/docs/Array.xml +++ b/gdnative-bindings/docs/Array.xml @@ -1,5 +1,5 @@ - + A generic array datatype. @@ -172,17 +172,28 @@ - Removes the first occurrence of a value from the array. To remove an element by index, use [method remove] instead. + Removes the first occurrence of a value from the array. If the value does not exist in the array, nothing happens. To remove an element by index, use [method remove] instead. [b]Note:[/b] This method acts in-place and doesn't return a value. [b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements: + [codeblock] + var array = [] + array.resize(10) + array.fill(0) # Initialize the 10 elements to 0. + [/codeblock] + + - Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. @@ -221,8 +232,8 @@ - Returns a hashed integer value representing the array and its contents. - [b]Note:[/b] Arrays with equal contents can still produce different hashes. Only the exact same arrays will produce the same hashed integer value. + Returns a hashed 32-bit integer value representing the array and its contents. + [b]Note:[/b] [Array]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the arrays are equal, because different arrays can have identical hash values due to hash collisions. @@ -304,7 +315,7 @@ - Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. diff --git a/gdnative-bindings/docs/ArrayMesh.xml b/gdnative-bindings/docs/ArrayMesh.xml index 59f9fb8f3..7076c5c2a 100644 --- a/gdnative-bindings/docs/ArrayMesh.xml +++ b/gdnative-bindings/docs/ArrayMesh.xml @@ -1,5 +1,5 @@ - + [Mesh] type that provides utility for constructing a surface from arrays. @@ -26,7 +26,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. - https://docs.godotengine.org/en/3.4/tutorials/content/procedural_geometry/arraymesh.html + https://docs.godotengine.org/en/3.5/tutorials/3d/procedural_geometry/arraymesh.html @@ -172,7 +172,7 @@ - Default value used for index_array_len when no indices are present. + Value used internally when no indices are present. Amount of weights/bone indices per vertex (always 4). diff --git a/gdnative-bindings/docs/AspectRatioContainer.xml b/gdnative-bindings/docs/AspectRatioContainer.xml index bf43be03f..b5e88c986 100644 --- a/gdnative-bindings/docs/AspectRatioContainer.xml +++ b/gdnative-bindings/docs/AspectRatioContainer.xml @@ -1,5 +1,5 @@ - + Container that preserves its child controls' aspect ratio. @@ -7,6 +7,7 @@ Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html diff --git a/gdnative-bindings/docs/AtlasTexture.xml b/gdnative-bindings/docs/AtlasTexture.xml index 9f5ca94d3..7140d0b97 100644 --- a/gdnative-bindings/docs/AtlasTexture.xml +++ b/gdnative-bindings/docs/AtlasTexture.xml @@ -1,5 +1,5 @@ - + Crops out one part of a texture, such as a texture from a texture atlas. @@ -19,7 +19,7 @@ If [code]true[/code], clips the area outside of the region to avoid bleeding of the surrounding texture pixels. - + The margin around the region. The [Rect2]'s [member Rect2.size] parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin. diff --git a/gdnative-bindings/docs/AudioBusLayout.xml b/gdnative-bindings/docs/AudioBusLayout.xml index d1bab741a..f6c398fb9 100644 --- a/gdnative-bindings/docs/AudioBusLayout.xml +++ b/gdnative-bindings/docs/AudioBusLayout.xml @@ -1,5 +1,5 @@ - + Stores information about the audio buses. diff --git a/gdnative-bindings/docs/AudioEffect.xml b/gdnative-bindings/docs/AudioEffect.xml index 8fd46c775..c652b2c6e 100644 --- a/gdnative-bindings/docs/AudioEffect.xml +++ b/gdnative-bindings/docs/AudioEffect.xml @@ -1,5 +1,5 @@ - + Audio effect for audio. diff --git a/gdnative-bindings/docs/AudioEffectAmplify.xml b/gdnative-bindings/docs/AudioEffectAmplify.xml index 2db3b4fec..1936f7e6d 100644 --- a/gdnative-bindings/docs/AudioEffectAmplify.xml +++ b/gdnative-bindings/docs/AudioEffectAmplify.xml @@ -1,5 +1,5 @@ - + Adds an amplifying audio effect to an audio bus. Increases or decreases the volume of the selected audio bus. diff --git a/gdnative-bindings/docs/AudioEffectBandLimitFilter.xml b/gdnative-bindings/docs/AudioEffectBandLimitFilter.xml index 7bdd654fa..7765f9a6f 100644 --- a/gdnative-bindings/docs/AudioEffectBandLimitFilter.xml +++ b/gdnative-bindings/docs/AudioEffectBandLimitFilter.xml @@ -1,5 +1,5 @@ - + Adds a band limit filter to the audio bus. diff --git a/gdnative-bindings/docs/AudioEffectBandPassFilter.xml b/gdnative-bindings/docs/AudioEffectBandPassFilter.xml index 7850b83b3..c04b3b0d1 100644 --- a/gdnative-bindings/docs/AudioEffectBandPassFilter.xml +++ b/gdnative-bindings/docs/AudioEffectBandPassFilter.xml @@ -1,5 +1,5 @@ - + Adds a band pass filter to the audio bus. diff --git a/gdnative-bindings/docs/AudioEffectCapture.xml b/gdnative-bindings/docs/AudioEffectCapture.xml index 0a4f9ff0c..ba452dc71 100644 --- a/gdnative-bindings/docs/AudioEffectCapture.xml +++ b/gdnative-bindings/docs/AudioEffectCapture.xml @@ -1,11 +1,11 @@ - + Captures audio from an audio bus in real-time. AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer. - Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. + Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM. diff --git a/gdnative-bindings/docs/AudioEffectChorus.xml b/gdnative-bindings/docs/AudioEffectChorus.xml index 36843f699..4be255f86 100644 --- a/gdnative-bindings/docs/AudioEffectChorus.xml +++ b/gdnative-bindings/docs/AudioEffectChorus.xml @@ -1,5 +1,5 @@ - + Adds a chorus audio effect. diff --git a/gdnative-bindings/docs/AudioEffectCompressor.xml b/gdnative-bindings/docs/AudioEffectCompressor.xml index 7099fd34d..041c540fc 100644 --- a/gdnative-bindings/docs/AudioEffectCompressor.xml +++ b/gdnative-bindings/docs/AudioEffectCompressor.xml @@ -1,5 +1,5 @@ - + Adds a compressor audio effect to an audio bus. Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume. diff --git a/gdnative-bindings/docs/AudioEffectDelay.xml b/gdnative-bindings/docs/AudioEffectDelay.xml index 491c43bb5..1a605b34e 100644 --- a/gdnative-bindings/docs/AudioEffectDelay.xml +++ b/gdnative-bindings/docs/AudioEffectDelay.xml @@ -1,5 +1,5 @@ - + Adds a delay audio effect to an audio bus. Plays input signal back after a period of time. Two tap delay and feedback options. diff --git a/gdnative-bindings/docs/AudioEffectDistortion.xml b/gdnative-bindings/docs/AudioEffectDistortion.xml index 4360cb2d0..c27fcd12a 100644 --- a/gdnative-bindings/docs/AudioEffectDistortion.xml +++ b/gdnative-bindings/docs/AudioEffectDistortion.xml @@ -1,5 +1,5 @@ - + Adds a distortion audio effect to an Audio bus. Modify the sound to make it distorted. @@ -9,7 +9,7 @@ By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_buses.html diff --git a/gdnative-bindings/docs/AudioEffectEQ.xml b/gdnative-bindings/docs/AudioEffectEQ.xml index a22e6d035..c5531c45f 100644 --- a/gdnative-bindings/docs/AudioEffectEQ.xml +++ b/gdnative-bindings/docs/AudioEffectEQ.xml @@ -1,5 +1,5 @@ - + Base class for audio equalizers. Gives you control over frequencies. Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or [AudioEffectEQ21] don't fit your needs. diff --git a/gdnative-bindings/docs/AudioEffectEQ10.xml b/gdnative-bindings/docs/AudioEffectEQ10.xml index 342de9e31..d1716b9cd 100644 --- a/gdnative-bindings/docs/AudioEffectEQ10.xml +++ b/gdnative-bindings/docs/AudioEffectEQ10.xml @@ -1,5 +1,5 @@ - + Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 31 Hz to 16000 Hz. Each frequency can be modulated between -60/+24 dB. diff --git a/gdnative-bindings/docs/AudioEffectEQ21.xml b/gdnative-bindings/docs/AudioEffectEQ21.xml index ca2002441..828af2a78 100644 --- a/gdnative-bindings/docs/AudioEffectEQ21.xml +++ b/gdnative-bindings/docs/AudioEffectEQ21.xml @@ -1,5 +1,5 @@ - + Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 22 Hz to 22000 Hz. Each frequency can be modulated between -60/+24 dB. diff --git a/gdnative-bindings/docs/AudioEffectEQ6.xml b/gdnative-bindings/docs/AudioEffectEQ6.xml index 06bf4b096..bc4a691ae 100644 --- a/gdnative-bindings/docs/AudioEffectEQ6.xml +++ b/gdnative-bindings/docs/AudioEffectEQ6.xml @@ -1,5 +1,5 @@ - + Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz. Each frequency can be modulated between -60/+24 dB. diff --git a/gdnative-bindings/docs/AudioEffectFilter.xml b/gdnative-bindings/docs/AudioEffectFilter.xml index d2652a046..0c4cc8ca5 100644 --- a/gdnative-bindings/docs/AudioEffectFilter.xml +++ b/gdnative-bindings/docs/AudioEffectFilter.xml @@ -1,5 +1,5 @@ - + Adds a filter to the audio bus. @@ -7,7 +7,7 @@ Allows frequencies other than the [member cutoff_hz] to pass. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_buses.html diff --git a/gdnative-bindings/docs/AudioEffectHighPassFilter.xml b/gdnative-bindings/docs/AudioEffectHighPassFilter.xml index 790965e48..6f58e4907 100644 --- a/gdnative-bindings/docs/AudioEffectHighPassFilter.xml +++ b/gdnative-bindings/docs/AudioEffectHighPassFilter.xml @@ -1,5 +1,5 @@ - + Adds a high-pass filter to the Audio Bus. diff --git a/gdnative-bindings/docs/AudioEffectHighShelfFilter.xml b/gdnative-bindings/docs/AudioEffectHighShelfFilter.xml index 35f2d4c7a..5ac3b001d 100644 --- a/gdnative-bindings/docs/AudioEffectHighShelfFilter.xml +++ b/gdnative-bindings/docs/AudioEffectHighShelfFilter.xml @@ -1,12 +1,12 @@ - + Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_buses.html diff --git a/gdnative-bindings/docs/AudioEffectInstance.xml b/gdnative-bindings/docs/AudioEffectInstance.xml index 89bfd679d..b5cb889d4 100644 --- a/gdnative-bindings/docs/AudioEffectInstance.xml +++ b/gdnative-bindings/docs/AudioEffectInstance.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AudioEffectLimiter.xml b/gdnative-bindings/docs/AudioEffectLimiter.xml index 86391dcf5..e85d0de9b 100644 --- a/gdnative-bindings/docs/AudioEffectLimiter.xml +++ b/gdnative-bindings/docs/AudioEffectLimiter.xml @@ -1,5 +1,5 @@ - + Adds a soft-clip limiter audio effect to an Audio bus. diff --git a/gdnative-bindings/docs/AudioEffectLowPassFilter.xml b/gdnative-bindings/docs/AudioEffectLowPassFilter.xml index c9af81682..1dd6e697a 100644 --- a/gdnative-bindings/docs/AudioEffectLowPassFilter.xml +++ b/gdnative-bindings/docs/AudioEffectLowPassFilter.xml @@ -1,5 +1,5 @@ - + Adds a low-pass filter to the Audio bus. diff --git a/gdnative-bindings/docs/AudioEffectLowShelfFilter.xml b/gdnative-bindings/docs/AudioEffectLowShelfFilter.xml index 97f2704ab..0b9bc266d 100644 --- a/gdnative-bindings/docs/AudioEffectLowShelfFilter.xml +++ b/gdnative-bindings/docs/AudioEffectLowShelfFilter.xml @@ -1,12 +1,12 @@ - + Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_buses.html diff --git a/gdnative-bindings/docs/AudioEffectNotchFilter.xml b/gdnative-bindings/docs/AudioEffectNotchFilter.xml index 5eaef582e..93365d29d 100644 --- a/gdnative-bindings/docs/AudioEffectNotchFilter.xml +++ b/gdnative-bindings/docs/AudioEffectNotchFilter.xml @@ -1,5 +1,5 @@ - + Adds a notch filter to the Audio bus. diff --git a/gdnative-bindings/docs/AudioEffectPanner.xml b/gdnative-bindings/docs/AudioEffectPanner.xml index 71a80db63..5889b76e7 100644 --- a/gdnative-bindings/docs/AudioEffectPanner.xml +++ b/gdnative-bindings/docs/AudioEffectPanner.xml @@ -1,5 +1,5 @@ - + Adds a panner audio effect to an Audio bus. Pans sound left or right. diff --git a/gdnative-bindings/docs/AudioEffectPhaser.xml b/gdnative-bindings/docs/AudioEffectPhaser.xml index 481b9319e..ae23f9c58 100644 --- a/gdnative-bindings/docs/AudioEffectPhaser.xml +++ b/gdnative-bindings/docs/AudioEffectPhaser.xml @@ -1,5 +1,5 @@ - + Adds a phaser audio effect to an Audio bus. Combines the original signal with a copy that is slightly out of phase with the original. diff --git a/gdnative-bindings/docs/AudioEffectPitchShift.xml b/gdnative-bindings/docs/AudioEffectPitchShift.xml index 525c8fe05..b3d7a2871 100644 --- a/gdnative-bindings/docs/AudioEffectPitchShift.xml +++ b/gdnative-bindings/docs/AudioEffectPitchShift.xml @@ -1,5 +1,5 @@ - + Adds a pitch-shifting audio effect to an Audio bus. Raises or lowers the pitch of original sound. diff --git a/gdnative-bindings/docs/AudioEffectRecord.xml b/gdnative-bindings/docs/AudioEffectRecord.xml index c1d462e5c..d681b3984 100644 --- a/gdnative-bindings/docs/AudioEffectRecord.xml +++ b/gdnative-bindings/docs/AudioEffectRecord.xml @@ -1,13 +1,15 @@ - + - Audio effect used for recording sound from a microphone. + Audio effect used for recording the sound from an audio bus. - Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. + Allows the user to record the sound from an audio bus. This can include all audio output by Godot when used on the "Master" audio bus. + Can be used (with an [AudioStreamMicrophone]) to record from a microphone. + It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. - https://docs.godotengine.org/en/3.4/tutorials/audio/recording_with_microphone.html + https://docs.godotengine.org/en/3.5/tutorials/audio/recording_with_microphone.html https://godotengine.org/asset-library/asset/527 diff --git a/gdnative-bindings/docs/AudioEffectReverb.xml b/gdnative-bindings/docs/AudioEffectReverb.xml index 64cbdcf52..7bb99ecce 100644 --- a/gdnative-bindings/docs/AudioEffectReverb.xml +++ b/gdnative-bindings/docs/AudioEffectReverb.xml @@ -1,5 +1,5 @@ - + Adds a reverberation audio effect to an Audio bus. Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces. diff --git a/gdnative-bindings/docs/AudioEffectSpectrumAnalyzer.xml b/gdnative-bindings/docs/AudioEffectSpectrumAnalyzer.xml index 8e691c4b2..d2b3d33a4 100644 --- a/gdnative-bindings/docs/AudioEffectSpectrumAnalyzer.xml +++ b/gdnative-bindings/docs/AudioEffectSpectrumAnalyzer.xml @@ -1,5 +1,5 @@ - + Audio effect that can be used for real-time audio visualizations. @@ -8,8 +8,8 @@ See also [AudioStreamGenerator] for procedurally generating sounds. - Audio Spectrum Demo - Godot 3.2 will get new audio features + https://godotengine.org/asset-library/asset/528 + https://godotengine.org/article/godot-32-will-get-new-audio-features diff --git a/gdnative-bindings/docs/AudioEffectSpectrumAnalyzerInstance.xml b/gdnative-bindings/docs/AudioEffectSpectrumAnalyzerInstance.xml index 00d48e9ed..b0f3ee990 100644 --- a/gdnative-bindings/docs/AudioEffectSpectrumAnalyzerInstance.xml +++ b/gdnative-bindings/docs/AudioEffectSpectrumAnalyzerInstance.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AudioEffectStereoEnhance.xml b/gdnative-bindings/docs/AudioEffectStereoEnhance.xml index c62040a69..bd41476a5 100644 --- a/gdnative-bindings/docs/AudioEffectStereoEnhance.xml +++ b/gdnative-bindings/docs/AudioEffectStereoEnhance.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AudioServer.xml b/gdnative-bindings/docs/AudioServer.xml index d202f9863..b5dfe8af7 100644 --- a/gdnative-bindings/docs/AudioServer.xml +++ b/gdnative-bindings/docs/AudioServer.xml @@ -1,5 +1,5 @@ - + Server interface for low-level audio access. @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_buses.html https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 @@ -29,25 +29,12 @@ Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at [code]at_position[/code]. - - - - Name of the current device for audio input (see [method capture_get_device_list]). - - Returns the names of all audio input devices detected on the system. - - - - - Sets which audio input device is used for audio capture. - - @@ -308,8 +295,11 @@ Number of available audio buses. + + Name of the current device for audio input (see [method get_device_list]). On systems with multiple audio inputs (such as analog, USB and HDMI audio), this can be used to select the audio input device. The value [code]"Default"[/code] will record audio on the system-wide default audio input. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code]. + - Name of the current device for audio output (see [method get_device_list]). + Name of the current device for audio output (see [method get_device_list]). On systems with multiple audio outputs (such as analog, USB and HDMI audio), this can be used to select the audio output device. The value [code]"Default"[/code] will play audio on the system-wide default audio output. If an invalid device name is set, the value will be reverted back to [code]"Default"[/code]. Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] will make the audio be played twice as fast). diff --git a/gdnative-bindings/docs/AudioStream.xml b/gdnative-bindings/docs/AudioStream.xml index c37defd8f..d14870800 100644 --- a/gdnative-bindings/docs/AudioStream.xml +++ b/gdnative-bindings/docs/AudioStream.xml @@ -1,5 +1,5 @@ - + Base class for audio streams. @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/526 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/gdnative-bindings/docs/AudioStreamGenerator.xml b/gdnative-bindings/docs/AudioStreamGenerator.xml index ac68233cc..f96d4d5f1 100644 --- a/gdnative-bindings/docs/AudioStreamGenerator.xml +++ b/gdnative-bindings/docs/AudioStreamGenerator.xml @@ -1,5 +1,5 @@ - + Audio stream that generates sounds procedurally. @@ -10,7 +10,7 @@ https://godotengine.org/asset-library/asset/526 - Godot 3.2 will get new audio features + https://godotengine.org/article/godot-32-will-get-new-audio-features diff --git a/gdnative-bindings/docs/AudioStreamGeneratorPlayback.xml b/gdnative-bindings/docs/AudioStreamGeneratorPlayback.xml index 1105498ef..d244e4a33 100644 --- a/gdnative-bindings/docs/AudioStreamGeneratorPlayback.xml +++ b/gdnative-bindings/docs/AudioStreamGeneratorPlayback.xml @@ -1,5 +1,5 @@ - + Plays back audio generated using [AudioStreamGenerator]. @@ -8,7 +8,7 @@ https://godotengine.org/asset-library/asset/526 - Godot 3.2 will get new audio features + https://godotengine.org/article/godot-32-will-get-new-audio-features diff --git a/gdnative-bindings/docs/AudioStreamMicrophone.xml b/gdnative-bindings/docs/AudioStreamMicrophone.xml index 72c34751c..e4d9c53d8 100644 --- a/gdnative-bindings/docs/AudioStreamMicrophone.xml +++ b/gdnative-bindings/docs/AudioStreamMicrophone.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AudioStreamPlayback.xml b/gdnative-bindings/docs/AudioStreamPlayback.xml index 351854918..339396e77 100644 --- a/gdnative-bindings/docs/AudioStreamPlayback.xml +++ b/gdnative-bindings/docs/AudioStreamPlayback.xml @@ -1,5 +1,5 @@ - + Meta class for playing back audio. diff --git a/gdnative-bindings/docs/AudioStreamPlaybackResampled.xml b/gdnative-bindings/docs/AudioStreamPlaybackResampled.xml index c0fd91f8a..b89350240 100644 --- a/gdnative-bindings/docs/AudioStreamPlaybackResampled.xml +++ b/gdnative-bindings/docs/AudioStreamPlaybackResampled.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/AudioStreamPlayer.xml b/gdnative-bindings/docs/AudioStreamPlayer.xml index 84d2dcb6f..990db7257 100644 --- a/gdnative-bindings/docs/AudioStreamPlayer.xml +++ b/gdnative-bindings/docs/AudioStreamPlayer.xml @@ -1,5 +1,5 @@ - + Plays back audio non-positionally. @@ -8,7 +8,7 @@ To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer]. - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/526 @@ -55,6 +55,7 @@ Bus on which this audio is playing. + [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code]. If the audio configuration has more than two speakers, this sets the target channels. See [enum MixTarget] constants. diff --git a/gdnative-bindings/docs/AudioStreamPlayer2D.xml b/gdnative-bindings/docs/AudioStreamPlayer2D.xml index f82e87717..272d643d4 100644 --- a/gdnative-bindings/docs/AudioStreamPlayer2D.xml +++ b/gdnative-bindings/docs/AudioStreamPlayer2D.xml @@ -1,15 +1,16 @@ - + Plays positional sound in 2D space. - Plays audio that dampens with distance from screen center. + Plays audio that dampens with distance from a given position. + By default, audio is heard from the screen center. This can be changed by adding a [Listener2D] node to the scene and enabling it by calling [method Listener2D.make_current] on it. See also [AudioStreamPlayer] to play a sound non-positionally. [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_streams.html @@ -47,7 +48,7 @@ - Areas in which this sound plays. + Determines which [Area2D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater. Dampens audio over distance with this as an exponent. @@ -57,6 +58,7 @@ Bus on which this audio is playing. + [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code]. Maximum distance from which audio is still hearable. diff --git a/gdnative-bindings/docs/AudioStreamPlayer3D.xml b/gdnative-bindings/docs/AudioStreamPlayer3D.xml index c922d1198..5f160c834 100644 --- a/gdnative-bindings/docs/AudioStreamPlayer3D.xml +++ b/gdnative-bindings/docs/AudioStreamPlayer3D.xml @@ -1,5 +1,5 @@ - + Plays positional sound in 3D space. @@ -10,7 +10,7 @@ [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). - https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.5/tutorials/audio/audio_streams.html @@ -48,7 +48,7 @@ - Areas in which this sound plays. + Determines which [Area] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater. Dampens audio using a low-pass filter above this frequency, in Hz. To disable the dampening effect entirely, set this to [code]20500[/code] as this frequency is above the human hearing limit. @@ -64,6 +64,7 @@ The bus on which this audio is playing. + [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code]. Decides in which step the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] should be calculated. diff --git a/gdnative-bindings/docs/AudioStreamRandomPitch.xml b/gdnative-bindings/docs/AudioStreamRandomPitch.xml index 707ca9e8b..6383cafa1 100644 --- a/gdnative-bindings/docs/AudioStreamRandomPitch.xml +++ b/gdnative-bindings/docs/AudioStreamRandomPitch.xml @@ -1,5 +1,5 @@ - + Plays audio with random pitch shifting. diff --git a/gdnative-bindings/docs/AudioStreamSample.xml b/gdnative-bindings/docs/AudioStreamSample.xml index 0c7b57264..57ca187c5 100644 --- a/gdnative-bindings/docs/AudioStreamSample.xml +++ b/gdnative-bindings/docs/AudioStreamSample.xml @@ -1,5 +1,5 @@ - + Stores audio data loaded from WAV files. diff --git a/gdnative-bindings/docs/BackBufferCopy.xml b/gdnative-bindings/docs/BackBufferCopy.xml index 455cc4adf..f4c22717f 100644 --- a/gdnative-bindings/docs/BackBufferCopy.xml +++ b/gdnative-bindings/docs/BackBufferCopy.xml @@ -1,5 +1,5 @@ - + Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function. diff --git a/gdnative-bindings/docs/BakedLightmap.xml b/gdnative-bindings/docs/BakedLightmap.xml index d1605334e..c154d0bf8 100644 --- a/gdnative-bindings/docs/BakedLightmap.xml +++ b/gdnative-bindings/docs/BakedLightmap.xml @@ -1,14 +1,15 @@ - + Prerendered indirect light map for a scene. Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time. + [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [BakedLightmap] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [GIProbe] instead. [b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again. - https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html + https://docs.godotengine.org/en/3.5/tutorials/3d/baked_lightmaps.html @@ -22,7 +23,8 @@ - When enabled, the lightmapper will merge the textures for all meshes into a single large layered texture. Not supported in GLES2. + If [code]true[/code], the lightmapper will merge the textures for all meshes into one or several large layered textures. If [code]false[/code], every mesh will get its own lightmap texture, which is less efficient. + [b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If [member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is [code]true[/code], consider baking lightmaps with [member atlas_generate] set to [code]false[/code] so that the resulting lightmap is visible in both GLES3 and GLES2. Maximum size of each lightmap layer, only used when [member atlas_generate] is enabled. @@ -44,7 +46,7 @@ When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene. - Bias value to reduce the amount of light proagation in the captured octree. + Bias value to reduce the amount of light propagation in the captured octree. Bake quality of the capture data. @@ -80,7 +82,7 @@ The calculated light data. - Determines the amount of samples per texel used in indrect light baking. The amount of samples for each quality level can be configured in the project settings. + Determines the amount of samples per texel used in indirect light baking. The amount of samples for each quality level can be configured in the project settings. Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting. diff --git a/gdnative-bindings/docs/BakedLightmapData.xml b/gdnative-bindings/docs/BakedLightmapData.xml index 17d25ff61..61d307716 100644 --- a/gdnative-bindings/docs/BakedLightmapData.xml +++ b/gdnative-bindings/docs/BakedLightmapData.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/BaseButton.xml b/gdnative-bindings/docs/BaseButton.xml index 1b1272b32..d4312fadd 100644 --- a/gdnative-bindings/docs/BaseButton.xml +++ b/gdnative-bindings/docs/BaseButton.xml @@ -1,5 +1,5 @@ - + Base class for different kinds of buttons. @@ -57,7 +57,7 @@ [i]Deprecated.[/i] This property has been deprecated due to redundancy and will be removed in Godot 4.0. This property no longer has any effect when set. Please use [member Control.focus_mode] instead. - + [ButtonGroup] associated to the button. diff --git a/gdnative-bindings/docs/Basis.xml b/gdnative-bindings/docs/Basis.xml index 21c876480..b06457f56 100644 --- a/gdnative-bindings/docs/Basis.xml +++ b/gdnative-bindings/docs/Basis.xml @@ -1,5 +1,5 @@ - + 3×3 matrix datatype. @@ -10,9 +10,9 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/matrices_and_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 @@ -37,9 +37,9 @@ - + - Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector. + Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]angle[/code] (in radians). The axis must be a normalized vector. @@ -107,9 +107,9 @@ - + - Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector. + Introduce an additional rotation around the given axis by [code]angle[/code] (in radians). The axis must be a normalized vector. diff --git a/gdnative-bindings/docs/BitMap.xml b/gdnative-bindings/docs/BitMap.xml index e2bb8c4da..e35e1ab74 100644 --- a/gdnative-bindings/docs/BitMap.xml +++ b/gdnative-bindings/docs/BitMap.xml @@ -1,5 +1,5 @@ - + Boolean matrix. @@ -9,6 +9,12 @@ + + + + Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black. + + @@ -58,6 +64,13 @@ + + + + + Resizes the image to [code]new_size[/code]. + + diff --git a/gdnative-bindings/docs/BitmapFont.xml b/gdnative-bindings/docs/BitmapFont.xml index 61e1a9a6c..a11c07460 100644 --- a/gdnative-bindings/docs/BitmapFont.xml +++ b/gdnative-bindings/docs/BitmapFont.xml @@ -1,5 +1,5 @@ - + Renders text using fonts under the [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] format. Handles files with the [code].fnt[/code] extension. diff --git a/gdnative-bindings/docs/Bone2D.xml b/gdnative-bindings/docs/Bone2D.xml index 654d235dd..96b3f0706 100644 --- a/gdnative-bindings/docs/Bone2D.xml +++ b/gdnative-bindings/docs/Bone2D.xml @@ -1,5 +1,5 @@ - + Joint used with [Skeleton2D] to control and animate other nodes. diff --git a/gdnative-bindings/docs/BoneAttachment.xml b/gdnative-bindings/docs/BoneAttachment.xml index 0089b3104..f5db994ba 100644 --- a/gdnative-bindings/docs/BoneAttachment.xml +++ b/gdnative-bindings/docs/BoneAttachment.xml @@ -1,5 +1,5 @@ - + A node that will attach to a bone. diff --git a/gdnative-bindings/docs/BoxContainer.xml b/gdnative-bindings/docs/BoxContainer.xml index b42690b9d..4d3cde8f0 100644 --- a/gdnative-bindings/docs/BoxContainer.xml +++ b/gdnative-bindings/docs/BoxContainer.xml @@ -1,5 +1,5 @@ - + Base class for box containers. @@ -7,6 +7,7 @@ Arranges child controls vertically or horizontally, and rearranges the controls automatically when their minimum size changes. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html @@ -21,7 +22,7 @@ The alignment of the container's children (must be one of [constant ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END]). - + diff --git a/gdnative-bindings/docs/BoxShape.xml b/gdnative-bindings/docs/BoxShape.xml index ca73faed6..e4f286969 100644 --- a/gdnative-bindings/docs/BoxShape.xml +++ b/gdnative-bindings/docs/BoxShape.xml @@ -1,5 +1,5 @@ - + Box shape resource. diff --git a/gdnative-bindings/docs/Button.xml b/gdnative-bindings/docs/Button.xml index 0ae10b3bc..7b4cad444 100644 --- a/gdnative-bindings/docs/Button.xml +++ b/gdnative-bindings/docs/Button.xml @@ -1,5 +1,5 @@ - + Standard themed Button. @@ -41,6 +41,10 @@ Button's icon, if text is present the icon will be placed before the text. + To edit margin and spacing of the icon, use [code]hseparation[/code] theme property of [Button] and [code]content_margin_*[/code] properties of the used [StyleBox]es. + + + Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum TextAlign] constants as the text alignment. If centered, text will draw on top of the icon. The button's text that will be displayed inside the button's area. @@ -58,15 +62,6 @@ - - [StyleBox] used when the [Button] is disabled. - - - [StyleBox] used when the [Button] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - - - [Font] of the [Button]'s text. - Default text [Color] of the [Button]. @@ -82,12 +77,21 @@ Text [Color] used when the [Button] is being pressed. - - [StyleBox] used when the [Button] is being hovered. - The horizontal space between [Button]'s icon and text. + + [Font] of the [Button]'s text. + + + [StyleBox] used when the [Button] is disabled. + + + [StyleBox] used when the [Button] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. + + + [StyleBox] used when the [Button] is being hovered. + Default [StyleBox] for the [Button]. diff --git a/gdnative-bindings/docs/ButtonGroup.xml b/gdnative-bindings/docs/ButtonGroup.xml index 8f8fc5e30..5ad58c26e 100644 --- a/gdnative-bindings/docs/ButtonGroup.xml +++ b/gdnative-bindings/docs/ButtonGroup.xml @@ -1,5 +1,5 @@ - + Group of Buttons. @@ -24,7 +24,7 @@ - + diff --git a/gdnative-bindings/docs/CPUParticles.xml b/gdnative-bindings/docs/CPUParticles.xml index e25b8788f..67ac77bfc 100644 --- a/gdnative-bindings/docs/CPUParticles.xml +++ b/gdnative-bindings/docs/CPUParticles.xml @@ -1,5 +1,5 @@ - + CPU-based 3D particle emitter. @@ -100,7 +100,7 @@ Rotation randomness ratio. - Initial angular velocity applied to each particle. Sets the speed of rotation of the particle. + Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle. Each particle's angular velocity will vary along this [Curve]. @@ -129,6 +129,9 @@ Each particle's initial color. To have particle display color in a [SpatialMaterial] make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to [code]true[/code]. + + Each particle's initial color will vary along this [GradientTexture] (multiplied with [member color]). + Each particle's color will vary along this [GradientTexture] over its lifetime (multiplied with [member color]). diff --git a/gdnative-bindings/docs/CPUParticles2D.xml b/gdnative-bindings/docs/CPUParticles2D.xml index 0e4400745..0b3d18b15 100644 --- a/gdnative-bindings/docs/CPUParticles2D.xml +++ b/gdnative-bindings/docs/CPUParticles2D.xml @@ -1,5 +1,5 @@ - + CPU-based 2D particle emitter. @@ -9,7 +9,7 @@ [b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user. - https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.5/tutorials/2d/particle_systems_2d.html @@ -101,7 +101,7 @@ Rotation randomness ratio. - Initial angular velocity applied to each particle. Sets the speed of rotation of the particle. + Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle. Each particle's angular velocity will vary along this [Curve]. @@ -130,6 +130,9 @@ Each particle's initial color. If [member texture] is defined, it will be multiplied by this color. + + Each particle's initial color will vary along this [GradientTexture] (multiplied with [member color]). + Each particle's color will vary along this [Gradient] (multiplied with [member color]). diff --git a/gdnative-bindings/docs/CallbackTweener.xml b/gdnative-bindings/docs/CallbackTweener.xml new file mode 100644 index 000000000..ab17f73c1 --- /dev/null +++ b/gdnative-bindings/docs/CallbackTweener.xml @@ -0,0 +1,27 @@ + + + + Calls the specified method after optional delay. + + + [CallbackTweener] is used to call a method in a tweening sequence. See [method SceneTreeTween.tween_callback] for more usage information. + [b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way to create [CallbackTweener]. Any [CallbackTweener] created manually will not function correctly. + + + + + + + + + Makes the callback call delayed by given time in seconds. Example: + [codeblock] + var tween = get_tree().create_tween() + tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() after 2 seconds + [/codeblock] + + + + + + diff --git a/gdnative-bindings/docs/Camera.xml b/gdnative-bindings/docs/Camera.xml index 023065cfc..648b79c0d 100644 --- a/gdnative-bindings/docs/Camera.xml +++ b/gdnative-bindings/docs/Camera.xml @@ -1,5 +1,5 @@ - + Camera node, displays from a point of view. @@ -75,14 +75,14 @@ - Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. + Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. - Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. + Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. @@ -100,7 +100,7 @@ - Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. + Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset]. @@ -142,6 +142,7 @@ If [code]true[/code], the ancestor [Viewport] is currently using this camera. + If multiple cameras are in the scene, one will always be made current. For example, if two [Camera] nodes are present in the scene and only one is current, setting one camera's [member current] to [code]false[/code] will cause the other camera to be made current. If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. The Doppler effect is only simulated for [AudioStreamPlayer3D] nodes that have [member AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED]. @@ -163,6 +164,7 @@ The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url]. + [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM]. The horizontal (X) offset of the camera viewport. @@ -177,7 +179,7 @@ The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, objects' Z distance from the camera's local space scales their perceived size. - The camera's size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length. + The camera's size in meters measured as the diameter of the width or height, depending on [member keep_aspect]. Only applicable in orthogonal and frustum modes. The vertical (Y) offset of the camera viewport. @@ -203,10 +205,10 @@ Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] simulation (default). - Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio's [code]pitch shift[/code]). + Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's [member AudioStreamPlayer3D.pitch_scale]). - Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio's [code]pitch shift[/code]). + Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's [member AudioStreamPlayer3D.pitch_scale]). diff --git a/gdnative-bindings/docs/Camera2D.xml b/gdnative-bindings/docs/Camera2D.xml index 4c05c5012..a925b66fd 100644 --- a/gdnative-bindings/docs/Camera2D.xml +++ b/gdnative-bindings/docs/Camera2D.xml @@ -1,5 +1,5 @@ - + Camera node for 2D scenes. @@ -35,13 +35,15 @@ - Returns the camera position. + Returns the camera's [code]position[/code] (the tracked point the camera attempts to follow), relative to the origin. + [b]Note:[/b] The returned value is not the same as [member Node2D.position] or [member Node2D.global_position], as it is affected by the [code]drag[/code] properties. Returns the location of the [Camera2D]'s screen-center, relative to the origin. + [b]Note:[/b] The real [code]position[/code] of the camera may be different, see [method get_camera_position]. @@ -68,7 +70,7 @@ Sets the camera's position immediately to its current smoothing destination. - This has no effect if smoothing is disabled. + This method has no effect if [member smoothing_enabled] is [code]false[/code]. @@ -136,7 +138,7 @@ If [code]true[/code], the camera smoothly stops when reaches its limits. - This has no effect if smoothing is disabled. + This property has no effect if [member smoothing_enabled] is [code]false[/code]. [b]Note:[/b] To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke [method reset_smoothing]. @@ -157,7 +159,7 @@ The camera's process callback. See [enum Camera2DProcessMode]. - If [code]true[/code], the camera rotates with the target. + If [code]true[/code], the camera view rotates with the target. If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed]. diff --git a/gdnative-bindings/docs/CameraFeed.xml b/gdnative-bindings/docs/CameraFeed.xml index a43a6e244..b705c942c 100644 --- a/gdnative-bindings/docs/CameraFeed.xml +++ b/gdnative-bindings/docs/CameraFeed.xml @@ -1,10 +1,10 @@ - + A camera feed gives you access to a single physical camera attached to your device. - A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. + A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer]. [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background. diff --git a/gdnative-bindings/docs/CameraServer.xml b/gdnative-bindings/docs/CameraServer.xml index 08cfffdb2..ef180278e 100644 --- a/gdnative-bindings/docs/CameraServer.xml +++ b/gdnative-bindings/docs/CameraServer.xml @@ -1,11 +1,12 @@ - + Server keeping track of different cameras accessible in Godot. The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone. It is notably used to provide AR modules with a video feed from the camera. + [b]Note:[/b] This class is currently only implemented on macOS and iOS. On other platforms, no [CameraFeed]s will be available. @@ -14,7 +15,7 @@ - Adds a camera feed to the camera server. + Adds the camera [code]feed[/code] to the camera server. @@ -27,7 +28,7 @@ - Returns the [CameraFeed] with this id. + Returns the [CameraFeed] corresponding to the camera with the given [code]index[/code]. @@ -40,7 +41,7 @@ - Removes a [CameraFeed]. + Removes the specified camera [code]feed[/code]. @@ -48,13 +49,13 @@ - Emitted when a [CameraFeed] is added (e.g. webcam is plugged in). + Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in). - Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged). + Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged). @@ -63,7 +64,7 @@ The RGBA camera image. - The YCbCr camera image. + The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image. The Y component camera image. diff --git a/gdnative-bindings/docs/CameraTexture.xml b/gdnative-bindings/docs/CameraTexture.xml index 7a0854ffe..5ccc1be0c 100644 --- a/gdnative-bindings/docs/CameraTexture.xml +++ b/gdnative-bindings/docs/CameraTexture.xml @@ -1,5 +1,5 @@ - + Texture provided by a [CameraFeed]. @@ -18,7 +18,7 @@ Convenience property that gives access to the active property of the [CameraFeed]. - + Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component. diff --git a/gdnative-bindings/docs/CanvasItem.xml b/gdnative-bindings/docs/CanvasItem.xml index 5c40e1c2a..ad1f01099 100644 --- a/gdnative-bindings/docs/CanvasItem.xml +++ b/gdnative-bindings/docs/CanvasItem.xml @@ -1,26 +1,27 @@ - + Base class of anything 2D. Base class of anything 2D. Canvas items are laid out in a tree; children inherit and extend their parent's transform. [CanvasItem] is extended by [Control] for anything GUI-related, and by [Node2D] for anything related to the 2D engine. - Any [CanvasItem] can draw. For this, [method update] must be called, then [constant NOTIFICATION_DRAW] will be received on idle time to request redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). However, they can only be used inside the [method Object._notification], signal or [method _draw] virtual functions. + Any [CanvasItem] can draw. For this, [method update] is called by the engine, then [constant NOTIFICATION_DRAW] will be received on idle time to request redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). However, they can only be used inside [method _draw], its corresponding [method Object._notification] or methods connected to the [signal draw] signal. Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis. A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode. Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/2d/custom_drawing_in_2d.html https://godotengine.org/asset-library/asset/528 - Overridable function called by the engine (if defined) to draw the canvas item. + Called when [CanvasItem] has been requested to redraw (when [method update] is called, either manually or by the engine). + Corresponds to the [constant NOTIFICATION_DRAW] notification in [method Object._notification]. @@ -34,7 +35,9 @@ - Draws an arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve. + Draws a unfilled arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve. See also [method draw_circle]. + [b]Note:[/b] Line drawing is not accelerated by batching if [code]antialiased[/code] is [code]true[/code]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines. @@ -54,7 +57,8 @@ - Draws a colored circle. + Draws a colored, filled circle. See also [method draw_arc], [method draw_polyline] and [method draw_polygon]. + [b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. @@ -66,7 +70,8 @@ - Draws a colored polygon of any amount of points, convex or concave. + Draws a colored polygon of any amount of points, convex or concave. Unlike [method draw_polygon], a single color must be specified for the whole polygon. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. @@ -77,7 +82,9 @@ - Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. + Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also [method draw_multiline] and [method draw_polyline]. + [b]Note:[/b] Line drawing is not accelerated by batching if [code]antialiased[/code] is [code]true[/code]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines. @@ -98,8 +105,8 @@ - Draws multiple, parallel lines with a uniform [code]color[/code]. - [b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect. + Draws multiple disconnected lines with a uniform [code]color[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline] instead. + [b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines. @@ -109,8 +116,8 @@ - Draws multiple, parallel lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. - [b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect. + Draws multiple disconnected lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw interconnected lines, use [method draw_polyline_colors] instead. + [b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines. @@ -131,7 +138,8 @@ - Draws a polygon of any amount of points, convex or concave. + Draws a solid polygon of any amount of points, convex or concave. Unlike [method draw_colored_polygon], each point's color can be changed individually. See also [method draw_polyline] and [method draw_polyline_colors]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. @@ -141,7 +149,8 @@ - Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code] and optional antialiasing. + Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code] and optional antialiasing. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. @@ -151,7 +160,8 @@ - Draws interconnected line segments with a uniform [code]width[/code], segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. + Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. @@ -163,7 +173,7 @@ - Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad. + Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also [method draw_line], [method draw_polyline], [method draw_polygon], and [method draw_rect]. @@ -174,8 +184,9 @@ - Draws a rectangle. If [code]filled[/code] is [code]true[/code], the rectangle will be filled with the [code]color[/code] specified. If [code]filled[/code] is [code]false[/code], the rectangle will be drawn as a stroke with the [code]color[/code] and [code]width[/code] specified. If [code]antialiased[/code] is [code]true[/code], the lines will be antialiased. + Draws a rectangle. If [code]filled[/code] is [code]true[/code], the rectangle will be filled with the [code]color[/code] specified. If [code]filled[/code] is [code]false[/code], the rectangle will be drawn as a stroke with the [code]color[/code] and [code]width[/code] specified. If [code]antialiased[/code] is [code]true[/code], the lines will attempt to perform antialiasing using OpenGL line smoothing. [b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only effective if [code]filled[/code] is [code]false[/code]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. @@ -284,7 +295,7 @@ - Returns the global position of the mouse. + Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is in using the coordinate system of the [CanvasLayer]. @@ -302,7 +313,7 @@ - Returns the mouse position relative to this item's position. + Returns the mouse's position in this [CanvasItem] using the local coordinate system of this [CanvasItem]. @@ -332,7 +343,7 @@ - Hide the [CanvasItem] if it's currently visible. + Hide the [CanvasItem] if it's currently visible. This is equivalent to setting [member visible] to [code]false[/code]. @@ -356,7 +367,7 @@ - Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see [method _draw]). @@ -377,33 +388,33 @@ - If [code]enable[/code] is [code]true[/code], the node won't inherit its transform from parent canvas items. + If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform from parent [CanvasItem]s. Its draw order will also be changed to make it draw on top of other [CanvasItem]s that are not set as top-level. The [CanvasItem] will effectively act as if it was placed as a child of a bare [Node]. See also [method is_set_as_toplevel]. - If [code]enable[/code] is [code]true[/code], children will be updated with local transform data. + If [code]enable[/code] is [code]true[/code], this node will receive [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes. - If [code]enable[/code] is [code]true[/code], children will be updated with global transform data. + If [code]enable[/code] is [code]true[/code], this node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes. - Show the [CanvasItem] if it's currently hidden. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. + Show the [CanvasItem] if it's currently hidden. This is equivalent to setting [member visible] to [code]true[/code]. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. - Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw. + Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. This only occurs [b]once[/b] per frame, even if this method has been called multiple times. @@ -437,7 +448,8 @@ - Emitted when the [CanvasItem] must redraw. This can only be connected realtime, as deferred will not allow drawing. + Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called. + [b]Note:[/b] Deferred connections do not allow drawing through the [code]draw_*[/code] methods. @@ -476,10 +488,13 @@ Disables blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied. - The [CanvasItem]'s transform has changed. This notification is only received if enabled by [method set_notify_transform] or [method set_notify_local_transform]. + The [CanvasItem]'s global transform has changed. This notification is only received if enabled by [method set_notify_transform]. + + + The [CanvasItem]'s local transform has changed. This notification is only received if enabled by [method set_notify_local_transform]. - The [CanvasItem] is requested to draw. + The [CanvasItem] is requested to draw (see [method _draw]). The [CanvasItem]'s visibility has changed. diff --git a/gdnative-bindings/docs/CanvasItemMaterial.xml b/gdnative-bindings/docs/CanvasItemMaterial.xml index da8e93c86..c5288fa14 100644 --- a/gdnative-bindings/docs/CanvasItemMaterial.xml +++ b/gdnative-bindings/docs/CanvasItemMaterial.xml @@ -1,5 +1,5 @@ - + A material for [CanvasItem]s. diff --git a/gdnative-bindings/docs/CanvasLayer.xml b/gdnative-bindings/docs/CanvasLayer.xml index 86fc424e0..10c5e1987 100644 --- a/gdnative-bindings/docs/CanvasLayer.xml +++ b/gdnative-bindings/docs/CanvasLayer.xml @@ -1,5 +1,5 @@ - + Canvas drawing layer. @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/2d/canvas_layers.html https://godotengine.org/asset-library/asset/515 @@ -18,6 +18,18 @@ Returns the RID of the canvas used by this layer. + + + + Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to setting [member visible] to [code]false[/code]. + + + + + + Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to setting [member visible] to [code]true[/code]. + + @@ -47,7 +59,18 @@ The layer's transform. + + If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be hidden. + Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't propagated to underlying layers. + + + + + Emitted when visibility of the layer is changed. See [member visible]. + + + diff --git a/gdnative-bindings/docs/CanvasModulate.xml b/gdnative-bindings/docs/CanvasModulate.xml index 9911dc0f9..596074380 100644 --- a/gdnative-bindings/docs/CanvasModulate.xml +++ b/gdnative-bindings/docs/CanvasModulate.xml @@ -1,5 +1,5 @@ - + Tint the entire canvas. diff --git a/gdnative-bindings/docs/CapsuleMesh.xml b/gdnative-bindings/docs/CapsuleMesh.xml index 3f31f6e43..6e18a9985 100644 --- a/gdnative-bindings/docs/CapsuleMesh.xml +++ b/gdnative-bindings/docs/CapsuleMesh.xml @@ -1,5 +1,5 @@ - + Class representing a capsule-shaped [PrimitiveMesh]. diff --git a/gdnative-bindings/docs/CapsuleShape.xml b/gdnative-bindings/docs/CapsuleShape.xml index ab8eaefed..e7cf053dd 100644 --- a/gdnative-bindings/docs/CapsuleShape.xml +++ b/gdnative-bindings/docs/CapsuleShape.xml @@ -1,5 +1,5 @@ - + Capsule shape for collisions. diff --git a/gdnative-bindings/docs/CapsuleShape2D.xml b/gdnative-bindings/docs/CapsuleShape2D.xml index 8239d9957..667367144 100644 --- a/gdnative-bindings/docs/CapsuleShape2D.xml +++ b/gdnative-bindings/docs/CapsuleShape2D.xml @@ -1,5 +1,5 @@ - + Capsule shape for 2D collisions. diff --git a/gdnative-bindings/docs/CenterContainer.xml b/gdnative-bindings/docs/CenterContainer.xml index e9d4eb8aa..52ebd9e0d 100644 --- a/gdnative-bindings/docs/CenterContainer.xml +++ b/gdnative-bindings/docs/CenterContainer.xml @@ -1,5 +1,5 @@ - + Keeps children controls centered. @@ -7,6 +7,7 @@ CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html diff --git a/gdnative-bindings/docs/CharFXTransform.xml b/gdnative-bindings/docs/CharFXTransform.xml index 8029b4eb5..20a07d9ac 100644 --- a/gdnative-bindings/docs/CharFXTransform.xml +++ b/gdnative-bindings/docs/CharFXTransform.xml @@ -1,5 +1,5 @@ - + Controls how an individual character will be displayed in a [RichTextEffect]. @@ -7,14 +7,14 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. - https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.5/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project - The index of the current character (starting from 0). Setting this property won't affect drawing. + The index of the current character (starting from 0) for the [RichTextLabel]'s BBCode text. Setting this property won't affect drawing. The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks: @@ -42,7 +42,7 @@ The position offset the character will be drawn with (in pixels). - The index of the current character (starting from 0). Setting this property won't affect drawing. + The index of the current character (starting from 0) for this [RichTextEffect] custom block. Setting this property won't affect drawing. If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead. diff --git a/gdnative-bindings/docs/CheckBox.xml b/gdnative-bindings/docs/CheckBox.xml index 1d6e7fab2..049fe95cc 100644 --- a/gdnative-bindings/docs/CheckBox.xml +++ b/gdnative-bindings/docs/CheckBox.xml @@ -1,5 +1,5 @@ - + Binary choice user interface widget. See also [CheckButton]. @@ -12,30 +12,12 @@ - - + + - - The vertical offset used when rendering the check icons (in pixels). - - - The check icon to display when the [CheckBox] is checked. - - - The check icon to display when the [CheckBox] is checked and disabled. - - - The [StyleBox] to display as a background when the [CheckBox] is disabled. - - - The [StyleBox] to display as a background when the [CheckBox] is focused. - - - The [Font] to use for the [CheckBox] text. - The [CheckBox] text's font color. @@ -54,20 +36,20 @@ The [CheckBox] text's font color when it's pressed. - - The [StyleBox] to display as a background when the [CheckBox] is hovered. - - - The [StyleBox] to display as a background when the [CheckBox] is hovered and pressed. + + The vertical offset used when rendering the check icons (in pixels). The separation between the check icon and the text (in pixels). - - The [StyleBox] to display as a background. + + The [Font] to use for the [CheckBox] text. - - The [StyleBox] to display as a background when the [CheckBox] is pressed. + + The check icon to display when the [CheckBox] is checked. + + + The check icon to display when the [CheckBox] is checked and disabled. If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is checked. @@ -85,5 +67,23 @@ The check icon to display when the [CheckBox] is unchecked and disabled. + + The [StyleBox] to display as a background when the [CheckBox] is disabled. + + + The [StyleBox] to display as a background when the [CheckBox] is focused. + + + The [StyleBox] to display as a background when the [CheckBox] is hovered. + + + The [StyleBox] to display as a background when the [CheckBox] is hovered and pressed. + + + The [StyleBox] to display as a background. + + + The [StyleBox] to display as a background when the [CheckBox] is pressed. + diff --git a/gdnative-bindings/docs/CheckButton.xml b/gdnative-bindings/docs/CheckButton.xml index 57acd613a..6fbcd9e01 100644 --- a/gdnative-bindings/docs/CheckButton.xml +++ b/gdnative-bindings/docs/CheckButton.xml @@ -1,5 +1,5 @@ - + Checkable button. See also [CheckBox]. @@ -12,24 +12,12 @@ - - + + - - The vertical offset used when rendering the toggle icons (in pixels). - - - The [StyleBox] to display as a background when the [CheckButton] is disabled. - - - The [StyleBox] to display as a background when the [CheckButton] is focused. - - - The [Font] to use for the [CheckButton] text. - The [CheckButton] text's font color. @@ -48,17 +36,14 @@ The [CheckButton] text's font color when it's pressed. - - The [StyleBox] to display as a background when the [CheckButton] is hovered. - - - The [StyleBox] to display as a background when the [CheckButton] is hovered and pressed. + + The vertical offset used when rendering the toggle icons (in pixels). The separation between the toggle icon and the text (in pixels). - - The [StyleBox] to display as a background. + + The [Font] to use for the [CheckButton] text. The icon to display when the [CheckButton] is unchecked. @@ -72,6 +57,21 @@ The icon to display when the [CheckButton] is checked and disabled. + + The [StyleBox] to display as a background when the [CheckButton] is disabled. + + + The [StyleBox] to display as a background when the [CheckButton] is focused. + + + The [StyleBox] to display as a background when the [CheckButton] is hovered. + + + The [StyleBox] to display as a background when the [CheckButton] is hovered and pressed. + + + The [StyleBox] to display as a background. + The [StyleBox] to display as a background when the [CheckButton] is pressed. diff --git a/gdnative-bindings/docs/CircleShape2D.xml b/gdnative-bindings/docs/CircleShape2D.xml index 7d1238c0c..107ce658b 100644 --- a/gdnative-bindings/docs/CircleShape2D.xml +++ b/gdnative-bindings/docs/CircleShape2D.xml @@ -1,5 +1,5 @@ - + Circular shape for 2D collisions. diff --git a/gdnative-bindings/docs/ClassDB.xml b/gdnative-bindings/docs/ClassDB.xml index 57b3ffc8a..b56f754a5 100644 --- a/gdnative-bindings/docs/ClassDB.xml +++ b/gdnative-bindings/docs/ClassDB.xml @@ -1,5 +1,5 @@ - + Class information repository. diff --git a/gdnative-bindings/docs/ClippedCamera.xml b/gdnative-bindings/docs/ClippedCamera.xml index 789e5d4fc..8b35e410e 100644 --- a/gdnative-bindings/docs/ClippedCamera.xml +++ b/gdnative-bindings/docs/ClippedCamera.xml @@ -1,5 +1,5 @@ - + A [Camera] that includes collision. @@ -75,7 +75,7 @@ If [code]true[/code], the camera stops on contact with [PhysicsBody]s. - The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The camera's collision margin. The camera can't get closer than this distance to a colliding object. diff --git a/gdnative-bindings/docs/CollisionObject.xml b/gdnative-bindings/docs/CollisionObject.xml index eb2b9115d..6cc39d591 100644 --- a/gdnative-bindings/docs/CollisionObject.xml +++ b/gdnative-bindings/docs/CollisionObject.xml @@ -1,5 +1,5 @@ - + Base node for collision objects. @@ -172,17 +172,17 @@ The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], the [CollisionObject] will continue to receive input events as the mouse is dragged across its shapes. - If [code]true[/code], the [CollisionObject]'s shapes will respond to [RayCast]s. + If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set. diff --git a/gdnative-bindings/docs/CollisionObject2D.xml b/gdnative-bindings/docs/CollisionObject2D.xml index 3b603d3fc..caf8ff65b 100644 --- a/gdnative-bindings/docs/CollisionObject2D.xml +++ b/gdnative-bindings/docs/CollisionObject2D.xml @@ -1,10 +1,11 @@ - + Base node for 2D collision objects. CollisionObject2D is the base class for 2D physics objects. It can hold any number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject2D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods. + [b]Note:[/b] Only collisions between objects within the same canvas ([Viewport] canvas or [CanvasLayer]) are supported. The behavior of collisions between objects in different canvases is undefined. @@ -200,14 +201,14 @@ The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. - [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. - [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + [b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set. + If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set. diff --git a/gdnative-bindings/docs/CollisionPolygon.xml b/gdnative-bindings/docs/CollisionPolygon.xml index 68e11e202..6b1404933 100644 --- a/gdnative-bindings/docs/CollisionPolygon.xml +++ b/gdnative-bindings/docs/CollisionPolygon.xml @@ -1,5 +1,5 @@ - + Editor-only class for defining a collision polygon in 3D space. diff --git a/gdnative-bindings/docs/CollisionPolygon2D.xml b/gdnative-bindings/docs/CollisionPolygon2D.xml index 12de6c4b3..4b28480ce 100644 --- a/gdnative-bindings/docs/CollisionPolygon2D.xml +++ b/gdnative-bindings/docs/CollisionPolygon2D.xml @@ -1,5 +1,5 @@ - + Defines a 2D collision polygon. @@ -19,6 +19,7 @@ If [code]true[/code], only edges that face up, relative to [CollisionPolygon2D]'s rotation, will collide with other objects. + [b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a child of an [Area2D] node. The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity. diff --git a/gdnative-bindings/docs/CollisionShape.xml b/gdnative-bindings/docs/CollisionShape.xml index e10040771..3707470db 100644 --- a/gdnative-bindings/docs/CollisionShape.xml +++ b/gdnative-bindings/docs/CollisionShape.xml @@ -1,5 +1,5 @@ - + Node that represents collision shape data in 3D space. @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/CollisionShape2D.xml b/gdnative-bindings/docs/CollisionShape2D.xml index c3c9929f6..ab41dd857 100644 --- a/gdnative-bindings/docs/CollisionShape2D.xml +++ b/gdnative-bindings/docs/CollisionShape2D.xml @@ -1,5 +1,5 @@ - + Node that represents collision shape data in 2D space. @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/113 @@ -20,6 +20,7 @@ Sets whether this collision shape should only detect collision on one side (top or bottom). + [b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node. The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity. diff --git a/gdnative-bindings/docs/Color.xml b/gdnative-bindings/docs/Color.xml index ef0af006e..ceee7d45b 100644 --- a/gdnative-bindings/docs/Color.xml +++ b/gdnative-bindings/docs/Color.xml @@ -1,10 +1,10 @@ - + Color in RGBA format using floats on the range of 0 to 1. - A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors). + A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for opacity. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors). You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. @@ -36,7 +36,7 @@ Constructs a color from a 32-bit integer in RGBA format (each byte represents a color channel). [codeblock] - var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07) + var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07) [/codeblock] @@ -82,8 +82,8 @@ Returns the most contrasting color. [codeblock] - var c = Color(0.3, 0.4, 0.9) - var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255) + var color = Color(0.3, 0.4, 0.9) + var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, 102, 255) [/codeblock] @@ -107,18 +107,25 @@ Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and [code]v[/code] are values between 0 and 1. [codeblock] - var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8) + var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8) [/codeblock] + + + + Returns the luminance of the color in the [code][0.0, 1.0][/code] range. + This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark. + + Returns the color's grayscale representation. The gray value is calculated as [code](r + g + b) / 3[/code]. [codeblock] - var c = Color(0.2, 0.45, 0.82) - var gray = c.gray() # A value of 0.466667 + var color = Color(0.2, 0.45, 0.82) + var gray = color.gray() # A value of 0.466667 [/codeblock] @@ -210,9 +217,9 @@ Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]). Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string. [codeblock] - var c = Color(1, 1, 1, 0.5) - var s1 = c.to_html() # Returns "7fffffff" - var s2 = c.to_html(false) # Returns "ffffff" + var color = Color(1, 1, 1, 0.5) + var s1 = color.to_html() # Returns "7fffffff" + var s2 = color.to_html(false) # Returns "ffffff" [/codeblock] @@ -239,7 +246,7 @@ - The color's alpha (transparency) component, typically on the range of 0 to 1. + The color's alpha component, typically on the range of 0 to 1. A value of 0 means that the color is fully transparent. A value of 1 means that the color is fully opaque. Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1. @@ -273,343 +280,343 @@ - + Alice blue color. - + Antique white color. Aqua color. - + Aquamarine color. - + Azure color. - + Beige color. - + Bisque color. Black color. - + Blanche almond color. Blue color. - + Blue violet color. - + Brown color. - + Burly wood color. - + Cadet blue color. - + Chartreuse color. - + Chocolate color. - + Coral color. - + Cornflower color. - + Corn silk color. - + Crimson color. Cyan color. - + Dark blue color. - + Dark cyan color. - + Dark goldenrod color. - + Dark gray color. - + Dark green color. - + Dark khaki color. - + Dark magenta color. - + Dark olive green color. - + Dark orange color. - + Dark orchid color. - + Dark red color. - + Dark salmon color. - + Dark sea green color. - + Dark slate blue color. - + Dark slate gray color. - + Dark turquoise color. - + Dark violet color. - + Deep pink color. - + Deep sky blue color. - + Dim gray color. - + Dodger blue color. - + Firebrick color. - + Floral white color. - + Forest green color. Fuchsia color. - + Gainsboro color. - + Ghost white color. - + Gold color. - + Goldenrod color. - + Gray color. Green color. - + Green yellow color. - + Honeydew color. - + Hot pink color. - + Indian red color. - + Indigo color. - + Ivory color. - + Khaki color. - + Lavender color. - + Lavender blush color. - + Lawn green color. - + Lemon chiffon color. - + Light blue color. - + Light coral color. - + Light cyan color. - + Light goldenrod color. - + Light gray color. - + Light green color. - + Light pink color. - + Light salmon color. - + Light sea green color. - + Light sky blue color. - + Light slate gray color. - + Light steel blue color. - + Light yellow color. Lime color. - + Lime green color. - + Linen color. Magenta color. - + Maroon color. - + Medium aquamarine color. - + Medium blue color. - + Medium orchid color. - + Medium purple color. - + Medium sea green color. - + Medium slate blue color. - + Medium spring green color. - + Medium turquoise color. - + Medium violet red color. - + Midnight blue color. - + Mint cream color. - + Misty rose color. - + Moccasin color. - + Navajo white color. - + Navy blue color. - + Old lace color. - + Olive color. - + Olive drab color. - + Orange color. - + Orange red color. - + Orchid color. - + Pale goldenrod color. - + Pale green color. - + Pale turquoise color. - + Pale violet red color. - + Papaya whip color. - + Peach puff color. - + Peru color. - + Pink color. - + Plum color. - + Powder blue color. - + Purple color. @@ -618,97 +625,97 @@ Red color. - + Rosy brown color. - + Royal blue color. - + Saddle brown color. - + Salmon color. - + Sandy brown color. - + Sea green color. - + Seashell color. - + Sienna color. - + Silver color. - + Sky blue color. - + Slate blue color. - + Slate gray color. - + Snow color. - + Spring green color. - + Steel blue color. - + Tan color. - + Teal color. - + Thistle color. - + Tomato color. Transparent color (white with no alpha). - + Turquoise color. - + Violet color. - + Web gray color. - + Web green color. - + Web maroon color. - + Web purple color. - + Wheat color. White color. - + White smoke color. Yellow color. - + Yellow green color. diff --git a/gdnative-bindings/docs/ColorPicker.xml b/gdnative-bindings/docs/ColorPicker.xml index e02014464..399efcc14 100644 --- a/gdnative-bindings/docs/ColorPicker.xml +++ b/gdnative-bindings/docs/ColorPicker.xml @@ -1,5 +1,5 @@ - + Color picker control. @@ -41,7 +41,7 @@ If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues). - If [code]true[/code], shows an alpha channel slider (transparency). + If [code]true[/code], shows an alpha channel slider (opacity). If [code]true[/code], allows editing the color with Hue/Saturation/Value sliders. @@ -81,14 +81,6 @@ - - The icon for the "Add Preset" button. - - - Custom texture for the hue selection slider on the right. - - - The width of the hue selection slider. @@ -97,6 +89,20 @@ The margin around the [ColorPicker]. + + The height of the saturation-value selection box. + + + The width of the saturation-value selection box. + + + The icon for the "Add Preset" button. + + + Custom texture for the hue selection slider on the right. + + + The indicator used to signalize that the color value is outside the 0-1 range. @@ -105,11 +111,5 @@ The icon for the screen color picker button. - - The height of the saturation-value selection box. - - - The width of the saturation-value selection box. - diff --git a/gdnative-bindings/docs/ColorPickerButton.xml b/gdnative-bindings/docs/ColorPickerButton.xml index cf8379801..537900c63 100644 --- a/gdnative-bindings/docs/ColorPickerButton.xml +++ b/gdnative-bindings/docs/ColorPickerButton.xml @@ -1,5 +1,5 @@ - + Button that pops out a [ColorPicker]. @@ -35,7 +35,7 @@ If [code]true[/code], the alpha channel in the displayed [ColorPicker] will be visible. - + @@ -58,18 +58,6 @@ - - The background of the color preview rect on the button. - - - [StyleBox] used when the [ColorPickerButton] is disabled. - - - [StyleBox] used when the [ColorPickerButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - - - [Font] of the [ColorPickerButton]'s text. - Default text [Color] of the [ColorPickerButton]. @@ -85,12 +73,24 @@ Text [Color] used when the [ColorPickerButton] is being pressed. - - [StyleBox] used when the [ColorPickerButton] is being hovered. - The horizontal space between [ColorPickerButton]'s icon and text. + + [Font] of the [ColorPickerButton]'s text. + + + The background of the color preview rect on the button. + + + [StyleBox] used when the [ColorPickerButton] is disabled. + + + [StyleBox] used when the [ColorPickerButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. + + + [StyleBox] used when the [ColorPickerButton] is being hovered. + Default [StyleBox] for the [ColorPickerButton]. diff --git a/gdnative-bindings/docs/ColorRect.xml b/gdnative-bindings/docs/ColorRect.xml index 6e743ad71..34e0b5dac 100644 --- a/gdnative-bindings/docs/ColorRect.xml +++ b/gdnative-bindings/docs/ColorRect.xml @@ -1,5 +1,5 @@ - + Colored rectangle. diff --git a/gdnative-bindings/docs/ConcavePolygonShape.xml b/gdnative-bindings/docs/ConcavePolygonShape.xml index 6718e4797..782fe3b51 100644 --- a/gdnative-bindings/docs/ConcavePolygonShape.xml +++ b/gdnative-bindings/docs/ConcavePolygonShape.xml @@ -1,5 +1,5 @@ - + Concave polygon shape. diff --git a/gdnative-bindings/docs/ConcavePolygonShape2D.xml b/gdnative-bindings/docs/ConcavePolygonShape2D.xml index e3a756422..45d902fbf 100644 --- a/gdnative-bindings/docs/ConcavePolygonShape2D.xml +++ b/gdnative-bindings/docs/ConcavePolygonShape2D.xml @@ -1,5 +1,5 @@ - + Concave polygon 2D shape resource for physics. diff --git a/gdnative-bindings/docs/ConeTwistJoint.xml b/gdnative-bindings/docs/ConeTwistJoint.xml index 8e5b1c028..e266034a1 100644 --- a/gdnative-bindings/docs/ConeTwistJoint.xml +++ b/gdnative-bindings/docs/ConeTwistJoint.xml @@ -1,5 +1,5 @@ - + A twist joint between two 3D PhysicsBodies. diff --git a/gdnative-bindings/docs/ConfigFile.xml b/gdnative-bindings/docs/ConfigFile.xml index 2394f3311..2621fd5ca 100644 --- a/gdnative-bindings/docs/ConfigFile.xml +++ b/gdnative-bindings/docs/ConfigFile.xml @@ -1,5 +1,5 @@ - + Helper class to handle INI-style files. diff --git a/gdnative-bindings/docs/ConfirmationDialog.xml b/gdnative-bindings/docs/ConfirmationDialog.xml index fb5ca2bb3..174096453 100644 --- a/gdnative-bindings/docs/ConfirmationDialog.xml +++ b/gdnative-bindings/docs/ConfirmationDialog.xml @@ -1,5 +1,5 @@ - + Dialog for confirmation of actions. @@ -22,8 +22,8 @@ - - + + diff --git a/gdnative-bindings/docs/Container.xml b/gdnative-bindings/docs/Container.xml index 6d9cefbde..a1d54ba96 100644 --- a/gdnative-bindings/docs/Container.xml +++ b/gdnative-bindings/docs/Container.xml @@ -1,5 +1,5 @@ - + Base node for containers. @@ -8,6 +8,7 @@ A Control can inherit this to create custom container classes. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html diff --git a/gdnative-bindings/docs/Control.xml b/gdnative-bindings/docs/Control.xml index 18c2db33b..d379a3fcc 100644 --- a/gdnative-bindings/docs/Control.xml +++ b/gdnative-bindings/docs/Control.xml @@ -1,5 +1,5 @@ - + All user interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent. @@ -14,9 +14,9 @@ [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class. - https://docs.godotengine.org/en/3.4/tutorials/gui/index.html - https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html - https://docs.godotengine.org/en/3.4/tutorials/gui/control_node_gallery.html + https://docs.godotengine.org/en/3.5/tutorials/ui/index.html + https://docs.godotengine.org/en/3.5/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.5/tutorials/ui/control_node_gallery.html https://github.com/godotengine/godot-demo-projects/tree/master/gui @@ -32,6 +32,7 @@ Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member rect_min_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately). If not overridden, defaults to [constant Vector2.ZERO]. + [b]Note:[/b] This method will not be called when the script is attached to a [Control] node that already overrides its minimum size (e.g. [Label], [Button], [PanelContainer] etc.). It can only be used with most basic GUI nodes, like [Control], [Container], [Panel] etc. @@ -90,8 +91,8 @@ - Creates a local override for a theme [Color] with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. An override cannot be removed, but it can be overridden with the corresponding default value. - See also [method get_color]. + Creates a local override for a theme [Color] with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. + See also [method get_color], [method remove_color_override]. [b]Example of overriding a label's color and resetting it later:[/b] [codeblock] # Given the child Label node "MyLabel", override its font color with a custom value. @@ -106,8 +107,8 @@ - Creates a local override for a theme constant with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. An override cannot be removed, but it can be overridden with the corresponding default value. - See also [method get_constant]. + Creates a local override for a theme constant with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. + See also [method get_constant], [method remove_constant_override]. @@ -115,7 +116,8 @@ - Creates a local override for a theme [Font] with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a [code]null[/code] value. + Creates a local override for a theme [Font] with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. + [b]Note:[/b] An override can be removed by assigning it a [code]null[/code] value. This behavior is deprecated and will be removed in 4.0, use [method remove_font_override] instead. See also [method get_font]. @@ -124,7 +126,8 @@ - Creates a local override for a theme icon with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a [code]null[/code] value. + Creates a local override for a theme icon with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. + [b]Note:[/b] An override can be removed by assigning it a [code]null[/code] value. This behavior is deprecated and will be removed in 4.0, use [method remove_icon_override] instead. See also [method get_icon]. @@ -133,7 +136,8 @@ - Creates a local override for a theme shader with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a [code]null[/code] value. + Creates a local override for a theme shader with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. + [b]Note:[/b] An override can be removed by assigning it a [code]null[/code] value. This behavior is deprecated and will be removed in 4.0, use [method remove_shader_override] instead. @@ -141,7 +145,8 @@ - Creates a local override for a theme [StyleBox] with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. An override can be removed by assigning it a [code]null[/code] value. + Creates a local override for a theme [StyleBox] with the specified [code]name[/code]. Local overrides always take precedence when fetching theme items for the control. + [b]Note:[/b] An override can be removed by assigning it a [code]null[/code] value. This behavior is deprecated and will be removed in 4.0, use [method remove_stylebox_override] instead. See also [method get_stylebox]. [b]Example of modifying a property in a StyleBox by duplicating it:[/b] [codeblock] @@ -226,7 +231,7 @@ - Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [code]name[/code] and [code]theme_type[/code]. If [code]theme_type[/code] is omitted the class name of the current control is used as the type. If the type is a class name its parent classes are also checked, in order of inheritance. + Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [code]name[/code] and [code]theme_type[/code]. If [code]theme_type[/code] is omitted the class name of the current control is used as the type, or [member theme_type_variation] if it is defined. If the type is a class name its parent classes are also checked, in order of inheritance. For the current control its local overrides are considered first (see [method add_color_override]), then its assigned [member theme]. After the current control, each parent control and its assigned [member theme] are considered; controls without a [member theme] assigned are skipped. If no matching [Theme] is found in the tree, a custom project [Theme] (see [member ProjectSettings.gui/theme/custom]) and the default [Theme] are used. [codeblock] func _ready(): @@ -500,6 +505,13 @@ See [method add_stylebox_override]. + + + + Returns [code]true[/code] if a drag operation is successful. Alternative to [method Viewport.gui_is_drag_successful]. + Best used with [constant Node.NOTIFICATION_DRAG_END]. + + @@ -512,6 +524,48 @@ Give up the focus. No other control will be able to receive keyboard input. + + + + + Removes a theme override for a [Color] with the given [code]name[/code]. + + + + + + + Removes a theme override for a constant with the given [code]name[/code]. + + + + + + + Removes a theme override for a [Font] with the given [code]name[/code]. + + + + + + + Removes a theme override for an icon with the given [code]name[/code]. + + + + + + + Removes a theme override for a shader with the given [code]name[/code]. + + + + + + + Removes a theme override for a [StyleBox] with the given [code]name[/code]. + + @@ -780,7 +834,7 @@ The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes. - By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle. + By default, the node's pivot is its top-left corner. When you change its [member rect_rotation] or [member rect_scale], it will rotate or scale around this pivot. Set this property to [member rect_size] / 2 to pivot around the Control's center. The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset]. @@ -790,7 +844,7 @@ The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.5/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. @@ -808,6 +862,12 @@ Changing this property replaces the current [Theme] resource this node and all its [Control] children use. + + The name of a theme type variation used by this [Control] to look up its own theme items. When empty, the class name of the node is used (e.g. [code]Button[/code] for the [Button] control), as well as the class names of all parent classes (in order of inheritance). + When set, this property gives the highest priority to the type of the specified name. This type can in turn extend another type, forming a dependency chain. See [method Theme.set_type_variation]. If the theme item cannot be found using this type or its base types, lookup falls back on the class names. + [b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] methods without specifying [code]theme_type[/code]. + [b]Note:[/b] Theme items are looked for in the tree order, from branch to root, where each [Control] node is checked for its [member theme] property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last. + @@ -846,6 +906,12 @@ Emitted when the mouse leaves the control's [code]Rect[/code] area, provided its [member mouse_filter] lets the event reach it. [b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a child [Control] node, even if the mouse cursor is still inside the parent's [code]Rect[/code] area. + If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this: + [codeblock] + func _on_mouse_exited(): + if not Rect2(Vector2(), rect_size).has_point(get_local_mouse_position()): + # Not hovering over area. + [/codeblock] @@ -909,10 +975,10 @@ Show the system's cross mouse cursor when the user hovers the node. - Show the system's wait mouse cursor, often an hourglass, when the user hovers the node. + Show the system's wait mouse cursor when the user hovers the node. Often an hourglass. - Show the system's busy mouse cursor when the user hovers the node. Often an hourglass. + Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass. Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock. diff --git a/gdnative-bindings/docs/ConvexPolygonShape.xml b/gdnative-bindings/docs/ConvexPolygonShape.xml index b45d012b1..0a2886b7e 100644 --- a/gdnative-bindings/docs/ConvexPolygonShape.xml +++ b/gdnative-bindings/docs/ConvexPolygonShape.xml @@ -1,5 +1,5 @@ - + Convex polygon shape for 3D physics. diff --git a/gdnative-bindings/docs/ConvexPolygonShape2D.xml b/gdnative-bindings/docs/ConvexPolygonShape2D.xml index 0c6abd329..d164dabcf 100644 --- a/gdnative-bindings/docs/ConvexPolygonShape2D.xml +++ b/gdnative-bindings/docs/ConvexPolygonShape2D.xml @@ -1,5 +1,5 @@ - + Convex polygon shape for 2D physics. @@ -20,7 +20,7 @@ - The polygon's list of vertices. Can be in either clockwise or counterclockwise order. + The polygon's list of vertices. Can be in either clockwise or counterclockwise order. Only set this property with convex hull points, use [method set_point_cloud] to generate a convex hull shape from concave shape points. diff --git a/gdnative-bindings/docs/Crypto.xml b/gdnative-bindings/docs/Crypto.xml index eddd2a2be..563e20bbf 100644 --- a/gdnative-bindings/docs/Crypto.xml +++ b/gdnative-bindings/docs/Crypto.xml @@ -1,5 +1,5 @@ - + Access to advanced cryptographic functionalities. diff --git a/gdnative-bindings/docs/CryptoKey.xml b/gdnative-bindings/docs/CryptoKey.xml index 05e036847..2d26aa7be 100644 --- a/gdnative-bindings/docs/CryptoKey.xml +++ b/gdnative-bindings/docs/CryptoKey.xml @@ -1,12 +1,11 @@ - + A cryptographic key (RSA). The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other [Resource]. They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerSSL.accept_stream] along with the appropriate certificate. - [b]Note:[/b] Not available in HTML5 exports. diff --git a/gdnative-bindings/docs/CubeMap.xml b/gdnative-bindings/docs/CubeMap.xml index 7c6022977..997f28c24 100644 --- a/gdnative-bindings/docs/CubeMap.xml +++ b/gdnative-bindings/docs/CubeMap.xml @@ -1,5 +1,5 @@ - + A CubeMap is a 6-sided 3D texture. diff --git a/gdnative-bindings/docs/CubeMesh.xml b/gdnative-bindings/docs/CubeMesh.xml index 12b5a0d0e..6088abdd7 100644 --- a/gdnative-bindings/docs/CubeMesh.xml +++ b/gdnative-bindings/docs/CubeMesh.xml @@ -1,5 +1,5 @@ - + Generate an axis-aligned cuboid [PrimitiveMesh]. diff --git a/gdnative-bindings/docs/CullInstance.xml b/gdnative-bindings/docs/CullInstance.xml new file mode 100644 index 000000000..912ffdf27 --- /dev/null +++ b/gdnative-bindings/docs/CullInstance.xml @@ -0,0 +1,54 @@ + + + + Parent of all nodes that can be culled by the Portal system. + + + Provides common functionality to nodes that can be culled by the [Portal] system. + [code]Static[/code] and [code]Dynamic[/code] objects are the most efficiently managed objects in the system, but there are some caveats. They are expected to be present initially when [Room]s are converted using the [RoomManager] [code]rooms_convert[/code] function, and their lifetime should be the same as the game level (i.e. present until you call [code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't create / delete these objects during gameplay, you can manage their visibility with the standard [code]hide[/code] and [code]show[/code] commands. + [code]Roaming[/code] objects on the other hand, require extra processing to keep track of which [Room] they are within. This enables them to be culled effectively, wherever they are. + [code]Global[/code] objects are not culled by the portal system, and use view frustum culling only. + Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be freely created and deleted during the lifetime of the game level. + + + + + + + + This allows fine control over the mesh merging feature in the [RoomManager]. + Setting this option to [code]false[/code] can be used to prevent an instance being merged. + + + When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] with the highest priority. + When set to a value other than [code]0[/code], the system will attempt to autoplace in a [Room] with the [code]autoplace_priority[/code], if it is present. + This can be used to control autoplacement of building exteriors in an outer [RoomGroup]. + + + When a manual bound has not been explicitly specified for a [Room], the convex hull bound will be estimated from the geometry of the objects within the room. This setting determines whether the geometry of an object is included in this estimate of the room bound. + [b]Note:[/b] This setting is only relevant when the object is set to [code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for [Portal]s. + + + When using [Room]s and [Portal]s, this specifies how the [CullInstance] is processed in the system. + + + + + Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, floors. + [b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] instance while the room graph is loaded (converted), it will unload the room graph and deactivate portal culling. This is because the [b]room graph[/b] data has been invalidated. You will need to reconvert the rooms using the [RoomManager] to activate the system again. + + + Use for instances within rooms that will move but [b]not change room[/b] - e.g. moving platforms. + [b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] instance while the room graph is loaded (converted), it will unload the room graph and deactivate portal culling. This is because the [b]room graph[/b] data has been invalidated. You will need to reconvert the rooms using the [RoomManager] to activate the system again. + + + Use for instances that will move [b]between[/b] [Room]s - e.g. players. + + + Use for instances that will be frustum culled only - e.g. first person weapon, debug. + + + Use for instances that will not be shown at all - e.g. [b]manual room bounds[/b] (specified by prefix [i]'Bound_'[/i]). + + + diff --git a/gdnative-bindings/docs/Curve.xml b/gdnative-bindings/docs/Curve.xml index 1e19b1064..bfe2756ce 100644 --- a/gdnative-bindings/docs/Curve.xml +++ b/gdnative-bindings/docs/Curve.xml @@ -1,10 +1,11 @@ - + A mathematic curve. A curve that can be saved and re-used for other objects. By default, it ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions points relative to the [code]0.5[/code] Y position. + See also [Gradient] which is designed for color interpolation. See also [Curve2D] and [Curve3D]. diff --git a/gdnative-bindings/docs/Curve2D.xml b/gdnative-bindings/docs/Curve2D.xml index f6679439b..61029bb79 100644 --- a/gdnative-bindings/docs/Curve2D.xml +++ b/gdnative-bindings/docs/Curve2D.xml @@ -1,5 +1,5 @@ - + Describes a Bézier curve in 2D space. @@ -15,10 +15,10 @@ - + - Adds a point to a curve at [code]position[/code], with control points [code]in[/code] and [code]out[/code]. - If [code]at_position[/code] is given, the point is inserted before the point number [code]at_position[/code], moving that point (and every point after) after the inserted point. If [code]at_position[/code] is not given, or is an illegal value ([code]at_position <0[/code] or [code]at_position >= [method get_point_count][/code]), the point will be appended at the end of the point list. + Adds a point with the specified [code]position[/code] relative to the curve's own position, with control points [code]in[/code] and [code]out[/code]. Appends the new point at the end of the point list. + If [code]index[/code] is given, the new point is inserted before the existing point identified by index [code]index[/code]. Every existing point starting from [code]index[/code] is shifted further down the list of points. The index must be greater than or equal to [code]0[/code] and must not exceed the number of existing points in the line. See [method get_point_count]. diff --git a/gdnative-bindings/docs/Curve3D.xml b/gdnative-bindings/docs/Curve3D.xml index 76e4ece6f..0c78081b6 100644 --- a/gdnative-bindings/docs/Curve3D.xml +++ b/gdnative-bindings/docs/Curve3D.xml @@ -1,5 +1,5 @@ - + Describes a Bézier curve in 3D space. @@ -15,10 +15,10 @@ - + - Adds a point to a curve at [code]position[/code], with control points [code]in[/code] and [code]out[/code]. - If [code]at_position[/code] is given, the point is inserted before the point number [code]at_position[/code], moving that point (and every point after) after the inserted point. If [code]at_position[/code] is not given, or is an illegal value ([code]at_position <0[/code] or [code]at_position >= [method get_point_count][/code]), the point will be appended at the end of the point list. + Adds a point with the specified [code]position[/code] relative to the curve's own position, with control points [code]in[/code] and [code]out[/code]. Appends the new point at the end of the point list. + If [code]index[/code] is given, the new point is inserted before the existing point identified by index [code]index[/code]. Every existing point starting from [code]index[/code] is shifted further down the list of points. The index must be greater than or equal to [code]0[/code] and must not exceed the number of existing points in the line. See [method get_point_count]. diff --git a/gdnative-bindings/docs/CurveTexture.xml b/gdnative-bindings/docs/CurveTexture.xml index e496a1246..135760652 100644 --- a/gdnative-bindings/docs/CurveTexture.xml +++ b/gdnative-bindings/docs/CurveTexture.xml @@ -1,5 +1,5 @@ - + A texture that shows a curve. @@ -12,10 +12,10 @@ - The [code]curve[/code] rendered onto the texture. + The [Curve] that is rendered onto the texture. - The width of the texture. + The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage. diff --git a/gdnative-bindings/docs/CylinderMesh.xml b/gdnative-bindings/docs/CylinderMesh.xml index 75c64b25d..5cc75f6a7 100644 --- a/gdnative-bindings/docs/CylinderMesh.xml +++ b/gdnative-bindings/docs/CylinderMesh.xml @@ -1,5 +1,5 @@ - + Class representing a cylindrical [PrimitiveMesh]. diff --git a/gdnative-bindings/docs/CylinderShape.xml b/gdnative-bindings/docs/CylinderShape.xml index ed83e57ad..1a6d198c3 100644 --- a/gdnative-bindings/docs/CylinderShape.xml +++ b/gdnative-bindings/docs/CylinderShape.xml @@ -1,5 +1,5 @@ - + Cylinder shape for collisions. diff --git a/gdnative-bindings/docs/DTLSServer.xml b/gdnative-bindings/docs/DTLSServer.xml index 6971762d4..7872908b6 100644 --- a/gdnative-bindings/docs/DTLSServer.xml +++ b/gdnative-bindings/docs/DTLSServer.xml @@ -1,5 +1,5 @@ - + Helper class to implement a DTLS server. diff --git a/gdnative-bindings/docs/DampedSpringJoint2D.xml b/gdnative-bindings/docs/DampedSpringJoint2D.xml index 2df4e9dbb..b48cb9541 100644 --- a/gdnative-bindings/docs/DampedSpringJoint2D.xml +++ b/gdnative-bindings/docs/DampedSpringJoint2D.xml @@ -1,5 +1,5 @@ - + Damped spring constraint for 2D physics. diff --git a/gdnative-bindings/docs/Dictionary.xml b/gdnative-bindings/docs/Dictionary.xml index 691c0ea94..7c74a480b 100644 --- a/gdnative-bindings/docs/Dictionary.xml +++ b/gdnative-bindings/docs/Dictionary.xml @@ -1,5 +1,5 @@ - + Dictionary type. @@ -31,7 +31,7 @@ [/codeblock] You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). [codeblock] - export(string, "White", "Yellow", "Orange") var my_color + export(String, "White", "Yellow", "Orange") var my_color var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} func _ready(): # We can't use dot syntax here as `my_color` is a variable. @@ -84,7 +84,7 @@ [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. - https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_basics.html#dictionary + https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#dictionary https://godotengine.org/asset-library/asset/676 https://godotengine.org/asset-library/asset/677 @@ -147,7 +147,7 @@ - Returns a hashed integer value representing the dictionary contents. This can be used to compare dictionaries by value: + Returns a hashed 32-bit integer value representing the dictionary contents. This can be used to compare dictionaries by value: [codeblock] var dict1 = {0: 10} var dict2 = {0: 10} @@ -155,6 +155,7 @@ print(dict1.hash() == dict2.hash()) [/codeblock] [b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash. + [b]Note:[/b] Dictionaries with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the dictionaries are equal, because different dictionaries can have identical hash values due to hash collisions. @@ -163,6 +164,13 @@ Returns the list of keys in the [Dictionary]. + + + + + Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, duplicate keys will not be copied over, unless [code]overwrite[/code] is [code]true[/code]. + + diff --git a/gdnative-bindings/docs/DirectionalLight.xml b/gdnative-bindings/docs/DirectionalLight.xml index aa3b7b074..14311d941 100644 --- a/gdnative-bindings/docs/DirectionalLight.xml +++ b/gdnative-bindings/docs/DirectionalLight.xml @@ -1,5 +1,5 @@ - + Directional light from a distance, as from the Sun. @@ -7,22 +7,22 @@ A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction. - https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.5/tutorials/3d/lights_and_shadows.html - Amount of extra bias for shadow splits that are far away. If self-shadowing occurs only on the splits far away, increasing this value can fix them. + Amount of extra bias for shadow splits that are far away. If self-shadowing occurs only on the splits far away, increasing this value can fix them. This is ignored when [member directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]. - If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. + If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when [member directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]. Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange]. - The maximum distance for shadow splits. + The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering). The light's shadow rendering algorithm. See [enum ShadowMode]. @@ -31,15 +31,15 @@ Can be used to fix special cases of self shadowing when objects are perpendicular to the light. - The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant SHADOW_PARALLEL_4_SPLITS]. - The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant SHADOW_PARALLEL_4_SPLITS]. - The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]. - + diff --git a/gdnative-bindings/docs/Directory.xml b/gdnative-bindings/docs/Directory.xml index f6a25b0e8..66aa003bb 100644 --- a/gdnative-bindings/docs/Directory.xml +++ b/gdnative-bindings/docs/Directory.xml @@ -1,5 +1,5 @@ - + Type used to handle the filesystem. @@ -25,7 +25,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/filesystem.html @@ -81,13 +81,19 @@ - On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). On other platforms, or if the requested drive does not exist, the method returns an empty String. + On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). + On macOS, returns the path to the mounted volume passed as an argument. + On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument. + On other platforms, or if the requested drive does not exist, the method returns an empty String. - On Windows, returns the number of drives (partitions) mounted on the current filesystem. On other platforms, the method returns 0. + On Windows, returns the number of drives (partitions) mounted on the current filesystem. + On macOS, returns the number of mounted volumes. + On Linux, returns the number of mounted volumes and GTK 3 bookmarks. + On other platforms, the method returns 0. @@ -147,7 +153,8 @@ - Deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail. + Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail. + If you don't want to delete the file/directory permanently, use [method OS.move_to_trash] instead. Returns one of the [enum Error] code constants ([code]OK[/code] on success). diff --git a/gdnative-bindings/docs/DynamicFont.xml b/gdnative-bindings/docs/DynamicFont.xml index 877c7521e..5b5ff7b3a 100644 --- a/gdnative-bindings/docs/DynamicFont.xml +++ b/gdnative-bindings/docs/DynamicFont.xml @@ -1,11 +1,11 @@ - + DynamicFont renders vector font files at runtime. DynamicFont renders vector font files dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallback fonts, which will be used when displaying a character not supported by the main font. - DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization. Supported formats are TrueType ([code].ttf[/code]), OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] supported. + DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization. Supported formats are TrueType ([code].ttf[/code]), OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), and Web Open Font Format 2 ([code].woff2[/code]). [codeblock] var dynamic_font = DynamicFont.new() dynamic_font.font_data = load("res://BarlowCondensed-Bold.ttf") diff --git a/gdnative-bindings/docs/DynamicFontData.xml b/gdnative-bindings/docs/DynamicFontData.xml index d325f19a0..3ca75b7e7 100644 --- a/gdnative-bindings/docs/DynamicFontData.xml +++ b/gdnative-bindings/docs/DynamicFontData.xml @@ -1,5 +1,5 @@ - + Used with [DynamicFont] to describe the location of a font file. @@ -21,6 +21,9 @@ The font hinting mode used by FreeType. See [enum Hinting] for options. + + If set to a value greater than [code]0.0[/code], it will override default font oversampling, ignoring [member SceneTree.use_font_oversampling] value and viewport stretch mode. + diff --git a/gdnative-bindings/docs/EditorExportPlugin.xml b/gdnative-bindings/docs/EditorExportPlugin.xml index 46131d109..d4d5c8a74 100644 --- a/gdnative-bindings/docs/EditorExportPlugin.xml +++ b/gdnative-bindings/docs/EditorExportPlugin.xml @@ -1,10 +1,11 @@ - + A script that is executed when exporting the project. - Editor export plugins are automatically activated whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file. + [EditorExportPlugin]s are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file. + To use [EditorExportPlugin], register it using the [method EditorPlugin.add_export_plugin] method first. @@ -95,12 +96,22 @@ Adds a static lib from the given [code]path[/code] to the iOS project. + + + + + Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] directory of macOS app bundle. + [b]Note:[/b] This is useful only for macOS exports. + + - Adds a shared object with the given [code]tags[/code] and destination [code]path[/code]. + Adds a shared object or a directory containing only shared objects with the given [code]tags[/code] and destination [code]path[/code]. + [b]Note:[/b] In case of macOS exports, those shared objects will be added to [code]Frameworks[/code] directory of app bundle. + In case of a directory code-sign will error if you place non code object in directory. diff --git a/gdnative-bindings/docs/EditorFeatureProfile.xml b/gdnative-bindings/docs/EditorFeatureProfile.xml index dd43e7e42..0203959bb 100644 --- a/gdnative-bindings/docs/EditorFeatureProfile.xml +++ b/gdnative-bindings/docs/EditorFeatureProfile.xml @@ -1,5 +1,5 @@ - + An editor feature profile which can be used to disable specific features. @@ -57,7 +57,7 @@ - Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] button. + Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] method. diff --git a/gdnative-bindings/docs/EditorFileDialog.xml b/gdnative-bindings/docs/EditorFileDialog.xml index 155649760..c549b4962 100644 --- a/gdnative-bindings/docs/EditorFileDialog.xml +++ b/gdnative-bindings/docs/EditorFileDialog.xml @@ -1,5 +1,5 @@ - + A modified version of [FileDialog] used by the editor. @@ -40,16 +40,16 @@ The location from which the user may select a file, including [code]res://[/code], [code]user://[/code], and the local file system. - + The currently occupied directory. - + The currently selected file. - + The file system path in the address bar. - + If [code]true[/code], the [EditorFileDialog] will not warn the user before overwriting files. @@ -59,11 +59,11 @@ The purpose of the [EditorFileDialog], which defines the allowed behaviors. - + If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. - + diff --git a/gdnative-bindings/docs/EditorFileSystem.xml b/gdnative-bindings/docs/EditorFileSystem.xml index e94c01985..f5e790893 100644 --- a/gdnative-bindings/docs/EditorFileSystem.xml +++ b/gdnative-bindings/docs/EditorFileSystem.xml @@ -1,5 +1,5 @@ - + Resource filesystem, as the editor sees it. @@ -39,7 +39,7 @@ - Returns [code]true[/code] of the filesystem is being scanned. + Returns [code]true[/code] if the filesystem is being scanned. diff --git a/gdnative-bindings/docs/EditorFileSystemDirectory.xml b/gdnative-bindings/docs/EditorFileSystemDirectory.xml index b341638da..9f40920ad 100644 --- a/gdnative-bindings/docs/EditorFileSystemDirectory.xml +++ b/gdnative-bindings/docs/EditorFileSystemDirectory.xml @@ -1,5 +1,5 @@ - + A directory for the resource filesystem. diff --git a/gdnative-bindings/docs/EditorImportPlugin.xml b/gdnative-bindings/docs/EditorImportPlugin.xml index d7e9dd78e..c0d8213b6 100644 --- a/gdnative-bindings/docs/EditorImportPlugin.xml +++ b/gdnative-bindings/docs/EditorImportPlugin.xml @@ -1,10 +1,10 @@ - + Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type. - EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin]. + [EditorImportPlugin]s provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]). Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": [codeblock] @@ -46,9 +46,10 @@ var filename = save_path + "." + get_save_extension() return ResourceSaver.save(filename, mesh) [/codeblock] + To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. - https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins.html + https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/import_plugins.html diff --git a/gdnative-bindings/docs/EditorInspector.xml b/gdnative-bindings/docs/EditorInspector.xml index 48371eb4b..291b86f24 100644 --- a/gdnative-bindings/docs/EditorInspector.xml +++ b/gdnative-bindings/docs/EditorInspector.xml @@ -1,11 +1,14 @@ - + - A tab used to edit properties of the selected node. + A control used to edit properties of an object. - The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as [Sprite] then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow. - [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector]. + This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector]. + [EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list]. + If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section. + If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. + [b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names. @@ -19,7 +22,7 @@ - + diff --git a/gdnative-bindings/docs/EditorInspectorPlugin.xml b/gdnative-bindings/docs/EditorInspectorPlugin.xml index 04f427148..3423579cd 100644 --- a/gdnative-bindings/docs/EditorInspectorPlugin.xml +++ b/gdnative-bindings/docs/EditorInspectorPlugin.xml @@ -1,19 +1,19 @@ - + Plugin for adding custom property editors on inspector. - These plugins allow adding custom property editors to [EditorInspector]. - Plugins are registered via [method EditorPlugin.add_inspector_plugin]. + [EditorInspectorPlugin] allows adding custom property editors to [EditorInspector]. When an object is edited, the [method can_handle] function is called and must return [code]true[/code] if the object type is supported. If supported, the function [method parse_begin] will be called, allowing to place custom controls at the beginning of the class. Subsequently, the [method parse_category] and [method parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too. Finally, [method parse_end] will be called. On each of these calls, the "add" functions can be called. + To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first. - https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/inspector_plugins.html + https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/inspector_plugins.html diff --git a/gdnative-bindings/docs/EditorInterface.xml b/gdnative-bindings/docs/EditorInterface.xml index e5e10c1cf..1501a1ea2 100644 --- a/gdnative-bindings/docs/EditorInterface.xml +++ b/gdnative-bindings/docs/EditorInterface.xml @@ -1,5 +1,5 @@ - + Godot editor's interface. @@ -21,7 +21,17 @@ - Edits the given [Resource]. + Edits the given [Resource]. If the resource is a [Script] you can also edit it with [method edit_script] to specify the line and column position. + + + + + + + + + + Edits the given [Script]. The line and column on which to open the script can also be specified. The script will be open with the user-configured editor for the script's language which may be an external editor. diff --git a/gdnative-bindings/docs/EditorNavigationMeshGenerator.xml b/gdnative-bindings/docs/EditorNavigationMeshGenerator.xml deleted file mode 100644 index 214c81047..000000000 --- a/gdnative-bindings/docs/EditorNavigationMeshGenerator.xml +++ /dev/null @@ -1,26 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/gdnative-bindings/docs/EditorPlugin.xml b/gdnative-bindings/docs/EditorPlugin.xml index 50f1fa690..013074859 100644 --- a/gdnative-bindings/docs/EditorPlugin.xml +++ b/gdnative-bindings/docs/EditorPlugin.xml @@ -1,5 +1,5 @@ - + Used by the editor to extend its functionality. @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. - https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html + https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/index.html @@ -302,7 +302,7 @@ - Gets the Editor's dialogue used for making scripts. + Gets the Editor's dialog used for making scripts. [b]Note:[/b] Users can configure it before use. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. @@ -310,7 +310,15 @@ - Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). + Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). This data is automatically saved for each scene in an [code]editstate[/code] file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use [method get_window_layout] instead. + Use [method set_state] to restore your saved state. + [b]Note:[/b] This method should not be used to save important settings that should persist with the project. + [b]Note:[/b] You must implement [method get_plugin_name] for the state to be stored and restored correctly. + [codeblock] + func get_state(): + var state = {"zoom": zoom, "preferred_color": my_color} + return state + [/codeblock] @@ -323,7 +331,13 @@ - Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock). + Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the [code]editor_layout.cfg[/code] file in the editor metadata directory. + Use [method set_window_layout] to restore your saved layout. + [codeblock] + func get_window_layout(configuration): + configuration.set_value("MyPlugin", "window_position", $Window.position) + configuration.set_value("MyPlugin", "icon_color", $Icon.modulate) + [/codeblock] @@ -466,14 +480,25 @@ - Restore the state saved by [method get_state]. + Restore the state saved by [method get_state]. This method is called when the current scene tab is changed in the editor. + [b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise it will not be recognized and this method will not be called. + [codeblock] + func set_state(data): + zoom = data.get("zoom", 1.0) + preferred_color = data.get("my_color", Color.white) + [/codeblock] - Restore the plugin GUI layout saved by [method get_window_layout]. + Restore the plugin GUI layout and data saved by [method get_window_layout]. This method is called for every plugin on editor startup. Use the provided [code]configuration[/code] file to read your saved data. + [codeblock] + func set_window_layout(configuration): + $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2()) + $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white) + [/codeblock] diff --git a/gdnative-bindings/docs/EditorProperty.xml b/gdnative-bindings/docs/EditorProperty.xml index 2c4e020e4..89720676f 100644 --- a/gdnative-bindings/docs/EditorProperty.xml +++ b/gdnative-bindings/docs/EditorProperty.xml @@ -1,5 +1,5 @@ - + Custom control to edit properties for adding into the inspector. @@ -96,13 +96,15 @@ + + Do not emit this manually, use the [method emit_changed] method instead. - + Emitted when a property was checked. Used internally. @@ -120,6 +122,14 @@ Emit it if you want to key a property with a single value. + + + + + Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value. + The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instancing chain, a script or a builtin class. + + diff --git a/gdnative-bindings/docs/EditorResourceConversionPlugin.xml b/gdnative-bindings/docs/EditorResourceConversionPlugin.xml index 977afa2ba..a29c4e505 100644 --- a/gdnative-bindings/docs/EditorResourceConversionPlugin.xml +++ b/gdnative-bindings/docs/EditorResourceConversionPlugin.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/EditorResourcePicker.xml b/gdnative-bindings/docs/EditorResourcePicker.xml new file mode 100644 index 000000000..2b7732783 --- /dev/null +++ b/gdnative-bindings/docs/EditorResourcePicker.xml @@ -0,0 +1,96 @@ + + + + Godot editor's control for selecting [Resource] type properties. + + + This [Control] node is used in the editor's Inspector dock to allow editing of [Resource] type properties. It provides options for creating, loading, saving and converting resources. Can be used with [EditorInspectorPlugin] to recreate the same behavior. + [b]Note:[/b] This [Control] does not include any editor for the resource, as editing is controlled by the Inspector dock itself or sub-Inspectors. + + + + + + + + + + + + + + + + + + + + + + + + Returns a list of all allowed types and subtypes corresponding to the [member base_type]. If the [member base_type] is empty, an empty list is returned. + + + + + + + + + + + + + + This virtual method can be implemented to handle context menu items not handled by default. See [method set_create_options]. + + + + + + + This virtual method is called when updating the context menu of [EditorResourcePicker]. Implement this method to override the "New ..." items with your own options. [code]menu_node[/code] is a reference to the [PopupMenu] node. + [b]Note:[/b] Implement [method handle_menu_selected] to handle these custom items. + + + + + + + Sets the toggle mode state for the main button. Works only if [member toggle_mode] is set to [code]true[/code]. + + + + + + The base type of allowed resource types. Can be a comma-separated list of several options. + + + If [code]true[/code], the value can be selected and edited. + + + The edited resource value. + + + If [code]true[/code], the main button with the resource preview works in the toggle mode. Use [method set_toggle_pressed] to manually set the state. + + + + + + + Emitted when the value of the edited resource was changed. + + + + + + + Emitted when the resource value was set and user clicked to edit it. When [code]edit[/code] is [code]true[/code], the signal was caused by the context menu "Edit" option. + + + + + + diff --git a/gdnative-bindings/docs/EditorResourcePreview.xml b/gdnative-bindings/docs/EditorResourcePreview.xml index 860976076..8a6e5e0c3 100644 --- a/gdnative-bindings/docs/EditorResourcePreview.xml +++ b/gdnative-bindings/docs/EditorResourcePreview.xml @@ -1,5 +1,5 @@ - + Helper to generate previews of resources or files. diff --git a/gdnative-bindings/docs/EditorResourcePreviewGenerator.xml b/gdnative-bindings/docs/EditorResourcePreviewGenerator.xml index 42e7749bf..4838285e6 100644 --- a/gdnative-bindings/docs/EditorResourcePreviewGenerator.xml +++ b/gdnative-bindings/docs/EditorResourcePreviewGenerator.xml @@ -1,5 +1,5 @@ - + Custom generator of previews. diff --git a/gdnative-bindings/docs/EditorSceneImporter.xml b/gdnative-bindings/docs/EditorSceneImporter.xml index be7fb3443..eed08a3e0 100644 --- a/gdnative-bindings/docs/EditorSceneImporter.xml +++ b/gdnative-bindings/docs/EditorSceneImporter.xml @@ -1,9 +1,11 @@ - + Imports scenes from third-parties' 3D files. + [EditorSceneImporter] allows to define an importer script for a third-party 3D format. + To use [EditorSceneImporter], register it using the [method EditorPlugin.add_scene_import_plugin] method first. diff --git a/gdnative-bindings/docs/EditorScenePostImport.xml b/gdnative-bindings/docs/EditorScenePostImport.xml index da483d80c..063139a98 100644 --- a/gdnative-bindings/docs/EditorScenePostImport.xml +++ b/gdnative-bindings/docs/EditorScenePostImport.xml @@ -1,5 +1,5 @@ - + Post-processes scenes after import. @@ -26,7 +26,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_scenes.html#custom-script + https://docs.godotengine.org/en/3.5/tutorials/assets_pipeline/importing_scenes.html#custom-script diff --git a/gdnative-bindings/docs/EditorScript.xml b/gdnative-bindings/docs/EditorScript.xml index 40a7f0be6..398128549 100644 --- a/gdnative-bindings/docs/EditorScript.xml +++ b/gdnative-bindings/docs/EditorScript.xml @@ -1,5 +1,5 @@ - + Base script that can be used to add extension functions to the editor. diff --git a/gdnative-bindings/docs/EditorScriptPicker.xml b/gdnative-bindings/docs/EditorScriptPicker.xml new file mode 100644 index 000000000..ee4a5e419 --- /dev/null +++ b/gdnative-bindings/docs/EditorScriptPicker.xml @@ -0,0 +1,21 @@ + + + + Godot editor's control for selecting the [code]script[/code] property of a [Node]. + + + Similar to [EditorResourcePicker] this [Control] node is used in the editor's Inspector dock, but only to edit the [code]script[/code] property of a [Node]. Default options for creating new resources of all possible subtypes are replaced with dedicated buttons that open the "Attach Node Script" dialog. Can be used with [EditorInspectorPlugin] to recreate the same behavior. + [b]Note:[/b] You must set the [member script_owner] for the custom context menu items to work. + + + + + + + + The owner [Node] of the script property that holds the edited resource. + + + + + diff --git a/gdnative-bindings/docs/EditorSelection.xml b/gdnative-bindings/docs/EditorSelection.xml index d7409f546..4376f3a82 100644 --- a/gdnative-bindings/docs/EditorSelection.xml +++ b/gdnative-bindings/docs/EditorSelection.xml @@ -1,5 +1,5 @@ - + Manages the SceneTree selection in the editor. diff --git a/gdnative-bindings/docs/EditorSettings.xml b/gdnative-bindings/docs/EditorSettings.xml index e1dab7c7d..6b1b063a3 100644 --- a/gdnative-bindings/docs/EditorSettings.xml +++ b/gdnative-bindings/docs/EditorSettings.xml @@ -1,5 +1,5 @@ - + Object that holds the project-independent editor settings. diff --git a/gdnative-bindings/docs/EditorSpatialGizmo.xml b/gdnative-bindings/docs/EditorSpatialGizmo.xml index 85a7e66a0..bb14e5a04 100644 --- a/gdnative-bindings/docs/EditorSpatialGizmo.xml +++ b/gdnative-bindings/docs/EditorSpatialGizmo.xml @@ -1,5 +1,5 @@ - + Custom gizmo for editing Spatial objects. @@ -46,7 +46,7 @@ - + diff --git a/gdnative-bindings/docs/EditorSpatialGizmoPlugin.xml b/gdnative-bindings/docs/EditorSpatialGizmoPlugin.xml index db00d9048..37640c382 100644 --- a/gdnative-bindings/docs/EditorSpatialGizmoPlugin.xml +++ b/gdnative-bindings/docs/EditorSpatialGizmoPlugin.xml @@ -1,13 +1,14 @@ - + Used by the editor to define Spatial gizmo types. - EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info. + [EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info. + To use [EditorSpatialGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. - https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos.html + https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/spatial_gizmos.html diff --git a/gdnative-bindings/docs/EditorSpinSlider.xml b/gdnative-bindings/docs/EditorSpinSlider.xml index 50b25ce94..668adc6f3 100644 --- a/gdnative-bindings/docs/EditorSpinSlider.xml +++ b/gdnative-bindings/docs/EditorSpinSlider.xml @@ -1,5 +1,5 @@ - + Godot editor's control for editing numeric values. @@ -13,7 +13,10 @@ - + + + If [code]true[/code], the slider is hidden. + diff --git a/gdnative-bindings/docs/EditorVCSInterface.xml b/gdnative-bindings/docs/EditorVCSInterface.xml index afe2ada22..08f9db1ad 100644 --- a/gdnative-bindings/docs/EditorVCSInterface.xml +++ b/gdnative-bindings/docs/EditorVCSInterface.xml @@ -1,99 +1,276 @@ - + - Version Control System (VCS) interface which reads and writes to the local VCS in use. + Version Control System (VCS) interface, which reads and writes to the local VCS in use. - Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDNative plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience. + Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are scripts that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override these virtual functions. - + + + + + Checks out a [code]branch_name[/code] in the VCS. + + + - Creates a version commit if the addon is initialized, else returns without doing anything. Uses the files which have been staged previously, with the commit message set to a value as provided as in the argument. + Commits the currently staged changes and applies the commit [code]msg[/code] to the resulting commit. - - + + + + + Creates a new branch named [code]branch_name[/code] in the VCS. + + + + + + + + Creates a new remote destination with name [code]remote_name[/code] and points it to [code]remote_url[/code]. This can be both an HTTPS remote or an SSH remote. + + + + - Returns an [Array] of [Dictionary] objects containing the diff output from the VCS in use, if a VCS addon is initialized, else returns an empty [Array] object. The diff contents also consist of some contextual lines which provide context to the observed line change in the file. - Each [Dictionary] object has the line diff contents under the keys: - - [code]"content"[/code] to store a [String] containing the line contents - - [code]"status"[/code] to store a [String] which contains [code]"+"[/code] in case the content is a line addition but it stores a [code]"-"[/code] in case of deletion and an empty string in the case the line content is neither an addition nor a deletion. - - [code]"new_line_number"[/code] to store an integer containing the new line number of the line content. - - [code]"line_count"[/code] to store an integer containing the number of lines in the line content. - - [code]"old_line_number"[/code] to store an integer containing the old line number of the line content. - - [code]"offset"[/code] to store the offset of the line change since the first contextual line content. + Discards the changes made in file present at [code]file_path[/code]. - - + + + - Returns a [Dictionary] containing the path of the detected file change mapped to an integer signifying what kind of change the corresponding file has experienced. - The following integer values are being used to signify that the detected file is: - - [code]0[/code]: New to the VCS working directory - - [code]1[/code]: Modified - - [code]2[/code]: Renamed - - [code]3[/code]: Deleted - - [code]4[/code]: Typechanged + Fetches new changes from the remote, but doesn't write changes to the current working directory. Equivalent to [code]git fetch[/code]. - + + + + Gets an instance of an [Array] of [String]s containing available branch names in the VCS. + + + - Returns the project name of the VCS working directory. + Gets the current branch name defined in the VCS. + + + + + + + + Returns an [Array] of [Dictionary] items (see [method create_diff_file], [method create_diff_hunk], [method create_diff_line], [method add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), each containing information about a diff. If [code]identifier[/code] is a file path, returns a file diff, and if it is a commit identifier, then returns a commit diff. + + + + + + + + Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), each containing a line diff between a file at [code]file_path[/code] and the [code]text[/code] which is passed in. - + + + + Returns an [Array] of [Dictionary] items (see [method create_status_file]), each containing the status data of every modified file in the project folder. + + + + + + + Returns an [Array] of [Dictionary] items (see [method create_commit]), each containing the data for a past commit. + + + + + + Returns an [Array] of [String]s, each containing the name of a remote configured in the VCS. + + + - Returns the name of the VCS if the VCS has been initialized, else return an empty string. + Returns the name of the underlying VCS provider. - + - + - Initializes the VCS addon if not already. Uses the argument value as the path to the working directory of the project. Creates the initial commit if required. Returns [code]true[/code] if no failure occurs, else returns [code]false[/code]. + Initializes the VCS plugin when called from the editor. Returns whether or not the plugin was successfully initialized. A VCS project is initialized at [code]project_path[/code]. - - + + + - Returns [code]true[/code] if the addon is ready to respond to function calls, else returns [code]false[/code]. + Pulls changes from the remote. This can give rise to merge conflicts. - - + + + + + + Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] is set to true, a force push will override the change history already present on the remote. + + + + + + + Remove a branch from the local VCS. + + + + + + + Remove a remote from the local VCS. + + + + + + + + + - Returns [code]true[/code] if the VCS addon has been initialized, else returns [code]false[/code]. + Set user credentials in the underlying VCS. [code]username[/code] and [code]password[/code] are used only during HTTPS authentication unless not already mentioned in the remote URL. [code]ssh_public_key_path[/code], [code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only used during SSH authentication. - + - Shuts down the VCS addon to allow cleanup code to run on call. Returns [code]true[/code] is no failure occurs, else returns [code]false[/code]. + Shuts down VCS plugin instance. Called when the user either closes the editor or shuts down the VCS plugin through the editor UI. - + - Stages the file which should be committed when [method EditorVCSInterface.commit] is called. Argument should contain the absolute path. + Stages the file present at [code]file_path[/code] to the staged area. - + - Unstages the file which was staged previously to be committed, so that it is no longer committed when [method EditorVCSInterface.commit] is called. Argument should contain the absolute path. + Unstages the file present at [code]file_path[/code] from the staged area to the unstaged area. + + + + + + + + Helper function to add an array of [code]diff_hunks[/code] into a [code]diff_file[/code]. + + + + + + + + Helper function to add an array of [code]line_diffs[/code] into a [code]diff_hunk[/code]. + + + + + + + + + + + Helper function to create a commit [Dictionary] item. [code]msg[/code] is the commit message of the commit. [code]author[/code] is a single human-readable string containing all the author's details, e.g. the email and name configured in the VCS. [code]id[/code] is the identifier of the commit, in whichever format your VCS may provide an identifier to commits. [code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was created. [code]offset_minutes[/code] is the timezone offset in minutes, recorded from the system timezone where the commit was created. + + + + + + + + Helper function to create a [code]Dictionary[/code] for storing old and new diff file paths. + + + + + + + + + + Helper function to create a [code]Dictionary[/code] for storing diff hunk data. [code]old_start[/code] is the starting line number in old file. [code]new_start[/code] is the starting line number in new file. [code]old_lines[/code] is the number of lines in the old file. [code]new_lines[/code] is the number of lines in the new file. + + + + + + + + + + Helper function to create a [code]Dictionary[/code] for storing a line diff. [code]new_line_no[/code] is the line number in the new file (can be [code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the line number in the old file (can be [code]-1[/code] if the line is added). [code]content[/code] is the diff text. [code]status[/code] is a single character string which stores the line origin. + + + + + + + + + Helper function to create a [code]Dictionary[/code] used by editor to read the status of a file. + + + + + + + Pops up an error message in the edior. + + A new file has been added. + + + An earlier added file has been modified. + + + An earlier added file has been renamed. + + + An earlier added file has been deleted. + + + An earlier added file has been typechanged. + + + A file is left unmerged. + + + A commit is encountered from the commit area. + + + A file is encountered from the staged area. + + + A file is encountered from the unstaged area. + diff --git a/gdnative-bindings/docs/EncodedObjectAsID.xml b/gdnative-bindings/docs/EncodedObjectAsID.xml index 4382e2671..87b3d004e 100644 --- a/gdnative-bindings/docs/EncodedObjectAsID.xml +++ b/gdnative-bindings/docs/EncodedObjectAsID.xml @@ -1,5 +1,5 @@ - + Holds a reference to an [Object]'s instance ID. diff --git a/gdnative-bindings/docs/Engine.xml b/gdnative-bindings/docs/Engine.xml index 2758e1c3f..9e624f22a 100644 --- a/gdnative-bindings/docs/Engine.xml +++ b/gdnative-bindings/docs/Engine.xml @@ -1,5 +1,5 @@ - + Access to engine properties. @@ -146,11 +146,12 @@ else: simulate_physics() [/codeblock] - See [url=https://docs.godotengine.org/en/3.4/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. + See [url=https://docs.godotengine.org/en/3.5/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps] and [member ProjectSettings.physics/common/physics_fps]. + [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member Engine.iterations_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS. Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. @@ -158,7 +159,7 @@ If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting. - [b]Warning:[/b] If you set this to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default). + [b]Warning:[/b] If you set this to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to [code]false[/code] in a [code]tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default). [b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor. diff --git a/gdnative-bindings/docs/Environment.xml b/gdnative-bindings/docs/Environment.xml index 0ca58b4ef..5f40bd7e0 100644 --- a/gdnative-bindings/docs/Environment.xml +++ b/gdnative-bindings/docs/Environment.xml @@ -1,5 +1,5 @@ - + Resource for environment nodes (like [WorldEnvironment]) that define multiple rendering options. @@ -9,11 +9,15 @@ - Glow - Tonemap (Auto Exposure) - Adjustments - These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property. + If the target [Viewport] is set to "2D Without Sampling", all post-processing effects will be unavailable. With "3D Without Effects", the following options will be unavailable: + - Ssao + - Ss Reflections + This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property. + Note that [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] has a mobile platform override to use "3D Without Effects" by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices. - https://docs.godotengine.org/en/3.4/tutorials/3d/environment_and_post_processing.html - https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html + https://docs.godotengine.org/en/3.5/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.5/tutorials/3d/high_dynamic_range.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 @@ -58,7 +62,8 @@ The ambient light's energy. The higher the value, the stronger the light. - Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene. + Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene. + [b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive). If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. @@ -189,6 +194,8 @@ If [code]true[/code], the glow effect is enabled. + [b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] by default, so its [code].mobile[/code] override needs to be changed to [b]3D[/b]. + [b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by default for performance reasons. This means glow will only be visible if [member glow_hdr_threshold] is decreased below [code]1.0[/code] or if [member glow_bloom] is increased above [code]0.0[/code]. Also consider increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to behave on mobile like it does on desktop (at a performance cost), enable [member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] override. The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect. @@ -287,7 +294,7 @@ The default exposure used for tonemapping. - The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.) + The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a SDR display. (Godot doesn't support rendering on HDR displays yet.) The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. @@ -295,7 +302,8 @@ - Keeps on screen every pixel drawn in the background. This is the fastest background mode, but it can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera. + Keeps on screen every pixel drawn in the background. Only select this mode if you really need to keep the old data. On modern GPUs it will generally not be faster than clearing the background, and can be significantly slower, particularly on mobile. + It can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera. Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color]. @@ -331,19 +339,20 @@ Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness. - Linear tonemapper operator. Reads the linear data and passes it on unmodified. + Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors. - Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. + Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. - Filmic tonemapper operator. + Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT]. - Academy Color Encoding System tonemapper operator. Performs an aproximation of the ACES tonemapping curve. + Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC]. + [b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate [constant TONE_MAPPER_ACES_FITTED]. - High quality Academy Color Encoding System tonemapper operator that matches the industry standard. Performs a more physically accurate curve fit which better simulates how light works in the real world. The color of lights and emissive materials will become lighter as the emissive energy increases, and will eventually become white if the light is bright enough to saturate the camera sensor. + Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC]. Low depth-of-field blur quality (fastest). @@ -370,10 +379,10 @@ Low quality for the screen-space ambient occlusion effect (fastest). - Low quality for the screen-space ambient occlusion effect. + Medium quality for the screen-space ambient occlusion effect. - Low quality for the screen-space ambient occlusion effect (slowest). + High quality for the screen-space ambient occlusion effect (slowest). diff --git a/gdnative-bindings/docs/Expression.xml b/gdnative-bindings/docs/Expression.xml index a7e1b0222..fc8fa9458 100644 --- a/gdnative-bindings/docs/Expression.xml +++ b/gdnative-bindings/docs/Expression.xml @@ -1,5 +1,5 @@ - + A class that stores an expression you can execute. diff --git a/gdnative-bindings/docs/ExternalTexture.xml b/gdnative-bindings/docs/ExternalTexture.xml index cf372fbfc..a6cf774ee 100644 --- a/gdnative-bindings/docs/ExternalTexture.xml +++ b/gdnative-bindings/docs/ExternalTexture.xml @@ -1,5 +1,5 @@ - + Enable OpenGL ES external texture extension. @@ -18,7 +18,7 @@ - + External texture size. diff --git a/gdnative-bindings/docs/File.xml b/gdnative-bindings/docs/File.xml index 6aafa2be8..aba9a7b1a 100644 --- a/gdnative-bindings/docs/File.xml +++ b/gdnative-bindings/docs/File.xml @@ -1,5 +1,5 @@ - + Type to handle file reading and writing operations. @@ -20,12 +20,12 @@ file.close() return content [/codeblock] - In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]Data paths[/url] documentation. + In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.5/tutorials/io/data_paths.html]Data paths[/url] documentation. [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. - https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/filesystem.html https://godotengine.org/asset-library/asset/676 @@ -87,9 +87,10 @@ + - Returns the whole file as a [String]. - Text is interpreted as being UTF-8 encoded. + Returns the whole file as a [String]. Text is interpreted as being UTF-8 encoded. + If [code]skip_cr[/code] is [code]true[/code], carriage return characters ([code]\r[/code], CR) will be ignored when parsing the UTF-8, so that only line feed characters ([code]\n[/code], LF) represent a new line (Unix convention). @@ -373,6 +374,7 @@ Appends [code]string[/code] to the file without a line return, encoding the text as UTF-8. + [b]Note:[/b] This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using [method store_pascal_string] instead. For retrieving strings from a text file, you can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know the length) or [method get_as_text]. diff --git a/gdnative-bindings/docs/FileDialog.xml b/gdnative-bindings/docs/FileDialog.xml index b884e7ed7..e2226cf12 100644 --- a/gdnative-bindings/docs/FileDialog.xml +++ b/gdnative-bindings/docs/FileDialog.xml @@ -1,5 +1,5 @@ - + Dialog for selecting files or directories in the filesystem. @@ -13,7 +13,9 @@ - Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be of the form [code]"filename.extension ; Description"[/code]. For example, [code]"*.png ; PNG Images"[/code]. + Adds [code]filter[/code] to the list of filters, which restricts what files can be picked. + A [code]filter[/code] should be of the form [code]"filename.extension ; Description"[/code], where filename and extension can be [code]*[/code] to match any string. Filters starting with [code].[/code] (i.e. empty filenames) are not allowed. + Example filters: [code]"*.png ; PNG Images"[/code], [code]"project.godot ; Godot Project"[/code]. @@ -54,18 +56,18 @@ The file system access scope. See enum [code]Access[/code] constants. [b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url]. - + The current working directory of the file dialog. - + The currently selected file of the file dialog. - + The currently selected file path of the file dialog. - + - The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PoolStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code]. + The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PoolStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code]. Multiple file types can also be specified in a single filter. [code]"*.png, *.jpg, *.jpeg ; Supported Images"[/code] will show both PNG and JPEG files when selected. The dialog's open or save mode, which affects the selection behavior. See enum [code]Mode[/code] constants. @@ -76,7 +78,7 @@ If [code]true[/code], the dialog will show hidden files. - + @@ -125,21 +127,21 @@ - - Custom icon for files. - The color modulation applied to the file icon. - + The color tint for disabled files (when the [FileDialog] is used in open folder mode). - - Custom icon for folders. - The color modulation applied to the folder icon. + + Custom icon for files. + + + Custom icon for folders. + Custom icon for the parent folder arrow. diff --git a/gdnative-bindings/docs/FileSystemDock.xml b/gdnative-bindings/docs/FileSystemDock.xml index df0d64a1a..b8aaf8867 100644 --- a/gdnative-bindings/docs/FileSystemDock.xml +++ b/gdnative-bindings/docs/FileSystemDock.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/FlowContainer.xml b/gdnative-bindings/docs/FlowContainer.xml new file mode 100644 index 000000000..55066f6f2 --- /dev/null +++ b/gdnative-bindings/docs/FlowContainer.xml @@ -0,0 +1,22 @@ + + + + Base class for flow containers. + + + Arranges child [Control] nodes vertically or horizontally in a left-to-right or top-to-bottom flow. + A line is filled with [Control] nodes until no more fit on the same line, similar to text in an autowrapped label. + + + + + + + + Returns the current line count. + + + + + + diff --git a/gdnative-bindings/docs/Font.xml b/gdnative-bindings/docs/Font.xml index 018960966..939a75342 100644 --- a/gdnative-bindings/docs/Font.xml +++ b/gdnative-bindings/docs/Font.xml @@ -1,5 +1,5 @@ - + Internationalized font and text drawing support. @@ -35,6 +35,7 @@ Draw character [code]char[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally kerning if [code]next[/code] is passed. clipping the width. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character. + If [code]outline[/code] is [code]true[/code], the outline of the character is drawn instead of the character itself. @@ -43,6 +44,17 @@ Returns the font ascent (number of pixels above the baseline). + + + + + + Returns outline contours of the glyph as a [code]Dictionary[/code] with the following contents: + [code]points[/code] - [PoolVector3Array], containing outline points. [code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is the type of the point, using the [enum ContourPointTag] values. + [code]contours[/code] - [PoolIntArray], containing indices the end points of each contour. + [code]orientation[/code] - [bool], contour orientation. If [code]true[/code], clockwise contours must be filled. + + @@ -51,6 +63,51 @@ Returns the size of a character, optionally taking kerning into account if the next character is provided. Note that the height returned is the font height (see [method get_height]) and has no relation to the glyph height. + + + + + + + Returns resource id of the cache texture containing the char. + + + + + + + + + Returns size of the cache texture containing the char. + + + + + + + + + Returns char offset from the baseline. + + + + + + + + + Returns size of the char. + + + + + + + + + Returns rectangle in the cache texture containing the char. + + @@ -97,5 +154,14 @@ + + Contour point is on the curve. + + + Contour point isn't on the curve, but serves as a control point for a conic (quadratic) Bézier arc. + + + Contour point isn't on the curve, but serves as a control point for a cubic Bézier arc. + diff --git a/gdnative-bindings/docs/FuncRef.xml b/gdnative-bindings/docs/FuncRef.xml index c4aa6deb5..09307cd1b 100644 --- a/gdnative-bindings/docs/FuncRef.xml +++ b/gdnative-bindings/docs/FuncRef.xml @@ -1,5 +1,5 @@ - + Reference to a function in an object. diff --git a/gdnative-bindings/docs/GIProbe.xml b/gdnative-bindings/docs/GIProbe.xml index d8acd533e..7b40095b6 100644 --- a/gdnative-bindings/docs/GIProbe.xml +++ b/gdnative-bindings/docs/GIProbe.xml @@ -1,16 +1,18 @@ - + Real-time global illumination (GI) probe. [GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked. Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality]. - [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. + [b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance. + [b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [BakedLightmap] instead). To provide a fallback for low-end hardware, consider adding an option to disable [GIProbe] in your project's options menus. A [GIProbe] node can be disabled by hiding it. + [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] enabled. These temporary nodes can then be hidden after baking the [GIProbe] node. [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. - https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html + https://docs.godotengine.org/en/3.5/tutorials/3d/gi_probes.html https://godotengine.org/asset-library/asset/678 @@ -20,6 +22,8 @@ Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. + [b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking. + [b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [GIProbe], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly. @@ -73,7 +77,7 @@ Use 256 subdivisions. - Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall. + Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall. Represents the size of the [enum Subdiv] enum. diff --git a/gdnative-bindings/docs/GIProbeData.xml b/gdnative-bindings/docs/GIProbeData.xml index 139627461..a5453d703 100644 --- a/gdnative-bindings/docs/GIProbeData.xml +++ b/gdnative-bindings/docs/GIProbeData.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/Generic6DOFJoint.xml b/gdnative-bindings/docs/Generic6DOFJoint.xml index f31a130f5..3678ca962 100644 --- a/gdnative-bindings/docs/Generic6DOFJoint.xml +++ b/gdnative-bindings/docs/Generic6DOFJoint.xml @@ -1,5 +1,5 @@ - + The generic 6-degrees-of-freedom joint can implement a variety of joint types by locking certain axes' rotation or translation. diff --git a/gdnative-bindings/docs/Geometry.xml b/gdnative-bindings/docs/Geometry.xml index 1fbe4400e..2384b96a4 100644 --- a/gdnative-bindings/docs/Geometry.xml +++ b/gdnative-bindings/docs/Geometry.xml @@ -1,5 +1,5 @@ - + Helper node to calculate generic geometry operations. @@ -189,7 +189,7 @@ - Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. + Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code]. [b]Note:[/b] The lines are specified using direction vectors, not end points. @@ -197,7 +197,7 @@ - Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. + Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is an array of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. @@ -297,7 +297,7 @@ - Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. + Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code]. @@ -332,7 +332,7 @@ - Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned. + Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty [PoolIntArray] is returned. diff --git a/gdnative-bindings/docs/GeometryInstance.xml b/gdnative-bindings/docs/GeometryInstance.xml index d51bfc2a7..02d3b3274 100644 --- a/gdnative-bindings/docs/GeometryInstance.xml +++ b/gdnative-bindings/docs/GeometryInstance.xml @@ -1,5 +1,5 @@ - + Base node for geometry-based visual instances. @@ -61,6 +61,10 @@ The GeometryInstance's min LOD margin. [b]Note:[/b] This property currently has no effect. + + The material overlay for the whole geometry. + If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces. + The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. diff --git a/gdnative-bindings/docs/Gradient.xml b/gdnative-bindings/docs/Gradient.xml index f4529e259..d7439f962 100644 --- a/gdnative-bindings/docs/Gradient.xml +++ b/gdnative-bindings/docs/Gradient.xml @@ -1,10 +1,11 @@ - + A color interpolator resource which can be used to generate colors between user-defined color points. - Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the ramp will interpolate from color 1 to color 2 and from color 2 to color 3. The ramp will initially have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1. + Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the gradient will interpolate from color 1 to color 2 and from color 2 to color 3. The gradient will initially have 2 colors (black and white), one (black) at gradient lower offset 0 and the other (white) at the gradient higher offset 1. + See also [Curve] which supports more complex easing methods, but does not support colors. @@ -72,10 +73,22 @@ Gradient's colors returned as a [PoolColorArray]. + + Defines how the colors between points of the gradient are interpolated. See [enum InterpolationMode] for available modes. + Gradient's offsets returned as a [PoolRealArray]. + + Linear interpolation. + + + Constant interpolation, color changes abruptly at each point and stays uniform between. This might cause visible aliasing when used for a gradient texture in some cases. + + + Cubic interpolation. + diff --git a/gdnative-bindings/docs/GradientTexture.xml b/gdnative-bindings/docs/GradientTexture.xml index 617098839..1b4e01c99 100644 --- a/gdnative-bindings/docs/GradientTexture.xml +++ b/gdnative-bindings/docs/GradientTexture.xml @@ -1,10 +1,10 @@ - + Gradient-filled texture. - GradientTexture uses a [Gradient] to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width]). + GradientTexture uses a [Gradient] to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width]). See also [GradientTexture2D] and [CurveTexture]. diff --git a/gdnative-bindings/docs/GradientTexture2D.xml b/gdnative-bindings/docs/GradientTexture2D.xml new file mode 100644 index 000000000..429ef7471 --- /dev/null +++ b/gdnative-bindings/docs/GradientTexture2D.xml @@ -0,0 +1,57 @@ + + + + Gradient-filled 2D texture. + + + The texture uses a [Gradient] to fill the texture data in 2D space. The gradient is filled according to the specified [member fill] and [member repeat] types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width] and [member height]). See also [GradientTexture] and [CurveTexture]. + + + + + + + + The gradient fill type, one of the [enum Fill] values. The texture is filled by interpolating colors starting from [member fill_from] to [member fill_to] offsets. + + + The initial offset used to fill the texture specified in UV coordinates. + + + The final offset used to fill the texture specified in UV coordinates. + + + + The [Gradient] used to fill the texture. + + + The number of vertical color samples that will be obtained from the [Gradient], which also represents the texture's height. + + + The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture. + + + If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format). + + + The number of horizontal color samples that will be obtained from the [Gradient], which also represents the texture's width. + + + + + The colors are linearly interpolated in a straight line. + + + The colors are linearly interpolated in a circular pattern. + + + The gradient fill is restricted to the range defined by [member fill_from] to [member fill_to] offsets. + + + The texture is filled starting from [member fill_from] to [member fill_to] offsets, repeating the same pattern in both directions. + + + The texture is filled starting from [member fill_from] to [member fill_to] offsets, mirroring the pattern in both directions. + + + diff --git a/gdnative-bindings/docs/GraphEdit.xml b/gdnative-bindings/docs/GraphEdit.xml index 2380b30ae..a79b79b5f 100644 --- a/gdnative-bindings/docs/GraphEdit.xml +++ b/gdnative-bindings/docs/GraphEdit.xml @@ -1,5 +1,5 @@ - + GraphEdit is an area capable of showing various GraphNodes. It manages connection events between them. @@ -131,7 +131,7 @@ - + If [code]true[/code], the minimap is visible. @@ -141,7 +141,7 @@ The size of the minimap rectangle. The map itself is based on the size of the grid area and is scaled to fit this rectangle. - + If [code]true[/code], enables disconnection of existing connections in the GraphEdit by dragging the right end. @@ -212,8 +212,9 @@ + - Emitted when a GraphNode is attempted to be removed from the GraphEdit. + Emitted when a GraphNode is attempted to be removed from the GraphEdit. Provides a list of node names to be removed (all selected nodes, excluding nodes without closing button). @@ -264,44 +265,44 @@ - - - - - - The background drawn under the grid. - Color of major grid lines. Color of minor grid lines. - + + The fill color of the selection rectangle. - - The icon for the zoom out button. + + The outline color of the selection rectangle. - - The icon for the zoom in button. + + + The horizontal range within which a port can be grabbed (on both sides). - + The vertical range within which a port can be grabbed (on both sides). - - The icon for the zoom reset button. + - - The fill color of the selection rectangle. + + The icon for the zoom out button. - - The outline color of the selection rectangle. + + The icon for the zoom in button. + + + The icon for the zoom reset button. The icon for the snap toggle button. + + The background drawn under the grid. + diff --git a/gdnative-bindings/docs/GraphNode.xml b/gdnative-bindings/docs/GraphNode.xml index 786aef266..97ea6e368 100644 --- a/gdnative-bindings/docs/GraphNode.xml +++ b/gdnative-bindings/docs/GraphNode.xml @@ -1,5 +1,5 @@ - + A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types. @@ -264,18 +264,42 @@ - - The background used when [member overlay] is set to [constant OVERLAY_BREAKPOINT]. - - - The icon for the close button, visible when [member show_close] is enabled. - The color modulation applied to the close button icon. + + The color modulation applied to the resizer icon. + + + Color of the title text. + The vertical offset of the close button. + + Horizontal offset for the ports. + + + The vertical distance between ports. + + + Vertical offset of the title text. + + + Font used for the title text. + + + The icon for the close button, visible when [member show_close] is enabled. + + + The icon used for representing ports. + + + The icon used for resizer, visible when [member resizable] is enabled. + + + The background used when [member overlay] is set to [constant OVERLAY_BREAKPOINT]. + The [StyleBox] used when [member comment] is enabled. @@ -289,35 +313,11 @@ The default background for [GraphNode]. - - The icon used for representing ports. - - - Horizontal offset for the ports. - The background used when [member overlay] is set to [constant OVERLAY_POSITION]. - - The icon used for resizer, visible when [member resizable] is enabled. - - - The color modulation applied to the resizer icon. - The background used when the [GraphNode] is selected. - - The vertical distance between ports. - - - Color of the title text. - - - Font used for the title text. - - - Vertical offset of the title text. - diff --git a/gdnative-bindings/docs/GridContainer.xml b/gdnative-bindings/docs/GridContainer.xml index 873d54491..fe9a06b75 100644 --- a/gdnative-bindings/docs/GridContainer.xml +++ b/gdnative-bindings/docs/GridContainer.xml @@ -1,5 +1,5 @@ - + Grid container used to arrange Control-derived children in a grid like layout. @@ -9,6 +9,7 @@ [b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html https://godotengine.org/asset-library/asset/677 @@ -17,7 +18,7 @@ The number of columns in the [GridContainer]. If modified, [GridContainer] reorders its Control-derived children to accommodate the new layout. - + diff --git a/gdnative-bindings/docs/GrooveJoint2D.xml b/gdnative-bindings/docs/GrooveJoint2D.xml index 0c758167b..398618cc1 100644 --- a/gdnative-bindings/docs/GrooveJoint2D.xml +++ b/gdnative-bindings/docs/GrooveJoint2D.xml @@ -1,5 +1,5 @@ - + Groove constraint for 2D physics. diff --git a/gdnative-bindings/docs/HBoxContainer.xml b/gdnative-bindings/docs/HBoxContainer.xml index d131c0bf8..9f804012b 100644 --- a/gdnative-bindings/docs/HBoxContainer.xml +++ b/gdnative-bindings/docs/HBoxContainer.xml @@ -1,5 +1,5 @@ - + Horizontal box container. @@ -7,6 +7,7 @@ Horizontal box container. See [BoxContainer]. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html diff --git a/gdnative-bindings/docs/HFlowContainer.xml b/gdnative-bindings/docs/HFlowContainer.xml new file mode 100644 index 000000000..e3b2e94fc --- /dev/null +++ b/gdnative-bindings/docs/HFlowContainer.xml @@ -0,0 +1,23 @@ + + + + Horizontal flow container. + + + Horizontal version of [FlowContainer]. + + + + + + + + + + The horizontal separation of children nodes. + + + The vertical separation of children nodes. + + + diff --git a/gdnative-bindings/docs/HMACContext.xml b/gdnative-bindings/docs/HMACContext.xml new file mode 100644 index 000000000..91d3c553a --- /dev/null +++ b/gdnative-bindings/docs/HMACContext.xml @@ -0,0 +1,79 @@ + + + + Used to create an HMAC for a message using a key. + + + The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once. + [codeblock] + extends Node + var ctx = HMACContext.new() + + func _ready(): + var key = "supersecret".to_utf8() + var err = ctx.start(HashingContext.HASH_SHA256, key) + assert(err == OK) + var msg1 = "this is ".to_utf8() + var msg2 = "super duper secret".to_utf8() + err = ctx.update(msg1) + assert(err == OK) + err = ctx.update(msg2) + assert(err == OK) + var hmac = ctx.finish() + print(hmac.hex_encode()) + [/codeblock] + And in C# we can use the following. + [codeblock] + using Godot; + using System; + using System.Diagnostics; + + public class CryptoNode : Node + { + private HMACContext ctx = new HMACContext(); + public override void _Ready() + { + PoolByteArray key = String("supersecret").to_utf8(); + Error err = ctx.Start(HashingContext.HASH_SHA256, key); + GD.Assert(err == OK); + PoolByteArray msg1 = String("this is ").to_utf8(); + PoolByteArray msg2 = String("super duper secret").to_utf8(); + err = ctx.Update(msg1); + GD.Assert(err == OK); + err = ctx.Update(msg2); + GD.Assert(err == OK); + PoolByteArray hmac = ctx.Finish(); + GD.Print(hmac.HexEncode()); + } + } + [/codeblock] + [b]Note:[/b] Not available in HTML5 exports. + + + + + + + + Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is returned. + + + + + + + + Initializes the HMACContext. This method cannot be called again on the same HMACContext until [method finish] has been called. + + + + + + + Updates the message to be HMACed. This can be called multiple times before [method finish] is called to append [code]data[/code] to the message, but cannot be called until [method start] has been called. + + + + + + diff --git a/gdnative-bindings/docs/HScrollBar.xml b/gdnative-bindings/docs/HScrollBar.xml index abdde0c93..79c169dc3 100644 --- a/gdnative-bindings/docs/HScrollBar.xml +++ b/gdnative-bindings/docs/HScrollBar.xml @@ -1,5 +1,5 @@ - + Horizontal scroll bar. @@ -22,15 +22,6 @@ Displayed when the decrement button is being pressed. - - Used as texture for the grabber, the draggable element representing current scroll. - - - Used when the mouse hovers over the grabber. - - - Used when the grabber is being dragged. - Icon used as a button to scroll the [ScrollBar] right. Supports custom step using the [member ScrollBar.custom_step] property. @@ -40,6 +31,15 @@ Displayed when the increment button is being pressed. + + Used as texture for the grabber, the draggable element representing current scroll. + + + Used when the mouse hovers over the grabber. + + + Used when the grabber is being dragged. + Used as background of this [ScrollBar]. diff --git a/gdnative-bindings/docs/HSeparator.xml b/gdnative-bindings/docs/HSeparator.xml index fe3e6bcc2..abf829501 100644 --- a/gdnative-bindings/docs/HSeparator.xml +++ b/gdnative-bindings/docs/HSeparator.xml @@ -1,5 +1,5 @@ - + Horizontal separator. diff --git a/gdnative-bindings/docs/HSlider.xml b/gdnative-bindings/docs/HSlider.xml index be22635e3..49bf7a515 100644 --- a/gdnative-bindings/docs/HSlider.xml +++ b/gdnative-bindings/docs/HSlider.xml @@ -1,5 +1,5 @@ - + Horizontal slider. @@ -17,22 +17,22 @@ The texture for the grabber (the draggable element). - - The background of the area to the left of the grabber. - - - The texture for the grabber when it's disabled. The texture for the grabber when it's focused. - - The background for the whole slider. Determines the height of the [code]grabber_area[/code]. - The texture for the ticks, visible when [member Slider.tick_count] is greater than 0. + + The background of the area to the left of the grabber. + + + + + The background for the whole slider. Determines the height of the [code]grabber_area[/code]. + diff --git a/gdnative-bindings/docs/HSplitContainer.xml b/gdnative-bindings/docs/HSplitContainer.xml index bfc216a73..9c48b1c3c 100644 --- a/gdnative-bindings/docs/HSplitContainer.xml +++ b/gdnative-bindings/docs/HSplitContainer.xml @@ -1,5 +1,5 @@ - + Horizontal split container. @@ -7,6 +7,7 @@ Horizontal split container. See [SplitContainer]. This goes from left to right. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html @@ -16,13 +17,13 @@ Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible. - + + The space between sides of the container. The icon used for the grabber drawn in the middle area. - - The space between sides of the container. + diff --git a/gdnative-bindings/docs/HTTPClient.xml b/gdnative-bindings/docs/HTTPClient.xml index a0c0c3572..3b7611229 100644 --- a/gdnative-bindings/docs/HTTPClient.xml +++ b/gdnative-bindings/docs/HTTPClient.xml @@ -1,10 +1,11 @@ - + Low-level hyper-text transfer protocol client. - Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for a higher-level alternative.[/b] + Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. + See the [HTTPRequest] node for a higher-level alternative. [b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started. A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side. For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). @@ -13,8 +14,8 @@ [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. - https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class.html - https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.5/tutorials/networking/http_client_class.html + https://docs.godotengine.org/en/3.5/tutorials/networking/ssl_certificates.html @@ -149,6 +150,24 @@ Sends the body data raw, as a byte array and does not encode it in any way. + + + + + + Sets the proxy server for HTTP requests. + The proxy server is unset if [code]host[/code] is empty or [code]port[/code] is -1. + + + + + + + + Sets the proxy server for HTTPS requests. + The proxy server is unset if [code]host[/code] is empty or [code]port[/code] is -1. + + diff --git a/gdnative-bindings/docs/HTTPRequest.xml b/gdnative-bindings/docs/HTTPRequest.xml index 89852a087..686cef2b1 100644 --- a/gdnative-bindings/docs/HTTPRequest.xml +++ b/gdnative-bindings/docs/HTTPRequest.xml @@ -1,5 +1,5 @@ - + A node with the ability to send HTTP(S) requests. @@ -23,7 +23,7 @@ # Perform a POST request. The URL below returns JSON as of writing. # Note: Don't make simultaneous requests using a single HTTPRequest node. # The snippet below is provided for reference only. - var body = {"name": "Godette"} + var body = to_json({"name": "Godette"}) error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body) if error != OK: push_error("An error occurred in the HTTP request.") @@ -67,8 +67,8 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class.html - https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.5/tutorials/networking/http_request_class.html + https://docs.godotengine.org/en/3.5/tutorials/networking/ssl_certificates.html @@ -121,22 +121,42 @@ Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host. + + + + + + Sets the proxy server for HTTP requests. + The proxy server is unset if [code]host[/code] is empty or [code]port[/code] is -1. + + + + + + + + Sets the proxy server for HTTPS requests. + The proxy server is unset if [code]host[/code] is empty or [code]port[/code] is -1. + + - Maximum allowed size for response bodies. + Maximum allowed size for response bodies ([code]-1[/code] means no limit). When only small files are expected, this can be used to prevent disallow receiving files that are too large, preventing potential denial of service attacks. The size of the buffer used and maximum bytes to read per iteration. See [member HTTPClient.read_chunk_size]. Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files to decrease memory usage at the cost of download speeds. - The file to download into. Will output any received file into it. + The file to download into. If set to a non-empty string, the request output will be written to the file located at the path. If a file already exists at the specified location, it will be overwritten as soon as body data begins to be received. + [b]Note:[/b] Folders are not automatically created when the file is created. If [member download_file] points to a subfolder, it's recommended to create the necessary folders beforehand using [method Directory.make_dir_recursive] to ensure the file can be written. - Maximum number of allowed redirects. + Maximum number of allowed redirects. This is used to prevent endless redirect loops. - + + If set to a value greater than [code]0.0[/code] before the request starts, the HTTP request will time out after [code]timeout[/code] seconds have passed and the request is not [i]completed[/i] yet. For small HTTP requests such as REST API usage, set [member timeout] to a value between [code]10.0[/code] and [code]30.0[/code] to prevent the application from getting stuck if the request fails to get a response in a timely manner. For file downloads, leave this to [code]0.0[/code] to prevent the download from failing if it takes too much time. If [code]true[/code], multithreading is used to improve performance. diff --git a/gdnative-bindings/docs/HashingContext.xml b/gdnative-bindings/docs/HashingContext.xml index 9ed22d003..014de4ce6 100644 --- a/gdnative-bindings/docs/HashingContext.xml +++ b/gdnative-bindings/docs/HashingContext.xml @@ -1,5 +1,5 @@ - + Context to compute cryptographic hashes over multiple iterations. @@ -27,7 +27,6 @@ # Print the result as hex string and array. printt(res.hex_encode(), Array(res)) [/codeblock] - [b]Note:[/b] Not available in HTML5 exports. diff --git a/gdnative-bindings/docs/HeightMapShape.xml b/gdnative-bindings/docs/HeightMapShape.xml index 46dc1cd93..863d50ba8 100644 --- a/gdnative-bindings/docs/HeightMapShape.xml +++ b/gdnative-bindings/docs/HeightMapShape.xml @@ -1,5 +1,5 @@ - + Height map shape for 3D physics. @@ -15,10 +15,10 @@ Height map data, pool array must be of [member map_width] * [member map_depth] size. - Depth of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the depth of the height map. Changing this will resize the [member map_data]. - Width of the height map data. Changing this will resize the [member map_data]. + Number of vertices in the width of the height map. Changing this will resize the [member map_data]. diff --git a/gdnative-bindings/docs/HingeJoint.xml b/gdnative-bindings/docs/HingeJoint.xml index 920d795d2..c11568525 100644 --- a/gdnative-bindings/docs/HingeJoint.xml +++ b/gdnative-bindings/docs/HingeJoint.xml @@ -1,5 +1,5 @@ - + A hinge between two 3D PhysicsBodies. diff --git a/gdnative-bindings/docs/IP.xml b/gdnative-bindings/docs/IP.xml index aad9e7dc4..6b0a73983 100644 --- a/gdnative-bindings/docs/IP.xml +++ b/gdnative-bindings/docs/IP.xml @@ -1,5 +1,5 @@ - + Internet protocol (IP) support functions such as DNS resolution. @@ -103,7 +103,7 @@ DNS hostname resolver status: Error. - + Maximum number of concurrent DNS resolver queries allowed, [constant RESOLVER_INVALID_ID] is returned if exceeded. diff --git a/gdnative-bindings/docs/Image.xml b/gdnative-bindings/docs/Image.xml index 101fe309d..046337f43 100644 --- a/gdnative-bindings/docs/Image.xml +++ b/gdnative-bindings/docs/Image.xml @@ -1,5 +1,5 @@ - + Image datatype. @@ -9,7 +9,7 @@ [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. - https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html + https://docs.godotengine.org/en/3.5/tutorials/assets_pipeline/importing_images.html @@ -18,7 +18,7 @@ - Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dest[/code]. + Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dest[/code], clipped accordingly to both image bounds. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src_rect[/code] with not positive size is treated as empty. @@ -28,7 +28,7 @@ - Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha channels are required for both [code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and [code]src[/code] pixels will blend if the corresponding mask 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. + Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image using [code]mask[/code] image at coordinates [code]dst[/code], clipped accordingly to both image bounds. Alpha channels are required for both [code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and [code]src[/code] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [code]src[/code] image [b]must[/b] have the same format. [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. [code]src_rect[/code] with not positive size is treated as empty. @@ -37,7 +37,7 @@ - Copies [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dst[/code]. + Copies [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dst[/code], clipped accordingly to both image bounds. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src_rect[/code] with not positive size is treated as empty. @@ -47,7 +47,7 @@ - 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. + Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code], clipped accordingly to both image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. This image and [code]src[/code] image [b]must[/b] have the same format. [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. [code]src_rect[/code] with not positive size is treated as empty. @@ -137,7 +137,15 @@ - Fills the image with a given [Color]. + Fills the image with [code]color[/code]. + + + + + + + + Fills [code]rect[/code] with [code]color[/code]. @@ -259,7 +267,7 @@ - Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. + Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.5/tutorials/assets_pipeline/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. See also [ImageTexture] description for usage examples. @@ -603,5 +611,8 @@ Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels). + + Source texture (before compression) is a [TextureLayered]. + diff --git a/gdnative-bindings/docs/ImageTexture.xml b/gdnative-bindings/docs/ImageTexture.xml index 48717f954..7cb864806 100644 --- a/gdnative-bindings/docs/ImageTexture.xml +++ b/gdnative-bindings/docs/ImageTexture.xml @@ -1,5 +1,5 @@ - + A [Texture] based on an [Image]. @@ -28,7 +28,7 @@ [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. - https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html + https://docs.godotengine.org/en/3.5/tutorials/assets_pipeline/importing_images.html @@ -82,7 +82,7 @@ - + The storage quality for [constant STORAGE_COMPRESS_LOSSY]. diff --git a/gdnative-bindings/docs/ImmediateGeometry.xml b/gdnative-bindings/docs/ImmediateGeometry.xml index 53e159389..d5889fa0a 100644 --- a/gdnative-bindings/docs/ImmediateGeometry.xml +++ b/gdnative-bindings/docs/ImmediateGeometry.xml @@ -1,5 +1,5 @@ - + Draws simple geometry from code. diff --git a/gdnative-bindings/docs/Input.xml b/gdnative-bindings/docs/Input.xml index b8f17d5ba..ad0c30c09 100644 --- a/gdnative-bindings/docs/Input.xml +++ b/gdnative-bindings/docs/Input.xml @@ -1,5 +1,5 @@ - + A singleton that deals with inputs. @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. - https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/index.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 @@ -40,7 +40,7 @@ - Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). + Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([member use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling. @@ -58,7 +58,7 @@ Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead. - If [code]exact[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -67,7 +67,7 @@ Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1. - If [code]exact[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -188,12 +188,6 @@ Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. - - - - Returns the mouse mode. See the constants for more information. - - @@ -214,7 +208,8 @@ Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button. This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed. - If [code]exact[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + [b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=https://docs.godotengine.org/en/3.5/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. @@ -223,7 +218,7 @@ Returns [code]true[/code] when the user stops pressing the action event, meaning it's [code]true[/code] only on the frame that the user released the button. - If [code]exact[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -232,7 +227,8 @@ Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed. - If [code]exact[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=https://docs.godotengine.org/en/3.5/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. @@ -254,7 +250,9 @@ - Returns [code]true[/code] if you are pressing the key. You can pass a [enum KeyList] constant. + Returns [code]true[/code] if you are pressing the key in the current keyboard layout. You can pass a [enum KeyList] constant. + [method is_key_pressed] is only recommended over [method is_physical_key_pressed] in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use [method is_physical_key_pressed]. + [b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=https://docs.godotengine.org/en/3.5/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. @@ -264,6 +262,15 @@ Returns [code]true[/code] if you are pressing the mouse button specified with [enum ButtonList]. + + + + + Returns [code]true[/code] if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a [enum KeyList] constant. + [method is_physical_key_pressed] is recommended over [method is_key_pressed] for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. [method is_physical_key_pressed] will also ensure that the top row number keys work on any keyboard layout. If in doubt, use [method is_physical_key_pressed]. + [b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=https://docs.godotengine.org/en/3.5/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. + + @@ -350,21 +357,6 @@ [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS. - - - - - Sets the mouse mode. See the constants for more information. - - - - - - - Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. - Input accumulation is enabled by default. It can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. - - @@ -387,18 +379,32 @@ - Vibrate Android and iOS devices. - [b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export settings. iOS does not support duration. + Vibrate handheld devices. + [b]Note:[/b] This method is implemented on Android, iOS, and HTML5. + [b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset. + [b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later. + [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method. - Sets the mouse position to the specified vector. + Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window. + Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED]. + + + Controls the mouse mode. See [enum MouseMode] for more information. + + + If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. + Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. + [b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is recommended to keep it enabled for games which don't require very reactive input, as this will decrease CPU usage. + + @@ -435,10 +441,10 @@ Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections. - Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. + Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). - Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). + Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. Drag cursor. Usually displayed when dragging something. diff --git a/gdnative-bindings/docs/InputEvent.xml b/gdnative-bindings/docs/InputEvent.xml index 4ac2cf1cc..6dade441c 100644 --- a/gdnative-bindings/docs/InputEvent.xml +++ b/gdnative-bindings/docs/InputEvent.xml @@ -1,5 +1,5 @@ - + Generic input event. @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_transforms.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 @@ -33,7 +33,7 @@ Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion]. - If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -42,7 +42,7 @@ Returns [code]true[/code] if this input event matches a pre-defined action of any type. - If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -52,7 +52,8 @@ Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag]. - If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=https://docs.godotengine.org/en/3.5/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. @@ -61,7 +62,7 @@ Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag]. - If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -80,6 +81,7 @@ Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag]. + [b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=https://docs.godotengine.org/en/3.5/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information. @@ -88,7 +90,7 @@ Returns [code]true[/code] if the specified [code]event[/code] matches this event. Only valid for action events i.e key ([InputEventKey]), button ([InputEventMouseButton] or [InputEventJoypadButton]), axis [InputEventJoypadMotion] or action ([InputEventAction]) events. - If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. diff --git a/gdnative-bindings/docs/InputEventAction.xml b/gdnative-bindings/docs/InputEventAction.xml index 9aae65004..3f0e39453 100644 --- a/gdnative-bindings/docs/InputEventAction.xml +++ b/gdnative-bindings/docs/InputEventAction.xml @@ -1,5 +1,5 @@ - + Input event type for actions. @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html#actions https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/gdnative-bindings/docs/InputEventGesture.xml b/gdnative-bindings/docs/InputEventGesture.xml index b249536cb..7f5ffbcda 100644 --- a/gdnative-bindings/docs/InputEventGesture.xml +++ b/gdnative-bindings/docs/InputEventGesture.xml @@ -1,5 +1,5 @@ - + Base class for touch control gestures. diff --git a/gdnative-bindings/docs/InputEventJoypadButton.xml b/gdnative-bindings/docs/InputEventJoypadButton.xml index c67d70e05..7b01b3651 100644 --- a/gdnative-bindings/docs/InputEventJoypadButton.xml +++ b/gdnative-bindings/docs/InputEventJoypadButton.xml @@ -1,5 +1,5 @@ - + Input event for gamepad buttons. @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html @@ -19,7 +19,7 @@ If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released. - Represents the pressure the user puts on the button with his finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code]. + Represents the pressure the user puts on the button with their finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code]. diff --git a/gdnative-bindings/docs/InputEventJoypadMotion.xml b/gdnative-bindings/docs/InputEventJoypadMotion.xml index d2650bd21..060a52fd8 100644 --- a/gdnative-bindings/docs/InputEventJoypadMotion.xml +++ b/gdnative-bindings/docs/InputEventJoypadMotion.xml @@ -1,5 +1,5 @@ - + Input event type for gamepad joysticks and other motions. For buttons, see [code]InputEventJoypadButton[/code]. @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html diff --git a/gdnative-bindings/docs/InputEventKey.xml b/gdnative-bindings/docs/InputEventKey.xml index e28ca17e2..4259ccfe3 100644 --- a/gdnative-bindings/docs/InputEventKey.xml +++ b/gdnative-bindings/docs/InputEventKey.xml @@ -1,5 +1,5 @@ - + Input event type for keyboard events. @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html diff --git a/gdnative-bindings/docs/InputEventMIDI.xml b/gdnative-bindings/docs/InputEventMIDI.xml index 2dd55abfc..9c4f6ab7f 100644 --- a/gdnative-bindings/docs/InputEventMIDI.xml +++ b/gdnative-bindings/docs/InputEventMIDI.xml @@ -1,29 +1,48 @@ - + + Input event for MIDI inputs. + InputEventMIDI allows receiving input events from MIDI devices such as a piano. MIDI stands for Musical Instrument Digital Interface. + MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your device supports both be sure to check the settings in the device to see which output it's using. + To receive input events from MIDI devices, you need to call [method OS.open_midi_inputs]. You can check which devices are detected using [method OS.get_connected_midi_inputs]. + Note that Godot does not currently support MIDI output, so there is no way to emit MIDI signals from Godot. Only MIDI input works. + https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes + https://en.wikipedia.org/wiki/General_MIDI#Program_change_events + https://en.wikipedia.org/wiki/Piano_key_frequencies#List + The MIDI channel of this input event. There are 16 channels, so this value ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion instruments, the rest of the channels are for non-percussion instruments. + If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers. + If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers. + The instrument of this input event. This value ranges from 0 to 127. Refer to the instrument list on the General MIDI wikipedia article to see a list of instruments, except that this value is 0-index, so subtract one from every number on that chart. A standard piano will have an instrument number of 0. + Returns a value indicating the type of message for this MIDI signal. This is a member of the [enum @GlobalScope.MidiMessageList] enum. + For MIDI messages between 0x80 and 0xEF, only the left half of the bits are returned as this value, as the other part is the channel (ex: 0x94 becomes 0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is. + Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, therefore your code should treat the input as stopped if some period of time has passed. + For more information, see the MIDI message status byte list chart linked above. + The pitch index number of this MIDI signal. This value ranges from 0 to 127. On a piano, middle C is 60, and A440 is 69, see the "MIDI note" column of the piano key frequency chart on Wikipedia for more information. + The pressure of the MIDI signal. This value ranges from 0 to 127. For many devices, this value is always zero. + The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice. diff --git a/gdnative-bindings/docs/InputEventMagnifyGesture.xml b/gdnative-bindings/docs/InputEventMagnifyGesture.xml index c7226c74a..692af8cbb 100644 --- a/gdnative-bindings/docs/InputEventMagnifyGesture.xml +++ b/gdnative-bindings/docs/InputEventMagnifyGesture.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/InputEventMouse.xml b/gdnative-bindings/docs/InputEventMouse.xml index 0c70fa297..3d2af60a5 100644 --- a/gdnative-bindings/docs/InputEventMouse.xml +++ b/gdnative-bindings/docs/InputEventMouse.xml @@ -1,5 +1,5 @@ - + Base input event type for mouse events. @@ -7,7 +7,7 @@ Stores general mouse events information. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html @@ -16,10 +16,12 @@ The mouse button mask identifier, one of or a bitwise combination of the [enum ButtonList] button masks. - The global mouse position relative to the current [Viewport] when used in [method Control._gui_input], otherwise is at 0,0. + When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the root [Viewport] using the coordinate system of the root [Viewport]. + When received in [method Control._gui_input], returns the mouse's position in the [CanvasLayer] that the [Control] is in using the coordinate system of the [CanvasLayer]. - The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse. + When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the [Viewport] this [Node] is in using the coordinate system of this [Viewport]. + When received in [method Control._gui_input], returns the mouse's position in the [Control] using the local coordinate system of the [Control]. diff --git a/gdnative-bindings/docs/InputEventMouseButton.xml b/gdnative-bindings/docs/InputEventMouseButton.xml index 2cab1d03e..402b7fda2 100644 --- a/gdnative-bindings/docs/InputEventMouseButton.xml +++ b/gdnative-bindings/docs/InputEventMouseButton.xml @@ -1,5 +1,5 @@ - + Input event type for mouse button events. @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/gdnative-bindings/docs/InputEventMouseMotion.xml b/gdnative-bindings/docs/InputEventMouseMotion.xml index 4b6abf382..51806fce8 100644 --- a/gdnative-bindings/docs/InputEventMouseMotion.xml +++ b/gdnative-bindings/docs/InputEventMouseMotion.xml @@ -1,19 +1,24 @@ - + Input event type for mouse motion events. Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input]. - [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. + [b]Note:[/b] The behavior of this event is affected by the value of [member Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/pen motion events received from the OS will be merged to emit an accumulated event only once per frame rendered at most. When set to [code]false[/code], the events will be emitted as received, which means that they can be emitted multiple times per frame rendered, allowing for precise input reporting at the expense of CPU usage. + [b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. - https://docs.godotengine.org/en/3.4/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/mouse_and_input_coordinates.html https://godotengine.org/asset-library/asset/676 + + Returns [code]true[/code] when using the eraser end of a stylus pen. + [b]Note:[/b] This property is implemented on Linux, macOS and Windows. + Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code]. diff --git a/gdnative-bindings/docs/InputEventPanGesture.xml b/gdnative-bindings/docs/InputEventPanGesture.xml index 25d494d0a..1be016a3b 100644 --- a/gdnative-bindings/docs/InputEventPanGesture.xml +++ b/gdnative-bindings/docs/InputEventPanGesture.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/InputEventScreenDrag.xml b/gdnative-bindings/docs/InputEventScreenDrag.xml index f853614e1..a83bf2f38 100644 --- a/gdnative-bindings/docs/InputEventScreenDrag.xml +++ b/gdnative-bindings/docs/InputEventScreenDrag.xml @@ -1,5 +1,5 @@ - + Input event type for screen drag events. Only available on mobile devices. @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html diff --git a/gdnative-bindings/docs/InputEventScreenTouch.xml b/gdnative-bindings/docs/InputEventScreenTouch.xml index e88371b9f..3ff7f1cc3 100644 --- a/gdnative-bindings/docs/InputEventScreenTouch.xml +++ b/gdnative-bindings/docs/InputEventScreenTouch.xml @@ -1,5 +1,5 @@ - + Input event type for screen touch events. (only available on mobile devices) @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html diff --git a/gdnative-bindings/docs/InputEventWithModifiers.xml b/gdnative-bindings/docs/InputEventWithModifiers.xml index 97559ec52..8c2f00a3b 100644 --- a/gdnative-bindings/docs/InputEventWithModifiers.xml +++ b/gdnative-bindings/docs/InputEventWithModifiers.xml @@ -1,5 +1,5 @@ - + Base class for keys events with modifiers. @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html diff --git a/gdnative-bindings/docs/InputMap.xml b/gdnative-bindings/docs/InputMap.xml index 3be31e42b..3f1a42be8 100644 --- a/gdnative-bindings/docs/InputMap.xml +++ b/gdnative-bindings/docs/InputMap.xml @@ -1,5 +1,5 @@ - + Singleton that manages [InputEventAction]. @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. - https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap + https://docs.godotengine.org/en/3.5/tutorials/inputs/inputevent.html#inputmap @@ -79,7 +79,7 @@ Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. - If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. + If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events. @@ -87,6 +87,7 @@ Returns an array of [InputEvent]s associated with a given action. + [b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the [code]input/*[/code] settings from [ProjectSettings]. diff --git a/gdnative-bindings/docs/InstancePlaceholder.xml b/gdnative-bindings/docs/InstancePlaceholder.xml index f386817fa..bff716f1d 100644 --- a/gdnative-bindings/docs/InstancePlaceholder.xml +++ b/gdnative-bindings/docs/InstancePlaceholder.xml @@ -1,5 +1,5 @@ - + Placeholder for the root [Node] of a [PackedScene]. @@ -15,7 +15,8 @@ - Not thread-safe. Use [method Object.call_deferred] if calling from a thread. + Call this method to actually load in the node. The created node will be placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene tree. The [Node]'s reference is also returned for convenience. + [b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object.call_deferred] if calling from a thread. @@ -28,6 +29,8 @@ + Returns the list of properties that will be applied to the node when [method create_instance] is called. + If [code]with_order[/code] is [code]true[/code], a key named [code].order[/code] (note the leading period) is added to the dictionary. This [code].order[/code] key is an [Array] of [String] property names specifying the order in which properties will be applied (with index 0 being the first). diff --git a/gdnative-bindings/docs/InterpolatedCamera.xml b/gdnative-bindings/docs/InterpolatedCamera.xml index cf2cd073f..e2738091a 100644 --- a/gdnative-bindings/docs/InterpolatedCamera.xml +++ b/gdnative-bindings/docs/InterpolatedCamera.xml @@ -1,5 +1,5 @@ - + [i]Deprecated.[/i] Camera which moves toward another node. @@ -22,6 +22,9 @@ If [code]true[/code], and a target is set, the camera will move automatically. + + The camera's process callback. See [enum InterpolatedCameraProcessMode]. + How quickly the camera moves toward its target. Higher values will result in tighter camera motion. @@ -30,5 +33,11 @@ + + The camera updates with the [code]_physics_process[/code] callback. + + + The camera updates with the [code]_process[/code] callback. + diff --git a/gdnative-bindings/docs/IntervalTweener.xml b/gdnative-bindings/docs/IntervalTweener.xml new file mode 100644 index 000000000..fadc00f05 --- /dev/null +++ b/gdnative-bindings/docs/IntervalTweener.xml @@ -0,0 +1,16 @@ + + + + Creates an idle interval in a [SceneTreeTween] animation. + + + [IntervalTweener] is used to make delays in a tweening sequence. See [method SceneTreeTween.tween_interval] for more usage information. + [b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way to create [IntervalTweener]. Any [IntervalTweener] created manually will not function correctly. + + + + + + + + diff --git a/gdnative-bindings/docs/ItemList.xml b/gdnative-bindings/docs/ItemList.xml index 0e9fce82b..52dfbccd1 100644 --- a/gdnative-bindings/docs/ItemList.xml +++ b/gdnative-bindings/docs/ItemList.xml @@ -1,5 +1,5 @@ - + Control that provides a list of selectable items (and/or icons) in a single column, or optionally in multiple columns. @@ -7,6 +7,7 @@ This control provides a selectable list of items that may be in a single (or multiple columns) with option of text, icons, or both text and icon. Tooltips are supported and may be different for every item in the list. Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing Enter. Item text only supports single-line strings, newline characters (e.g. [code]\n[/code]) in the string won't produce a newline. Text wrapping is enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to fully fit its content by default. You need to set [member fixed_column_width] greater than zero to wrap the text. + [b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec]. @@ -121,7 +122,7 @@ - Returns the [Object] ID associated with the list. + Returns the vertical scrollbar. [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property. @@ -325,7 +326,7 @@ The size all icons will be adjusted to. If either X or Y component is not greater than zero, icon size won't be affected. - + The icon position, whether above or to the left of the text. See the [enum IconMode] constants. @@ -341,7 +342,7 @@ Maximum lines of text allowed in each item. Space will be reserved even when there is not enough lines of text to display. [b]Note:[/b] This property takes effect only when [member icon_mode] is [constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] should be greater than zero. - + Whether all columns will have the same width. If [code]true[/code], the width is equal to the largest column width of all columns. @@ -408,21 +409,6 @@ - - Default [StyleBox] for the [ItemList], i.e. used when the control is not being focused. - - - [StyleBox] used when the [ItemList] is being focused. - - - [StyleBox] used for the cursor, when the [ItemList] is being focused. - - - [StyleBox] used for the cursor, when the [ItemList] is not being focused. - - - [Font] of the item's text. - Default text [Color] of the item. @@ -441,14 +427,29 @@ The vertical spacing between each line of text. + + The vertical spacing between items. + + + [Font] of the item's text. + + + Default [StyleBox] for the [ItemList], i.e. used when the control is not being focused. + + + [StyleBox] used when the [ItemList] is being focused. + + + [StyleBox] used for the cursor, when the [ItemList] is being focused. + + + [StyleBox] used for the cursor, when the [ItemList] is not being focused. + [StyleBox] for the selected items, used when the [ItemList] is not being focused. [StyleBox] for the selected items, used when the [ItemList] is being focused. - - The vertical spacing between items. - diff --git a/gdnative-bindings/docs/JNISingleton.xml b/gdnative-bindings/docs/JNISingleton.xml index e6f87bfb7..3ad76951e 100644 --- a/gdnative-bindings/docs/JNISingleton.xml +++ b/gdnative-bindings/docs/JNISingleton.xml @@ -1,5 +1,5 @@ - + Singleton that connects the engine with Android plugins to interface with native Android code. @@ -7,7 +7,7 @@ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. - https://docs.godotengine.org/en/3.4/tutorials/plugins/android/android_plugin.html + https://docs.godotengine.org/en/3.5/tutorials/platform/android/android_plugin.html diff --git a/gdnative-bindings/docs/JSON.xml b/gdnative-bindings/docs/JSON.xml index f51dd5fb8..d11338cc3 100644 --- a/gdnative-bindings/docs/JSON.xml +++ b/gdnative-bindings/docs/JSON.xml @@ -1,5 +1,5 @@ - + Helper class for parsing JSON data. @@ -24,7 +24,7 @@ Converts a [Variant] var to JSON text and returns the result. Useful for serializing data to store or send over the network. [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a Variant to JSON text will convert all numerical values to [float] types. - Use [code]indent[/code] parameter to pretty print the output. + The [code]indent[/code] parameter controls if and how something is indented, the string used for this parameter will be used where there should be an indent in the output, even spaces like [code]" "[/code] will work. [code]\t[/code] and [code]\n[/code] can also be used for a tab indent, or to make a newline for each indent respectively. [b]Example output:[/b] [codeblock] ## JSON.print(my_dictionary) @@ -32,18 +32,34 @@ ## JSON.print(my_dictionary, "\t") { - "name": "my_dictionary", - "version": "1.0.0", - "entities": [ - { - "name": "entity_0", - "value": "value_0" - }, - { - "name": "entity_1", - "value": "value_1" - } - ] + "name": "my_dictionary", + "version": "1.0.0", + "entities": [ + { + "name": "entity_0", + "value": "value_0" + }, + { + "name": "entity_1", + "value": "value_1" + } + ] + } + + ## JSON.print(my_dictionary, "...") + { + ..."name": "my_dictionary", + ..."version": "1.0.0", + ..."entities": [ + ......{ + ........."name": "entity_0", + ........."value": "value_0" + ......}, + ......{ + ........."name": "entity_1", + ........."value": "value_1" + ......} + ...] } [/codeblock] diff --git a/gdnative-bindings/docs/JSONParseResult.xml b/gdnative-bindings/docs/JSONParseResult.xml index 8b1836af4..17cbfafa5 100644 --- a/gdnative-bindings/docs/JSONParseResult.xml +++ b/gdnative-bindings/docs/JSONParseResult.xml @@ -1,5 +1,5 @@ - + Data class wrapper for decoded JSON. diff --git a/gdnative-bindings/docs/JSONRPC.xml b/gdnative-bindings/docs/JSONRPC.xml index 646fb3bfe..7808f6c48 100644 --- a/gdnative-bindings/docs/JSONRPC.xml +++ b/gdnative-bindings/docs/JSONRPC.xml @@ -1,5 +1,5 @@ - + A helper to handle dictionaries which look like JSONRPC documents. diff --git a/gdnative-bindings/docs/JavaClass.xml b/gdnative-bindings/docs/JavaClass.xml index f6cb85492..2259f504d 100644 --- a/gdnative-bindings/docs/JavaClass.xml +++ b/gdnative-bindings/docs/JavaClass.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/JavaClassWrapper.xml b/gdnative-bindings/docs/JavaClassWrapper.xml index de1b4a4fd..fe29374db 100644 --- a/gdnative-bindings/docs/JavaClassWrapper.xml +++ b/gdnative-bindings/docs/JavaClassWrapper.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/JavaScript.xml b/gdnative-bindings/docs/JavaScript.xml index 06bbed7b8..26b13ff5d 100644 --- a/gdnative-bindings/docs/JavaScript.xml +++ b/gdnative-bindings/docs/JavaScript.xml @@ -1,14 +1,14 @@ - + Singleton that connects the engine with the browser's JavaScript context in HTML5 export. The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.4/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.5/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - https://docs.godotengine.org/en/3.4/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + https://docs.godotengine.org/en/3.5/tutorials/export/exporting_for_web.html#calling-javascript-from-script @@ -54,7 +54,29 @@ Returns an interface to a JavaScript object that can be used by scripts. The [code]interface[/code] must be a valid property of the JavaScript [code]window[/code]. The callback must accept a single [Array] argument, which will contain the JavaScript [code]arguments[/code]. See [JavaScriptObject] for usage. + + + + Returns [code]true[/code] if a new version of the progressive web app is waiting to be activated. + [b]Note:[/b] Only relevant when exported as a Progressive Web App. + + + + + + Performs the live update of the progressive web app. Forcing the new version to be installed and the page to be reloaded. + [b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b]. + [b]Note:[/b] Only relevant when exported as a Progressive Web App and [method pwa_needs_update] returns [code]true[/code]. + + + + + + Emitted when an update for this progressive web app has been detected but is waiting to be activated because a previous version is active. See [method pwa_update] to force the update to take place immediately. + + + diff --git a/gdnative-bindings/docs/JavaScriptObject.xml b/gdnative-bindings/docs/JavaScriptObject.xml new file mode 100644 index 000000000..c81966d6f --- /dev/null +++ b/gdnative-bindings/docs/JavaScriptObject.xml @@ -0,0 +1,42 @@ + + + + A wrapper class for native JavaScript objects. + + + JavaScriptObject is used to interact with JavaScript objects retrieved or created via [method JavaScript.get_interface], [method JavaScript.create_object], or [method JavaScript.create_callback]. + Example: + [codeblock] + extends Node + + var _my_js_callback = JavaScript.create_callback(self, "myCallback") # This reference must be kept + var console = JavaScript.get_interface("console") + + func _init(): + var buf = JavaScript.create_object("ArrayBuffer", 10) # new ArrayBuffer(10) + print(buf) # prints [JavaScriptObject:OBJECT_ID] + var uint8arr = JavaScript.create_object("Uint8Array", buf) # new Uint8Array(buf) + uint8arr[1] = 255 + prints(uint8arr[1], uint8arr.byteLength) # prints 255 10 + console.log(uint8arr) # prints in browser console "Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]" + + # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback) + JavaScript.get_interface("Array").from(uint8arr).forEach(_my_js_callback) + + func myCallback(args): + # Will be called with the parameters passed to the "forEach" callback + # [0, 0, [JavaScriptObject:1173]] + # [255, 1, [JavaScriptObject:1173]] + # ... + # [0, 9, [JavaScriptObject:1180]] + print(args) + [/codeblock] + [b]Note:[/b] Only available in the HTML5 platform. + + + + + + + + diff --git a/gdnative-bindings/docs/Joint.xml b/gdnative-bindings/docs/Joint.xml index b4247fa73..d9f6a941e 100644 --- a/gdnative-bindings/docs/Joint.xml +++ b/gdnative-bindings/docs/Joint.xml @@ -1,5 +1,5 @@ - + Base class for all 3D joints. diff --git a/gdnative-bindings/docs/Joint2D.xml b/gdnative-bindings/docs/Joint2D.xml index 7e5760a7a..3aff1a20e 100644 --- a/gdnative-bindings/docs/Joint2D.xml +++ b/gdnative-bindings/docs/Joint2D.xml @@ -1,5 +1,5 @@ - + Base node for all joint constraints in 2D physics. diff --git a/gdnative-bindings/docs/KinematicBody.xml b/gdnative-bindings/docs/KinematicBody.xml index bc671e04e..2377ce0b9 100644 --- a/gdnative-bindings/docs/KinematicBody.xml +++ b/gdnative-bindings/docs/KinematicBody.xml @@ -1,5 +1,5 @@ - + Kinematic body 3D node. @@ -9,7 +9,7 @@ [b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics. - https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d.html + https://docs.godotengine.org/en/3.5/tutorials/physics/kinematic_character_2d.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 @@ -86,7 +86,7 @@ - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision. + Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -139,7 +139,8 @@ - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Use [method move_and_collide] instead for detecting collision with touching bodies. @@ -171,7 +172,19 @@ Lock the body's Z axis movement. Deprecated alias for [member axis_lock_motion_z]. + + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. + + + Add the last platform velocity when you leave a moving platform. + + + Add the last platform velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. + + + Do nothing when leaving a platform. + diff --git a/gdnative-bindings/docs/KinematicBody2D.xml b/gdnative-bindings/docs/KinematicBody2D.xml index c61f89bcc..3f1ab247b 100644 --- a/gdnative-bindings/docs/KinematicBody2D.xml +++ b/gdnative-bindings/docs/KinematicBody2D.xml @@ -1,5 +1,5 @@ - + Kinematic body 2D node. @@ -9,8 +9,8 @@ [b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics. - https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d.html - https://docs.godotengine.org/en/3.4/tutorials/physics/using_kinematic_body_2d.html + https://docs.godotengine.org/en/3.5/tutorials/physics/kinematic_character_2d.html + https://docs.godotengine.org/en/3.5/tutorials/physics/using_kinematic_body_2d.html https://godotengine.org/asset-library/asset/113 https://godotengine.org/asset-library/asset/120 @@ -84,7 +84,7 @@ - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. + Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -129,7 +129,8 @@ - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Use [method move_and_collide] instead for detecting collision with touching bodies. @@ -143,7 +144,19 @@ If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions. + + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. + + + Add the last platform velocity when you leave a moving platform. + + + Add the last platform velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. + + + Do nothing when leaving a platform. + diff --git a/gdnative-bindings/docs/KinematicCollision.xml b/gdnative-bindings/docs/KinematicCollision.xml index 2e118adf0..64d0bddcc 100644 --- a/gdnative-bindings/docs/KinematicCollision.xml +++ b/gdnative-bindings/docs/KinematicCollision.xml @@ -1,5 +1,5 @@ - + Collision data for [KinematicBody] collisions. diff --git a/gdnative-bindings/docs/KinematicCollision2D.xml b/gdnative-bindings/docs/KinematicCollision2D.xml index 90dd0af0d..7ffd2d928 100644 --- a/gdnative-bindings/docs/KinematicCollision2D.xml +++ b/gdnative-bindings/docs/KinematicCollision2D.xml @@ -1,5 +1,5 @@ - + Collision data for [KinematicBody2D] collisions. diff --git a/gdnative-bindings/docs/Label.xml b/gdnative-bindings/docs/Label.xml index b6e639254..9f808a259 100644 --- a/gdnative-bindings/docs/Label.xml +++ b/gdnative-bindings/docs/Label.xml @@ -1,5 +1,5 @@ - + Displays plain text in a line or wrapped inside a rectangle. For formatted text, use [RichTextLabel]. @@ -53,11 +53,11 @@ Limits the lines of text the node shows on screen. - + Limits the amount of visible characters. If you set [code]percent_visible[/code] to 0.5, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box. - + The text to display on screen. @@ -98,9 +98,6 @@ - - [Font] used for the [Label]'s text. - Default text [Color] of the [Label]. @@ -113,9 +110,6 @@ Vertical space between lines in multiline [Label]. - - Background [StyleBox] for the [Label]. - Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed around the whole text as an outline. @@ -125,5 +119,11 @@ The vertical offset of the text's shadow. + + [Font] used for the [Label]'s text. + + + Background [StyleBox] for the [Label]. + diff --git a/gdnative-bindings/docs/Label3D.xml b/gdnative-bindings/docs/Label3D.xml new file mode 100644 index 000000000..d8c9340ef --- /dev/null +++ b/gdnative-bindings/docs/Label3D.xml @@ -0,0 +1,156 @@ + + + + Displays plain text in a 3D world. + + + Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment. + + + + + + + + Returns a [TriangleMesh] with the label's vertices following its current configuration (such as its [member pixel_size]). + + + + + + + Returns the value of the specified flag. + + + + + + + + If [code]true[/code], the specified flag will be enabled. See [enum Label3D.DrawFlags] for a list of flags. + + + + + + The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values. + + + Threshold at which the alpha scissor will discard values. + + + If [code]true[/code], wraps the text to the [member width]. + + + The billboard mode to use for the label. See [enum SpatialMaterial.BillboardMode] for possible values. + + + If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. + + + If [code]true[/code], the label is rendered at the same size regardless of distance. + + + [Font] used for the [Label3D]'s text. + + + Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the [enum Align] constants. + + + Vertical space between lines in multiline [Label3D]. + + + Text [Color] of the [Label3D]. + + + If [code]true[/code], depth testing is disabled and the object will be drawn in render order. + + + The text drawing offset (in pixels). + + + The tint of [Font]'s outline. + + + Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects. + [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). + [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). + + + The size of one pixel's width on the label to scale it in 3D. + + + Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects. + [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). + [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). + + + If [code]true[/code], the [Light] in the [Environment] has effects on the label. + + + The text to display on screen. + + + If [code]true[/code], all the text displays as UPPERCASE. + + + Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the [enum VAlign] constants. + + + Text width (in pixels), used for autowrap and fill alignment. + + + + + If set, lights in the environment affect the label. + + + If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind. + + + Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + + + Label is scaled by depth so that it always appears the same size on screen. + + + Represents the size of the [enum DrawFlags] enum. + + + This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. + + + This mode only allows fully transparent or fully opaque pixels. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. + [b]Note:[/b] This mode might have issues with anti-aliased fonts and outlines, try adjusting [member alpha_scissor_threshold] or using SDF font. + [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline. + + + This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting. + [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline. + + + Align rows to the left (default). + + + Align rows centered. + + + Align rows to the right. + + + Expand row whitespaces to fit the width. + + + Align the whole text to the top. + + + Align the whole text to the center. + + + Align the whole text to the bottom. + + + Align the whole text by spreading the rows. + + + diff --git a/gdnative-bindings/docs/LargeTexture.xml b/gdnative-bindings/docs/LargeTexture.xml index 69cb14d04..cbc594081 100644 --- a/gdnative-bindings/docs/LargeTexture.xml +++ b/gdnative-bindings/docs/LargeTexture.xml @@ -1,5 +1,5 @@ - + [i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with offsets. @@ -69,7 +69,7 @@ - + diff --git a/gdnative-bindings/docs/Light.xml b/gdnative-bindings/docs/Light.xml index cf5103abe..cb4e0d11f 100644 --- a/gdnative-bindings/docs/Light.xml +++ b/gdnative-bindings/docs/Light.xml @@ -1,5 +1,5 @@ - + Provides a base class for different kinds of light nodes. @@ -7,7 +7,7 @@ Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. - https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.5/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 @@ -62,7 +62,8 @@ The color of shadows cast by this light. - Attempts to reduce [member shadow_bias] gap. + Attempts to reduce [member shadow_bias] gap by rendering screen-space contact shadows. This has a performance impact, especially at higher values. + [b]Note:[/b] Contact shadows can look broken, so leaving this property to [code]0.0[/code] is recommended. If [code]true[/code], the light will cast shadows. diff --git a/gdnative-bindings/docs/Light2D.xml b/gdnative-bindings/docs/Light2D.xml index e868f97e1..7c6fc4fb8 100644 --- a/gdnative-bindings/docs/Light2D.xml +++ b/gdnative-bindings/docs/Light2D.xml @@ -1,5 +1,5 @@ - + Casts light in a 2D environment. @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_lights_and_shadows.html diff --git a/gdnative-bindings/docs/LightOccluder2D.xml b/gdnative-bindings/docs/LightOccluder2D.xml index 40a9b9302..59b07eb66 100644 --- a/gdnative-bindings/docs/LightOccluder2D.xml +++ b/gdnative-bindings/docs/LightOccluder2D.xml @@ -1,5 +1,5 @@ - + Occludes light cast by a Light2D, casting shadows. @@ -7,7 +7,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_lights_and_shadows.html diff --git a/gdnative-bindings/docs/Line2D.xml b/gdnative-bindings/docs/Line2D.xml index 8c132e762..1c81b1c8e 100644 --- a/gdnative-bindings/docs/Line2D.xml +++ b/gdnative-bindings/docs/Line2D.xml @@ -1,10 +1,10 @@ - + A 2D line. - A line through several points in 2D space. + A line through several points in 2D space. Supports varying width and color over the line's length, texturing, and several cap/joint types. [b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase [member ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and [member ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb]. @@ -15,10 +15,10 @@ - + - Adds a point at the [code]position[/code]. Appends the point at the end of the line. - If [code]at_position[/code] is given, the point is inserted before the point number [code]at_position[/code], moving that point (and every point after) after the inserted point. If [code]at_position[/code] is not given, or is an illegal value ([code]at_position < 0[/code] or [code]at_position >= [method get_point_count][/code]), the point will be appended at the end of the point list. + Adds a point with the specified [code]position[/code] relative to the line's own position. Appends the new point at the end of the point list. + If [code]index[/code] is given, the new point is inserted before the existing point identified by index [code]index[/code]. Every existing point starting from [code]index[/code] is shifted further down the list of points. The index must be greater than or equal to [code]0[/code] and must not exceed the number of existing points in the line. See [method get_point_count]. @@ -30,36 +30,37 @@ - Returns the Line2D's amount of points. + Returns the amount of points in the line. - + - Returns point [code]i[/code]'s position. + Returns the position of the point at index [code]index[/code]. - + - Removes the point at index [code]i[/code] from the line. + Removes the point at index [code]index[/code] from the line. - + - Overwrites the position in point [code]i[/code] with the supplied [code]position[/code]. + Overwrites the position of the point at index [code]index[/code] with the supplied [code]position[/code]. - If [code]true[/code], the line's border will be anti-aliased. - [b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased. + If [code]true[/code], the line's border will attempt to perform antialiasing by drawing thin OpenGL smooth lines on the line's edges. + [b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] is [code]true[/code]. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines. Controls the style of the line's first point. Use [enum LineCapMode] constants. @@ -80,10 +81,11 @@ The points that form the lines. The line is drawn between every point set in this array. Points are interpreted as local vectors. - The smoothness of the rounded joints and caps. This is only used if a cap or joint is set as round. + The smoothness of the rounded joints and caps. Higher values result in smoother corners, but are more demanding to render and update. This is only used if a cap or joint is set as round. + [b]Note:[/b] The default value is tuned for lines with the default [member width]. For thin lines, this value should be reduced to a number between [code]2[/code] and [code]4[/code] to improve performance. - The direction difference in radians between vector points. This value is only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]. + The direction difference in radians between vector points. This value is only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]. The texture used for the line's texture. Uses [code]texture_mode[/code] for drawing style. diff --git a/gdnative-bindings/docs/LineEdit.xml b/gdnative-bindings/docs/LineEdit.xml index 7bb84f053..dc2d6be4f 100644 --- a/gdnative-bindings/docs/LineEdit.xml +++ b/gdnative-bindings/docs/LineEdit.xml @@ -1,5 +1,5 @@ - + Control that provides single-line string editing. @@ -74,6 +74,24 @@ Returns the scroll offset due to [member caret_position], as a number of characters. + + + + Returns the selection begin column. + + + + + + Returns the selection end column. + + + + + + Returns [code]true[/code] if the user has selected text. + + @@ -121,13 +139,16 @@ If [code]true[/code], the context menu will appear when right-clicked. + + If [code]true[/code], the selected text will be deselected when focus is lost. + If [code]false[/code], existing text cannot be modified and new text cannot be added. If [code]true[/code], the [LineEdit] width will increase to stay longer than the [member text]. It will [b]not[/b] compress if the [member text] is shortened. - + Maximum amount of characters that can be entered inside the [LineEdit]. If [code]0[/code], there is no limit. When a limit is defined, characters that would exceed [member max_length] are truncated. This happens both for existing [member text] contents when setting the max length, or for new text inserted in the [LineEdit], including pasting. If any input text is truncated, the [signal text_change_rejected] signal is emitted with the truncated substring as parameter. @@ -142,7 +163,11 @@ # `text_change_rejected` is emitted with "bye" as parameter. [/codeblock] - + + If [code]false[/code], using middle mouse button to paste clipboard will be disabled. + [b]Note:[/b] This method is only implemented on Linux. + + Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/code]. @@ -232,9 +257,6 @@ - - Texture for the clear button. See [member clear_button_enabled]. - Color used as default tint for the clear button. @@ -244,12 +266,6 @@ Color of the [LineEdit]'s visual cursor (caret). - - Background used when [LineEdit] has GUI focus. - - - Font used for the text. - Default font color. @@ -259,17 +275,26 @@ Font color when editing is disabled. + + Color of the selection rectangle. + Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of space characters (i.e. this amount of space characters can be displayed without scrolling). + + Font used for the text. + + + Texture for the clear button. See [member clear_button_enabled]. + + + Background used when [LineEdit] has GUI focus. + Default background for the [LineEdit]. Background used when [LineEdit] is in read-only mode ([member editable] is set to [code]false[/code]). - - Color of the selection rectangle. - diff --git a/gdnative-bindings/docs/LineShape2D.xml b/gdnative-bindings/docs/LineShape2D.xml index 92495342d..256f4b5a0 100644 --- a/gdnative-bindings/docs/LineShape2D.xml +++ b/gdnative-bindings/docs/LineShape2D.xml @@ -1,5 +1,5 @@ - + Line shape for 2D collisions. diff --git a/gdnative-bindings/docs/LinkButton.xml b/gdnative-bindings/docs/LinkButton.xml index 64e569296..8664bb26e 100644 --- a/gdnative-bindings/docs/LinkButton.xml +++ b/gdnative-bindings/docs/LinkButton.xml @@ -1,5 +1,5 @@ - + Simple button used to represent a link to some resource. @@ -12,8 +12,8 @@ - - + + The button's text that will be displayed inside the button's area. @@ -33,12 +33,6 @@ - - [StyleBox] used when the [LinkButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - - - [Font] of the [LinkButton]'s text. - Default text [Color] of the [LinkButton]. @@ -54,5 +48,11 @@ The vertical space between the baseline of text and the underline. + + [Font] of the [LinkButton]'s text. + + + [StyleBox] used when the [LinkButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. + diff --git a/gdnative-bindings/docs/Listener.xml b/gdnative-bindings/docs/Listener.xml index 99fe76981..39d3ae89d 100644 --- a/gdnative-bindings/docs/Listener.xml +++ b/gdnative-bindings/docs/Listener.xml @@ -1,5 +1,5 @@ - + Overrides the location sounds are heard from. diff --git a/gdnative-bindings/docs/Listener2D.xml b/gdnative-bindings/docs/Listener2D.xml new file mode 100644 index 000000000..f0ea65ee1 --- /dev/null +++ b/gdnative-bindings/docs/Listener2D.xml @@ -0,0 +1,35 @@ + + + + Overrides the location sounds are heard from. + + + Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [Listener2D] can be current. Using [method make_current] will disable the previous [Listener2D]. + If there is no active [Listener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [Listener2D] needs to be inside [SceneTree] to function. + + + + + + + + Disables the [Listener2D]. If it's not set as current, this method will have no effect. + + + + + + Returns [code]true[/code] if this [Listener2D] is currently active. + + + + + + Makes the [Listener2D] active, setting it as the hearing point for the sounds. If there is already another active [Listener2D], it will be disabled. + This method will have no effect if the [Listener2D] is not added to [SceneTree]. + + + + + + diff --git a/gdnative-bindings/docs/MainLoop.xml b/gdnative-bindings/docs/MainLoop.xml index cc2cccf7d..b301be91c 100644 --- a/gdnative-bindings/docs/MainLoop.xml +++ b/gdnative-bindings/docs/MainLoop.xml @@ -1,5 +1,5 @@ - + Abstract base class for the game's main loop. diff --git a/gdnative-bindings/docs/MarginContainer.xml b/gdnative-bindings/docs/MarginContainer.xml index 9970429c8..5502f1442 100644 --- a/gdnative-bindings/docs/MarginContainer.xml +++ b/gdnative-bindings/docs/MarginContainer.xml @@ -1,5 +1,5 @@ - + Simple margin container. @@ -16,6 +16,7 @@ [/codeblock] + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html diff --git a/gdnative-bindings/docs/Marshalls.xml b/gdnative-bindings/docs/Marshalls.xml index fd408aaee..25fb1acbe 100644 --- a/gdnative-bindings/docs/Marshalls.xml +++ b/gdnative-bindings/docs/Marshalls.xml @@ -1,5 +1,5 @@ - + Data transformation (marshalling) and encoding helpers. diff --git a/gdnative-bindings/docs/Material.xml b/gdnative-bindings/docs/Material.xml index 352c1f9ef..abfb21e8b 100644 --- a/gdnative-bindings/docs/Material.xml +++ b/gdnative-bindings/docs/Material.xml @@ -1,5 +1,5 @@ - + Abstract base [Resource] for coloring and shading geometry. diff --git a/gdnative-bindings/docs/MenuButton.xml b/gdnative-bindings/docs/MenuButton.xml index 72c985672..1c0c12241 100644 --- a/gdnative-bindings/docs/MenuButton.xml +++ b/gdnative-bindings/docs/MenuButton.xml @@ -1,5 +1,5 @@ - + Special button that brings up a [PopupMenu] when clicked. @@ -27,13 +27,13 @@ - - - + + + If [code]true[/code], when the cursor hovers above another [MenuButton] within the same parent which also has [code]switch_on_hover[/code] enabled, it will close the current [MenuButton] and open the other one. - + @@ -45,15 +45,6 @@ - - [StyleBox] used when the [MenuButton] is disabled. - - - [StyleBox] used when the [MenuButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - - - [Font] of the [MenuButton]'s text. - Default text [Color] of the [MenuButton]. @@ -69,12 +60,21 @@ Text [Color] used when the [MenuButton] is being pressed. - - [StyleBox] used when the [MenuButton] is being hovered. - The horizontal space between [MenuButton]'s icon and text. + + [Font] of the [MenuButton]'s text. + + + [StyleBox] used when the [MenuButton] is disabled. + + + [StyleBox] used when the [MenuButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. + + + [StyleBox] used when the [MenuButton] is being hovered. + Default [StyleBox] for the [MenuButton]. diff --git a/gdnative-bindings/docs/Mesh.xml b/gdnative-bindings/docs/Mesh.xml index 9e936a0ee..0dfe08c5c 100644 --- a/gdnative-bindings/docs/Mesh.xml +++ b/gdnative-bindings/docs/Mesh.xml @@ -1,5 +1,5 @@ - + A [Resource] that contains vertex array-based geometry. diff --git a/gdnative-bindings/docs/MeshDataTool.xml b/gdnative-bindings/docs/MeshDataTool.xml index 45ac61191..cddf81f3d 100644 --- a/gdnative-bindings/docs/MeshDataTool.xml +++ b/gdnative-bindings/docs/MeshDataTool.xml @@ -1,5 +1,5 @@ - + Helper tool to access and edit [Mesh] data. @@ -93,7 +93,7 @@ Returns specified edge associated with given face. - Edge argument must 2 or less because a face only has three edges. + Edge argument must be either 0, 1, or 2 because a face only has three edges. @@ -116,7 +116,7 @@ Returns the specified vertex of the given face. - Vertex argument must be 2 or less because faces contain three vertices. + Vertex argument must be either 0, 1, or 2 because faces contain three vertices. diff --git a/gdnative-bindings/docs/MeshInstance.xml b/gdnative-bindings/docs/MeshInstance.xml index fe2e4e877..e881f367b 100644 --- a/gdnative-bindings/docs/MeshInstance.xml +++ b/gdnative-bindings/docs/MeshInstance.xml @@ -1,10 +1,10 @@ - + Node that instances meshes into a scenario. - MeshInstance is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead. + MeshInstance is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead. https://godotengine.org/asset-library/asset/123 @@ -52,13 +52,36 @@ - Returns the [Material] for a surface of the [Mesh] resource. + Returns the override [Material] for a surface of the [Mesh] resource. + [b]Note:[/b] This function only returns [i]override[/i] materials associated with this [MeshInstance]. Consider using [method get_active_material] or [method Mesh.surface_get_material] to get materials associated with the [Mesh] resource. - Returns the number of surface materials. + Returns the number of surface override materials. + + + + + + + Returns [code]true[/code] if this [MeshInstance] can be merged with the specified [code]other_mesh_instance[/code], using the [method MeshInstance.merge_meshes] function. + In order to be mergeable, properties of the [MeshInstance] must match, and each surface must match, in terms of material, attributes and vertex format. + + + + + + + + + This function can merge together the data from several source [MeshInstance]s into a single destination [MeshInstance] (the MeshInstance the function is called from). This is primarily useful for improving performance by reducing the number of drawcalls and [Node]s. + Merging should only be attempted for simple meshes that do not contain animation. + The final vertices can either be returned in global space, or in local space relative to the destination [MeshInstance] global transform (the destination Node must be inside the [SceneTree] for local space to work). + The function will make a final check for compatibility between the [MeshInstance]s by default, this should always be used unless you have previously checked for compatibility using [method MeshInstance.is_mergeable_with]. If the compatibility check is omitted and the meshes are merged, you may see rendering errors. + [b]Note:[/b] The requirements for similarity between meshes are quite stringent. They can be checked using the [method MeshInstance.is_mergeable_with] function prior to calling [method MeshInstance.merge_meshes]. + Also note that any initial data in the destination [MeshInstance] data will be discarded. @@ -66,7 +89,7 @@ - Sets the [Material] for a surface of the [Mesh] resource. + Sets the override [Material] for the specified surface of the [Mesh] resource. This material is associated with this [MeshInstance] rather than with the [Mesh] resource. diff --git a/gdnative-bindings/docs/MeshInstance2D.xml b/gdnative-bindings/docs/MeshInstance2D.xml index 876daee16..649153a9d 100644 --- a/gdnative-bindings/docs/MeshInstance2D.xml +++ b/gdnative-bindings/docs/MeshInstance2D.xml @@ -1,13 +1,13 @@ - + Node used for displaying a [Mesh] in 2D. - Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". + Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite] via a tool in the editor toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_meshes.html @@ -17,7 +17,7 @@ The normal map that will be used if using the default [CanvasItemMaterial]. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. diff --git a/gdnative-bindings/docs/MeshLibrary.xml b/gdnative-bindings/docs/MeshLibrary.xml index 06f6551ed..f59554953 100644 --- a/gdnative-bindings/docs/MeshLibrary.xml +++ b/gdnative-bindings/docs/MeshLibrary.xml @@ -1,5 +1,5 @@ - + Library of meshes. diff --git a/gdnative-bindings/docs/MeshTexture.xml b/gdnative-bindings/docs/MeshTexture.xml index 5be475e97..665710f83 100644 --- a/gdnative-bindings/docs/MeshTexture.xml +++ b/gdnative-bindings/docs/MeshTexture.xml @@ -1,5 +1,5 @@ - + Simple texture that uses a mesh to draw itself. @@ -14,7 +14,7 @@ Sets the base texture that the Mesh will use to draw. - + Sets the size of the image, needed for reference. diff --git a/gdnative-bindings/docs/MethodTweener.xml b/gdnative-bindings/docs/MethodTweener.xml new file mode 100644 index 000000000..d6d5493b4 --- /dev/null +++ b/gdnative-bindings/docs/MethodTweener.xml @@ -0,0 +1,37 @@ + + + + Interpolates an abstract value and supplies it to a method called over time. + + + [MethodTweener] is similar to a combination of [CallbackTweener] and [PropertyTweener]. It calls a method providing an interpolated value as a parameter. See [method SceneTreeTween.tween_method] for more usage information. + [b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to create [MethodTweener]. Any [MethodTweener] created manually will not function correctly. + + + + + + + + + Sets the time in seconds after which the [MethodTweener] will start interpolating. By default there's no delay. + + + + + + + Sets the type of used easing from [enum Tween.EaseType]. If not set, the default easing is used from the [SceneTreeTween] that contains this Tweener. + + + + + + + Sets the type of used transition from [enum Tween.TransitionType]. If not set, the default transition is used from the [SceneTreeTween] that contains this Tweener. + + + + + + diff --git a/gdnative-bindings/docs/MultiMesh.xml b/gdnative-bindings/docs/MultiMesh.xml index a78304361..88d65cc0a 100644 --- a/gdnative-bindings/docs/MultiMesh.xml +++ b/gdnative-bindings/docs/MultiMesh.xml @@ -1,5 +1,5 @@ - + Provides high-performance mesh instancing. @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. - https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh.html + https://docs.godotengine.org/en/3.5/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + https://docs.godotengine.org/en/3.5/tutorials/performance/using_multimesh.html @@ -48,6 +48,14 @@ Returns the [Transform2D] of a specific instance. + + + + + When using [i]physics interpolation[/i], this function allows you to prevent interpolation on an instance in the current physics tick. + This allows you to move instances instantaneously, and should usually be used when initially placing an instance such as a bullet to prevent graphical glitches. + + @@ -57,13 +65,23 @@ [Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats. + + + + + + An alternative version of [method MultiMesh.set_as_bulk_array] which can be used with [i]physics interpolation[/i]. This method takes two arrays, and can set the data for the current and previous tick in one go. The renderer will automatically interpolate the data at each frame. + This is useful for situations where the order of instances may change from physics tick to tick, such as particle systems. + When the order of instances is coherent, the simpler [method MultiMesh.set_as_bulk_array] can still be used with interpolation. + + 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 color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.vertex_color_use_as_albedo] is [code]true[/code] on the material. + For the color to take effect, ensure that [member color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.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]). @@ -104,6 +122,11 @@ Mesh to be drawn. + + Choose whether to use an interpolation method that favors speed or quality. + When using low physics tick rates (typically below 20) or high rates of object rotation, you may get better results from the high quality setting. + [b]Note:[/b] Fast quality does not equate to low quality. Except in the special cases mentioned above, the quality should be comparable to high quality. + Format of transform used to transform mesh, either 2D or 3D. @@ -136,5 +159,11 @@ The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision. + + Always interpolate using Basis lerping, which can produce warping artifacts in some situations. + + + Attempt to interpolate using Basis slerping (spherical linear interpolation) where possible, otherwise fall back to lerping. + diff --git a/gdnative-bindings/docs/MultiMeshInstance.xml b/gdnative-bindings/docs/MultiMeshInstance.xml index a769c0c77..e9b9dbacc 100644 --- a/gdnative-bindings/docs/MultiMeshInstance.xml +++ b/gdnative-bindings/docs/MultiMeshInstance.xml @@ -1,5 +1,5 @@ - + Node that instances a [MultiMesh]. @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). - https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance.html - https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh.html + https://docs.godotengine.org/en/3.5/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + https://docs.godotengine.org/en/3.5/tutorials/3d/using_multi_mesh_instance.html + https://docs.godotengine.org/en/3.5/tutorials/performance/using_multimesh.html diff --git a/gdnative-bindings/docs/MultiMeshInstance2D.xml b/gdnative-bindings/docs/MultiMeshInstance2D.xml index 0e0e703d2..8163686b0 100644 --- a/gdnative-bindings/docs/MultiMeshInstance2D.xml +++ b/gdnative-bindings/docs/MultiMeshInstance2D.xml @@ -1,5 +1,5 @@ - + Node that instances a [MultiMesh] in 2D. @@ -17,7 +17,7 @@ The normal map that will be used if using the default [CanvasItemMaterial]. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. diff --git a/gdnative-bindings/docs/MultiplayerAPI.xml b/gdnative-bindings/docs/MultiplayerAPI.xml index 4f0366b7d..56f975d24 100644 --- a/gdnative-bindings/docs/MultiplayerAPI.xml +++ b/gdnative-bindings/docs/MultiplayerAPI.xml @@ -1,5 +1,5 @@ - + High-level multiplayer API. diff --git a/gdnative-bindings/docs/Mutex.xml b/gdnative-bindings/docs/Mutex.xml index 4fef90deb..a401e1d42 100644 --- a/gdnative-bindings/docs/Mutex.xml +++ b/gdnative-bindings/docs/Mutex.xml @@ -1,5 +1,5 @@ - + A synchronization mutex (mutual exclusion). @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. - https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.5/tutorials/performance/threads/using_multiple_threads.html diff --git a/gdnative-bindings/docs/Navigation.xml b/gdnative-bindings/docs/Navigation.xml index 49c300214..2c9330ae1 100644 --- a/gdnative-bindings/docs/Navigation.xml +++ b/gdnative-bindings/docs/Navigation.xml @@ -1,38 +1,38 @@ - + Mesh-based navigation and pathfinding node. - Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. - [b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0. + [i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are deprecated and will be removed in a future version. Use [method NavigationServer.map_get_path] instead. + Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. https://godotengine.org/asset-library/asset/124 - + Returns the navigation point closest to the point given. Points are in local coordinate space. - + Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on. - - + + - Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted). + Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. - + @@ -41,46 +41,48 @@ Returns the navigation point closest to the given line segment. When enabling [code]use_collision[/code], only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned. - + + + + Returns the [RID] of the navigation map on the [NavigationServer]. + + + + [i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are deprecated and will be removed in a future version. Use [method NavigationServer.map_get_path] instead. Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored. - [b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0. - - - - - - - - - Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] or [method navmesh_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner]. - - - - - - - Removes the [NavigationMesh] with the given ID. - - - - - - - - Sets the transform applied to the [NavigationMesh] with the given ID. + + The cell height to use for fields. + + + The XZ plane cell size to use for fields. + + + This value is used to detect the near edges to connect compatible regions. + + + A bitfield determining all navigation map layers the navigation can use on a [method Navigation.get_simple_path] path query. + Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction. + + + + + Emitted when a navigation map is updated, when a region moves or is modified. + + + diff --git a/gdnative-bindings/docs/Navigation2D.xml b/gdnative-bindings/docs/Navigation2D.xml index d370ceef7..0b7ff17f7 100644 --- a/gdnative-bindings/docs/Navigation2D.xml +++ b/gdnative-bindings/docs/Navigation2D.xml @@ -1,65 +1,58 @@ - + 2D navigation and pathfinding node. - Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add]. - [b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0. + [i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are deprecated and will be removed in a future version. Use [method Navigation2DServer.map_get_path] instead. + Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes. https://godotengine.org/asset-library/asset/117 - + Returns the navigation point closest to the point given. Points are in local coordinate space. - - + + - Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigationPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted). + Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigationPolygonInstance]. - + + + + Returns the object's [RID]. + + + + [i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are deprecated and will be removed in a future version. Use [method Navigation2DServer.map_get_path] instead. Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible. - [b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0. - - - - - - - - - Adds a [NavigationPolygon]. Returns an ID for use with [method navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner]. - - - - - - - Removes the [NavigationPolygon] with the given ID. - - - - - - - - Sets the transform applied to the [NavigationPolygon] with the given ID. + + + The XY plane cell size to use for fields. + + + This value is used to detect the near edges to connect compatible regions. + + + A bitfield determining all navigation map layers the navigation can use on a [method Navigation2D.get_simple_path] path query. + + diff --git a/gdnative-bindings/docs/Navigation2DServer.xml b/gdnative-bindings/docs/Navigation2DServer.xml new file mode 100644 index 000000000..6d3359b0c --- /dev/null +++ b/gdnative-bindings/docs/Navigation2DServer.xml @@ -0,0 +1,379 @@ + + + + Server interface for low-level 2D navigation access. + + + Navigation2DServer is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents. + Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. + [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts. + For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than navigation map [code]edge_connection_margin[/code] to the respective other edge's vertex. + You may assign navigation layers to regions with [method Navigation2DServer.region_set_navigation_layers], which then can be checked upon when requesting a path with [method Navigation2DServer.map_get_path]. This allows allowing or forbidding some areas to 2D objects. + To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity. + [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. + This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. + + + https://godotengine.org/asset-library/asset/117 + + + + + + Creates the agent. + + + + + + + Returns the navigation map [RID] the requested [code]agent[/code] is currently assigned to. + + + + + + + Returns [code]true[/code] if the map got changed the previous frame. + + + + + + + + + + Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [code]receiver[/code] object with a signal to the chosen [code]method[/code] name. + [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [code]receiver[/code]. + + + + + + + + Puts the agent in the map. + + + + + + + + Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. + + + + + + + + Sets the maximum speed of the agent. Must be positive. + + + + + + + + Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. + + + + + + + + Sets the position of the agent in world space. + + + + + + + + Sets the radius of the agent. + + + + + + + + Sets the new target velocity. + + + + + + + + The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive. + + + + + + + + Sets the current velocity of the agent. + + + + + + + Destroys the given RID. + + + + + + Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them. + + + + + + Create a new map. + + + + + + + This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed). + Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update. + Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame. + [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight. + + + + + + + Returns all navigation agents [RID]s that are currently assigned to the requested navigation [code]map[/code]. + + + + + + + Returns the map cell height. [b]Note:[/b] Currently not implemented. + + + + + + + Returns the map cell size. + + + + + + + + Returns the point closest to the provided [code]to_point[/code] on the navigation mesh surface. + + + + + + + + Returns the owner region RID for the point returned by [method map_get_closest_point]. + + + + + + + Returns the edge connection margin of the map. The edge connection margin is a distance used to connect two regions. + + + + + + + + + + + Returns the navigation path to reach the destination from the origin. [code]navigation_layers[/code] is a bitmask of all region layers that are allowed to be in the path. + + + + + + + Returns all navigation regions [RID]s that are currently assigned to the requested navigation [code]map[/code]. + + + + + + + Returns [code]true[/code] if the map is active. + + + + + + + + Sets the map active. + + + + + + + + Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/b] Currently not implemented. + + + + + + + + Set the map cell size used to weld the navigation mesh polygons. + + + + + + + + Set the map edge connection margin used to weld the compatible region edges. + + + + + + Creates a new region. + + + + + + + + Returns the ending point of a connection door. [code]connection[/code] is an index between 0 and the return value of [method region_get_connections_count]. + + + + + + + + Returns the starting point of a connection door. [code]connection[/code] is an index between 0 and the return value of [method region_get_connections_count]. + + + + + + + Returns how many connections this [code]region[/code] has with other regions in the map. + + + + + + + Returns the [code]enter_cost[/code] of this [code]region[/code]. + + + + + + + Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to. + + + + + + + Returns the region's navigation layers. + + + + + + + Returns the [code]travel_cost[/code] of this [code]region[/code]. + + + + + + + + Returns [code]true[/code] if the provided [code]point[/code] in world space is currently owned by the provided navigation [code]region[/code]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region. + If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer. + [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected. + + + + + + + + Sets the [code]enter_cost[/code] for this [code]region[/code]. + + + + + + + + Sets the map for the region. + + + + + + + + Set the region's navigation layers. This allows selecting regions from a path request (when using [method Navigation2DServer.map_get_path]). + + + + + + + + Sets the navigation mesh for the region. + + + + + + + + Sets the global transformation for the region. + + + + + + + + Sets the [code]travel_cost[/code] for this [code]region[/code]. + + + + + + + + Emitted when a navigation map is updated, when a region moves or is modified. + + + + + + diff --git a/gdnative-bindings/docs/NavigationAgent.xml b/gdnative-bindings/docs/NavigationAgent.xml new file mode 100644 index 000000000..0fdf8f207 --- /dev/null +++ b/gdnative-bindings/docs/NavigationAgent.xml @@ -0,0 +1,178 @@ + + + + 3D agent used in navigation for collision avoidance. + + + 3D agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO (Reciprocal Velocity Obstacles) collision avoidance. The agent needs navigation data to work correctly. By default this node will register to the default [World] navigation map. If this node is a child of a [Navigation] node it will register to the navigation map of the navigation node or the function [method set_navigation] can be used to set the navigation node directly. [NavigationAgent] is physics safe. + [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + + + + + + + + Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate. + + + + + + Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + + + + + + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. + + + + + + Returns which index the agent is currently on in the navigation path's [PoolVector3Array]. + + + + + + Returns the [Navigation] node that the agent is using for its navigation system. + + + + + + Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. + + + + + + Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. + + + + + + Returns the [RID] of this agent on the [NavigationServer]. + + + + + + Returns the user-defined target location (set with [method set_target_location]). + + + + + + Returns [code]true[/code] if the navigation path's final location has been reached. + + + + + + Returns [code]true[/code] if the target location is reachable. The target location is set using [method set_target_location]. + + + + + + Returns [code]true[/code] if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + + + + + + + Sets the [Navigation] node used by the agent. Useful when you don't want to make the agent a child of a [Navigation] node. + + + + + + + Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer. + + + + + + + Sets the user desired final location. This will clear the current navigation path. + + + + + + + Sends the passed in velocity to the collision avoidance algorithm. It will adjust the velocity to avoid collisions. Once the adjustment to the velocity is complete, it will emit the [signal velocity_computed] signal. + + + + + + The NavigationAgent height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents. + + + If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer]. When [method set_velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector3 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it. + + + Ignores collisions on the Y axis. Must be [code]true[/code] to move on a horizontal plane. + + + The maximum number of neighbors for the agent to consider. + + + The maximum speed that an agent can move. + + + A bitfield determining all navigation map layers the [NavigationAgent] belongs to. On path requests the agent will ignore navmeshes without at least one matching layer. + + + The distance to search for other agents. + + + The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update. + + + The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. + + + The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]). + Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size. + + + The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. + + + The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive. + + + + + + Notifies when the final location is reached. + + + + + Notifies when the navigation path changes. This can be triggered by the navigation system or by the user changing the path. + + + + + Notifies when the player-defined target, set with [method set_target_location], is reached. + + + + + + Notifies when the collision avoidance velocity is calculated after a call to [method set_velocity]. + + + + + + diff --git a/gdnative-bindings/docs/NavigationAgent2D.xml b/gdnative-bindings/docs/NavigationAgent2D.xml new file mode 100644 index 000000000..007403ed1 --- /dev/null +++ b/gdnative-bindings/docs/NavigationAgent2D.xml @@ -0,0 +1,172 @@ + + + + 2D agent used in navigation for collision avoidance. + + + 2D agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO (Reciprocal Velocity Obstacles) collision avoidance. The agent needs navigation data to work correctly. By default this node will register to the default [World2D] navigation map. If this node is a child of a [Navigation2D] node it will register to the navigation map of the navigation node or the function [method set_navigation] can be used to set the navigation node directly. [NavigationAgent2D] is physics safe. + [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. + + + + + + + + Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate. + + + + + + Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame. + + + + + + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. + + + + + + Returns which index the agent is currently on in the navigation path's [PoolVector2Array]. + + + + + + Returns the [Navigation2D] node that the agent is using for its navigation system. + + + + + + Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. + + + + + + Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. + + + + + + Returns the [RID] of this agent on the [Navigation2DServer]. + + + + + + Returns the user-defined target location (set with [method set_target_location]). + + + + + + Returns [code]true[/code] if the navigation path's final location has been reached. + + + + + + Returns [code]true[/code] if the target location is reachable. The target location is set using [method set_target_location]. + + + + + + Returns [code]true[/code] if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. + + + + + + + Sets the [Navigation2D] node used by the agent. Useful when you don't want to make the agent a child of a [Navigation2D] node. + + + + + + + Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer. + + + + + + + Sets the user desired final location. This will clear the current navigation path. + + + + + + + Sends the passed in velocity to the collision avoidance algorithm. It will adjust the velocity to avoid collisions. Once the adjustment to the velocity is complete, it will emit the [signal velocity_computed] signal. + + + + + + If [code]true[/code] the agent is registered for an RVO avoidance callback on the [Navigation2DServer]. When [method set_velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector2 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it. + + + The maximum number of neighbors for the agent to consider. + + + The maximum speed that an agent can move. + + + A bitfield determining all navigation map layers the [NavigationAgent2D] belongs to. On path requests the agent will ignore navmeshes without at least one matching layer. + + + The distance to search for other agents. + + + The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update. + + + The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. + + + The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]). + Does not affect normal pathfinding. + + + The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update. + + + The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive. + + + + + + Notifies when the final location is reached. + + + + + Notifies when the navigation path changes. This can be triggered by the navigation system or by the user changing the path. + + + + + Notifies when the player-defined target, set with [method set_target_location], is reached. + + + + + + Notifies when the collision avoidance velocity is calculated after a call to [method set_velocity]. + + + + + + diff --git a/gdnative-bindings/docs/NavigationMesh.xml b/gdnative-bindings/docs/NavigationMesh.xml index df2743a82..0d4e8d9b0 100644 --- a/gdnative-bindings/docs/NavigationMesh.xml +++ b/gdnative-bindings/docs/NavigationMesh.xml @@ -1,5 +1,5 @@ - + A mesh to approximate the walkable areas and obstacles. @@ -34,7 +34,7 @@ - Returns whether the specified [code]bit[/code] of the [member geometry/collision_mask] is set. + Returns whether the specified [code]bit[/code] of the [member geometry_collision_mask] is set. @@ -61,8 +61,8 @@ - If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the [member geometry/collision_mask]. - If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the [member geometry/collision_mask]. + If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the [member geometry_collision_mask]. + If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the [member geometry_collision_mask]. @@ -74,75 +74,81 @@ - + The minimum floor to ceiling height that will still allow the floor area to be considered walkable. - [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height]. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_height]. - + The minimum ledge height that is considered to still be traversable. - [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height]. + [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell_height]. - + The maximum slope that is considered walkable, in degrees. - + The distance to erode/shrink the walkable area of the heightfield away from obstructions. - [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size]. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size]. - + The Y axis cell size to use for fields. - + The XZ plane cell size to use for fields. - + The sampling distance to use when generating the detail mesh, in cell unit. - + The maximum distance the detail mesh surface should deviate from heightfield, in cell unit. - + The maximum distance a simplfied contour's border edges should deviate the original raw contour. - + The maximum allowed length for contour edges along the border of the mesh. - [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size]. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size]. - - If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent/height]. + + If the baking [AABB] has a volume the navigation mesh baking will be restricted to its enclosing area. - + + The position offset applied to the [member filter_baking_aabb] [AABB]. + + If [code]true[/code], marks spans that are ledges as non-walkable. - - If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent/max_climb] of a walkable neighbor. + + If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent_max_climb] of a walkable neighbor. + + + If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent_height]. - + The physics layers to scan for static colliders. - Only used when [member geometry/parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]. + Only used when [member geometry_parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]. - + Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values. - + The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values. - + The name of the group to scan for geometry. - Only used when [member geometry/source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT]. + Only used when [member geometry_source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT]. - + The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. - + Any regions with a size smaller than this will be merged with larger regions if possible. [b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400. - + The minimum size of a region for it to be created. [b]Note:[/b] This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64. - + Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values. @@ -163,7 +169,7 @@ Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], and [GridMap] nodes. - Parses [StaticBody] colliders as geometry. The collider should be in any of the layers specified by [member geometry/collision_mask]. + Parses [StaticBody] colliders as geometry. The collider should be in any of the layers specified by [member geometry_collision_mask]. Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS]. @@ -175,10 +181,10 @@ Scans the child nodes of [NavigationMeshInstance] recursively for geometry. - Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry/source_group_name]. + Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry_source_group_name]. - Uses nodes in a group for geometry. The group is specified by [member geometry/source_group_name]. + Uses nodes in a group for geometry. The group is specified by [member geometry_source_group_name]. Represents the size of the [enum SourceGeometryMode] enum. diff --git a/gdnative-bindings/docs/NavigationMeshGenerator.xml b/gdnative-bindings/docs/NavigationMeshGenerator.xml new file mode 100644 index 000000000..56e29d87a --- /dev/null +++ b/gdnative-bindings/docs/NavigationMeshGenerator.xml @@ -0,0 +1,34 @@ + + + + Helper class for creating and clearing navigation meshes. + + + This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationMeshInstance]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse. + The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations. + Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or various [CollisionObject]s, some operations to collect geometry data can trigger [VisualServer] and [PhysicsServer] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area. + The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes. + [b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh. + + + + + + + + + + Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child nodes under the provided [code]root_node[/code] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource. + + + + + + + Removes all polygons and vertices from the provided [code]nav_mesh[/code] resource. + + + + + + diff --git a/gdnative-bindings/docs/NavigationMeshInstance.xml b/gdnative-bindings/docs/NavigationMeshInstance.xml index 2a78d5cad..685b0819f 100644 --- a/gdnative-bindings/docs/NavigationMeshInstance.xml +++ b/gdnative-bindings/docs/NavigationMeshInstance.xml @@ -1,23 +1,63 @@ - + - Node that instances navigation meshes into a scenario. + An instance of a [NavigationMesh]. - NavigationMeshInstance is a node that takes a [NavigationMesh] resource and adds it to the current scenario by creating an instance of it. + An instance of a [NavigationMesh]. It tells the [Navigation] node what can be navigated and what cannot, based on the [NavigationMesh] resource. + By default this node will register to the default [World] navigation map. If this node is a child of a [Navigation] node it will register to the navigation map of the navigation node. + Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer.map_set_edge_connection_margin]. + [b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge. + The cost of entering this region from another region can be controlled with the [member enter_cost] value. + [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region. + The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. + + + + + Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled). + + + + + + Returns the [RID] of this region on the [NavigationServer]. Combined with [method NavigationServer.map_get_closest_point_owner] can be used to identify the [NavigationMeshInstance] closest to a point on the merged navigation map. + + - If [code]true[/code], the navigation mesh will be used by [Navigation]. + Determines if the [NavigationMeshInstance] is enabled or disabled. + + + When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + + + A bitfield determining all navigation map layers the [NavigationMesh] belongs to. On path requests with [method NavigationServer.map_get_path] navmeshes without matching layers will be ignored and the navigation map will only proximity merge different navmeshes with matching layers. - The [NavigationMesh] resource for the instance. + The [NavigationMesh] resource to use. + + + When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. + + + + Notifies when the navigation mesh bake operation is completed. + + + + + Notifies when the [NavigationMesh] has changed. + + + diff --git a/gdnative-bindings/docs/NavigationObstacle.xml b/gdnative-bindings/docs/NavigationObstacle.xml new file mode 100644 index 000000000..e828abd8b --- /dev/null +++ b/gdnative-bindings/docs/NavigationObstacle.xml @@ -0,0 +1,43 @@ + + + + 3D obstacle used in navigation for collision avoidance. + + + 3D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation] node, or using [method set_navigation]. [NavigationObstacle] is physics safe. + [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. + + + + + + + + Returns the [Navigation] node that the obstacle is using for its navigation system. + + + + + + Returns the [RID] of this obstacle on the [NavigationServer]. + + + + + + + Sets the [Navigation] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation] node. + + + + + + Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius. + + + The radius of the agent. Used only if [member estimate_radius] is set to [code]false[/code]. + + + + + diff --git a/gdnative-bindings/docs/NavigationObstacle2D.xml b/gdnative-bindings/docs/NavigationObstacle2D.xml new file mode 100644 index 000000000..98d7c166f --- /dev/null +++ b/gdnative-bindings/docs/NavigationObstacle2D.xml @@ -0,0 +1,43 @@ + + + + 2D obstacle used in navigation for collision avoidance. + + + 2D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle2D] is physics safe. + [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. + + + + + + + + Returns the [Navigation2D] node that the obstacle is using for its navigation system. + + + + + + Returns the [RID] of this obstacle on the [Navigation2DServer]. + + + + + + + Sets the [Navigation2D] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation2D] node. + + + + + + Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius. + + + The radius of the agent. Used only if [member estimate_radius] is set to [code]false[/code]. + + + + + diff --git a/gdnative-bindings/docs/NavigationPolygon.xml b/gdnative-bindings/docs/NavigationPolygon.xml index e6bdff550..a82d8ef6d 100644 --- a/gdnative-bindings/docs/NavigationPolygon.xml +++ b/gdnative-bindings/docs/NavigationPolygon.xml @@ -1,5 +1,5 @@ - + A node that has methods to draw outlines or use indices of vertices to create navigation polygons. @@ -18,7 +18,7 @@ var polygon = NavigationPolygon.new() var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)]) polygon.set_vertices(vertices) - var indices = PoolIntArray(0, 3, 1) + var indices = PoolIntArray([0, 1, 2, 3]) polygon.add_polygon(indices) $NavigationPolygonInstance.navpoly = polygon [/codeblock] @@ -61,6 +61,12 @@ Clears the array of polygons, but it doesn't clear the array of outlines and vertices. + + + + Returns the [NavigationMesh] resulting from this navigation polygon. This navmesh can be used to update the navmesh of a region with the [method NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server behind the scene). + + diff --git a/gdnative-bindings/docs/NavigationPolygonInstance.xml b/gdnative-bindings/docs/NavigationPolygonInstance.xml index 009867654..461cc46d2 100644 --- a/gdnative-bindings/docs/NavigationPolygonInstance.xml +++ b/gdnative-bindings/docs/NavigationPolygonInstance.xml @@ -1,17 +1,42 @@ - + + A region of the 2D navigation map. + A region of the navigation map. It tells the [Navigation2DServer] what can be navigated and what cannot, based on its [NavigationPolygon] resource. + By default this node will register to the default [World2D] navigation map. If this node is a child of a [Navigation2D] node it will register to the navigation map of the navigation node. + Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method Navigation2DServer.map_set_edge_connection_margin]. + [b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge. + The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value. + [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region. + The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. + + + + Returns the [RID] of this region on the [Navigation2DServer]. Combined with [method Navigation2DServer.map_get_closest_point_owner] can be used to identify the [NavigationPolygonInstance] closest to a point on the merged navigation map. + + + Determines if the [NavigationPolygonInstance] is enabled or disabled. + + + When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + + + A bitfield determining all navigation map layers the [NavigationPolygon] belongs to. On path requests with [method Navigation2DServer.map_get_path] navmeshes without matching layers will be ignored and the navigation map will only proximity merge different navmeshes with matching layers. + The [NavigationPolygon] resource to use. + + + When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. diff --git a/gdnative-bindings/docs/NavigationServer.xml b/gdnative-bindings/docs/NavigationServer.xml new file mode 100644 index 000000000..a56626f96 --- /dev/null +++ b/gdnative-bindings/docs/NavigationServer.xml @@ -0,0 +1,435 @@ + + + + Server interface for low-level 3D navigation access. + + + NavigationServer is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents. + Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. + [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts. + For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [member Navigation.edge_connection_margin] to the respective other edge's vertex. + To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity. + [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. + This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. + + + https://godotengine.org/asset-library/asset/124 + + + + + + Creates the agent. + + + + + + + Returns the navigation map [RID] the requested [code]agent[/code] is currently assigned to. + + + + + + + Returns [code]true[/code] if the map got changed the previous frame. + + + + + + + + + + Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [code]receiver[/code] object with a signal to the chosen [code]method[/code] name. + [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [code]receiver[/code]. + + + + + + + + Puts the agent in the map. + + + + + + + + Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. + + + + + + + + Sets the maximum speed of the agent. Must be positive. + + + + + + + + Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe. + + + + + + + + Sets the position of the agent in world space. + + + + + + + + Sets the radius of the agent. + + + + + + + + Sets the new target velocity. + + + + + + + + The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive. + + + + + + + + Sets the current velocity of the agent. + + + + + + + Destroys the given RID. + + + + + + Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them. + + + + + + Create a new map. + + + + + + + This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed). + Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update. + Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame. + [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight. + + + + + + + Returns all navigation agents [RID]s that are currently assigned to the requested navigation [code]map[/code]. + + + + + + + Returns the map cell height. + + + + + + + Returns the map cell size. + + + + + + + + Returns the point closest to the provided [code]to_point[/code] on the navigation mesh surface. + + + + + + + + Returns the normal for the point returned by [method map_get_closest_point]. + + + + + + + + Returns the owner region RID for the point returned by [method map_get_closest_point]. + + + + + + + + + + Returns the closest point between the navigation surface and the segment. + + + + + + + Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions. + + + + + + + + + + + Returns the navigation path to reach the destination from the origin. [code]navigation_layers[/code] is a bitmask of all region layers that are allowed to be in the path. + + + + + + + Returns all navigation regions [RID]s that are currently assigned to the requested navigation [code]map[/code]. + + + + + + + Returns the map's up direction. + + + + + + + Returns [code]true[/code] if the map is active. + + + + + + + + Sets the map active. + + + + + + + + Set the map cell height used to weld the navigation mesh polygons. + + + + + + + + Set the map cell size used to weld the navigation mesh polygons. + + + + + + + + Set the map edge connection margin used to weld the compatible region edges. + + + + + + + + Sets the map up direction. + + + + + + + Process the collision avoidance agents. + The result of this process is needed by the physics server, so this must be called in the main thread. + [b]Note:[/b] This function is not thread safe. + + + + + + + + Bakes the navigation mesh. + + + + + + Creates a new region. + + + + + + + + Returns the ending point of a connection door. [code]connection[/code] is an index between 0 and the return value of [method region_get_connections_count]. + + + + + + + + Returns the starting point of a connection door. [code]connection[/code] is an index between 0 and the return value of [method region_get_connections_count]. + + + + + + + Returns how many connections this [code]region[/code] has with other regions in the map. + + + + + + + Returns the [code]enter_cost[/code] of this [code]region[/code]. + + + + + + + Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to. + + + + + + + Returns the region's navigation layers. + + + + + + + Returns the [code]travel_cost[/code] of this [code]region[/code]. + + + + + + + + Returns [code]true[/code] if the provided [code]point[/code] in world space is currently owned by the provided navigation [code]region[/code]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region. + If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer. + [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected. + + + + + + + + Sets the [code]enter_cost[/code] for this [code]region[/code]. + + + + + + + + Sets the map for the region. + + + + + + + + Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer.map_get_path]). + + + + + + + + Sets the navigation mesh for the region. + + + + + + + + Sets the global transformation for the region. + + + + + + + + Sets the [code]travel_cost[/code] for this [code]region[/code]. + + + + + + + Control activation of this server. + + + + + + + + Emitted when a navigation map is updated, when a region moves or is modified. + + + + + + diff --git a/gdnative-bindings/docs/NetworkedMultiplayerCustom.xml b/gdnative-bindings/docs/NetworkedMultiplayerCustom.xml new file mode 100644 index 000000000..f0a88cd24 --- /dev/null +++ b/gdnative-bindings/docs/NetworkedMultiplayerCustom.xml @@ -0,0 +1,60 @@ + + + + A [NetworkedMultiplayerPeer] implementation that can be controlled from a script. + + + A [NetworkedMultiplayerPeer] implementation that can be used as a [member MultiplayerAPI.network_peer] and controlled from a script. + Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative. + + + + + + + + + + Deliver a packet to the local [MultiplayerAPI]. + When your script receives a packet from other peers over the network (originating from the [signal packet_generated] signal on the sending peer), passing it to this method will deliver it locally. + + + + + + + Initialize the peer with the given [code]peer_id[/code] (must be between 1 and 2147483647). + Can only be called if the connection status is [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method set_connection_status]. + + + + + + + Set the state of the connection. See [enum NetworkedMultiplayerPeer.ConnectionStatus]. + This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], [signal NetworkedMultiplayerPeer.connection_failed] or [signal NetworkedMultiplayerPeer.server_disconnected] signals depending on the status and if the peer has the unique network id of [code]1[/code]. + You can only change to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer.CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. + + + + + + + Set the max packet size that this peer can handle. + + + + + + + + + + Emitted when the local [MultiplayerAPI] generates a packet. + Your script should take this packet and send it to the requested peer over the network (which should call [method deliver_packet] with the data when it's received). + + + + + + diff --git a/gdnative-bindings/docs/NetworkedMultiplayerPeer.xml b/gdnative-bindings/docs/NetworkedMultiplayerPeer.xml index f856c9f98..85038d230 100644 --- a/gdnative-bindings/docs/NetworkedMultiplayerPeer.xml +++ b/gdnative-bindings/docs/NetworkedMultiplayerPeer.xml @@ -1,5 +1,5 @@ - + A high-level network interface to simplify multiplayer interactions. @@ -8,7 +8,7 @@ [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. - https://docs.godotengine.org/en/3.4/tutorials/networking/high_level_multiplayer.html + https://docs.godotengine.org/en/3.5/tutorials/networking/high_level_multiplayer.html https://godotengine.org/asset-library/asset/537 @@ -46,10 +46,10 @@ - + If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new connections. - + The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode]. diff --git a/gdnative-bindings/docs/NinePatchRect.xml b/gdnative-bindings/docs/NinePatchRect.xml index ea6b639f4..ad5e7ad8e 100644 --- a/gdnative-bindings/docs/NinePatchRect.xml +++ b/gdnative-bindings/docs/NinePatchRect.xml @@ -1,5 +1,5 @@ - + Scalable texture-based frame that tiles the texture's centers and sides, but keeps the corners' original size. Perfect for panels and dialog boxes. @@ -35,7 +35,7 @@ If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's borders. - + The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. diff --git a/gdnative-bindings/docs/Node.xml b/gdnative-bindings/docs/Node.xml index dd2af7278..7d740c1be 100644 --- a/gdnative-bindings/docs/Node.xml +++ b/gdnative-bindings/docs/Node.xml @@ -1,5 +1,5 @@ - + Base class for all [i]scene[/i] objects. @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. - https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scenes_and_nodes.html + https://docs.godotengine.org/en/3.5/getting_started/step_by_step/nodes_and_scenes.html https://github.com/godotengine/godot-demo-projects/ @@ -51,7 +51,7 @@ It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. - [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). @@ -61,7 +61,7 @@ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process]. Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification]. - [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). @@ -71,7 +71,7 @@ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process]. Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification]. - [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). @@ -80,29 +80,29 @@ Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards. Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables. Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree]. - [b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again. + [b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding it again, [code]_ready[/code] will not be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again. - Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it. + Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it. It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. - [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). - Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it. + Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it. It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. - [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). @@ -118,7 +118,7 @@ child_node.get_parent().remove_child(child_node) add_child(child_node) [/codeblock] - [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://docs.godotengine.org/en/3.5/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. @@ -147,6 +147,15 @@ Returns [code]true[/code] if the node can process while the scene tree is paused (see [member pause_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree. + + + + Creates a new [SceneTreeTween] and binds it to this node. This is equivalent of doing: + [codeblock] + get_tree().create_tween().bind_node(self) + [/codeblock] + + @@ -162,7 +171,7 @@ - Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). + Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). Returns [code]null[/code] if no matching [Node] is found. [b]Note:[/b] It does not match against the full path, just against individual node names. If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner. [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable. @@ -202,6 +211,14 @@ Returns an array listing the groups that the node is a member of. [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. + [b]Note:[/b] The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over [method get_groups], use the following snippet: + [codeblock] + # Stores the node's non-internal groups only (as an array of Strings). + var non_internal_groups = [] + for group in get_groups(): + if not group.begins_with("_"): + non_internal_groups.push_back(group) + [/codeblock] @@ -220,7 +237,7 @@ - Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a [code]null instance[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error. + Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, [code]null[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error. [b]Note:[/b] Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]). [b]Example:[/b] Assume your current node is Character and the following tree: [codeblock] @@ -266,7 +283,7 @@ - Returns the parent node of the current node, or a [code]null instance[/code] if the node lacks a parent. + Returns the parent node of the current node, or [code]null[/code] if the node lacks a parent. @@ -371,6 +388,21 @@ Returns [code]true[/code] if the local system is the master of this node. + + + + Returns [code]true[/code] if the physics interpolated flag is set for this Node (see [member physics_interpolation_mode]). + [b]Note:[/b] Interpolation will only be active if both the flag is set [b]and[/b] physics interpolation is enabled within the [SceneTree]. This can be tested using [method is_physics_interpolated_and_enabled]. + + + + + + Returns [code]true[/code] if physics interpolation is enabled (see [member physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree]. + This is a convenience version of [method is_physics_interpolated] that also checks whether physics interpolation is enabled globally. + See [member SceneTree.physics_interpolation] and [member ProjectSettings.physics/common/physics_interpolation]. + + @@ -513,6 +545,8 @@ Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost. + [b]Note:[/b] The given node will become the new parent of any child nodes that the replaced node had. + [b]Note:[/b] The replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using [method Object.free]. @@ -521,11 +555,20 @@ Requests that [code]_ready[/code] be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). [code]_ready[/code] is called only for the node which requested it, which means that you need to request ready for each child if you want them to call [code]_ready[/code] too (in which case, [code]_ready[/code] will be called in the same order as it would normally). + + + + When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick. + This glitch can be prevented by calling [code]reset_physics_interpolation[/code], which temporarily turns off interpolation until the physics tick is complete. + [constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the node and all children recursively. + [b]Note:[/b] This function should be called [b]after[/b] moving the node, rather than before. + + - Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns an empty [Variant]. + Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns [code]null[/code]. [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [SceneTree]. You also need to keep track of the connection state, either by the [SceneTree] signals like [code]server_disconnected[/code] or by checking [code]SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]. @@ -542,14 +585,14 @@ - Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant]. + Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/code]. - Sends a [method rpc] using an unreliable protocol. Returns an empty [Variant]. + Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]. @@ -557,7 +600,7 @@ - Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty [Variant]. + Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/code]. @@ -699,15 +742,38 @@ The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://docs.godotengine.org/en/3.5/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. Pause mode. How the node will behave if the [SceneTree] is paused. + + Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. + [b]Note:[/b] This can be especially useful for [Camera]s, where custom interpolation can sometimes give superior results. + The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first. + + Sets this node's name as a unique name in its [member owner]. This allows the node to be accessed as [code]%Name[/code] instead of the full path, from any node within that scene. + If another node with the same owner already had that name declared as unique, that other node's name will no longer be set as having a unique name. + + + + + Emitted when a child node enters the scene tree, either because it entered on its own or because this node entered with it. + This signal is emitted [i]after[/i] the child node's own [constant NOTIFICATION_ENTER_TREE] and [signal tree_entered]. + + + + + + Emitted when a child node is about to exit the scene tree, either because it is being removed or freed directly, or because this node is exiting the tree. + When this signal is received, the child [code]node[/code] is still in the tree and valid. This signal is emitted [i]after[/i] the child node's own [signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]. + + Emitted when the node is ready. @@ -721,6 +787,7 @@ Emitted when the node enters the tree. + This signal is emitted [i]after[/i] the related [constant NOTIFICATION_ENTER_TREE] notification. @@ -731,15 +798,18 @@ Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will). + This signal is emitted [i]before[/i] the related [constant NOTIFICATION_EXIT_TREE] notification. Notification received when the node enters a [SceneTree]. + This notification is emitted [i]before[/i] the related [signal tree_entered]. Notification received when the node is about to exit a [SceneTree]. + This notification is emitted [i]after[/i] the related [signal tree_exiting]. Notification received when the node is moved in the parent. @@ -770,10 +840,13 @@ Notification received when the node is instanced. - Notification received when a drag begins. + Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one. + Can be triggered either by dragging a [Control] that provides drag data (see [method Control.get_drag_data]) or using [method Control.force_drag]. + Use [method Viewport.gui_get_drag_data] to get the dragged data. - Notification received when a drag ends. + Notification received when a drag operation ends. + Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded. Notification received when the node's [NodePath] changed. @@ -787,6 +860,9 @@ Notification received when the node is ready, just before [constant NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the node enters tree, instead of only once. + + Notification received when [method reset_physics_interpolation] is called on the node or parent nodes. + Notification received from the OS when the mouse enters the game window. Implemented on desktop and web platforms. @@ -851,6 +927,15 @@ Continue to process regardless of the [SceneTree] pause state. + + Inherits physics interpolation mode from the node's parent. For the root node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default. + + + Turn off physics interpolation in this node and children set to [constant PHYSICS_INTERPOLATION_MODE_INHERIT]. + + + Turn on physics interpolation in this node and children set to [constant PHYSICS_INTERPOLATION_MODE_INHERIT]. + Duplicate the node's signals. diff --git a/gdnative-bindings/docs/Node2D.xml b/gdnative-bindings/docs/Node2D.xml index c5b785d48..fd3206753 100644 --- a/gdnative-bindings/docs/Node2D.xml +++ b/gdnative-bindings/docs/Node2D.xml @@ -1,5 +1,5 @@ - + A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index. @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. - https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.5/tutorials/2d/custom_drawing_in_2d.html https://github.com/godotengine/godot-demo-projects/tree/master/2d @@ -119,6 +119,7 @@ The node's scale. Unscaled value: [code](1, 1)[/code]. + [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. Local [Transform2D]. diff --git a/gdnative-bindings/docs/NodePath.xml b/gdnative-bindings/docs/NodePath.xml index c9498ba27..98bddf44a 100644 --- a/gdnative-bindings/docs/NodePath.xml +++ b/gdnative-bindings/docs/NodePath.xml @@ -1,5 +1,5 @@ - + Pre-parsed scene tree path. @@ -76,7 +76,7 @@ - Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]). + Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count] - 1). [codeblock] var node_path = NodePath("Path2D/PathFollow2D/Sprite") print(node_path.get_name(0)) # Path2D diff --git a/gdnative-bindings/docs/OS.xml b/gdnative-bindings/docs/OS.xml index 5047006d3..8e7866831 100644 --- a/gdnative-bindings/docs/OS.xml +++ b/gdnative-bindings/docs/OS.xml @@ -1,5 +1,5 @@ - + Operating System functions. @@ -43,6 +43,13 @@ [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + + + + + Crashes the engine (or the editor if called within a [code]tool[/code] script). This should [i]only[/i] be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) [method @GDScript.assert], [method @GDScript.push_error] or [method alert]. See also [method kill]. + + @@ -85,12 +92,14 @@ + Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable. The arguments are used in the given order and separated by a space, so [code]OS.execute("ping", ["-w", "3", "godotengine.org"], false)[/code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's shell. This method has slightly different behavior based on whether the [code]blocking[/code] mode is enabled. If [code]blocking[/code] is [code]true[/code], the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the [code]output[/code] array as a single string. When the process terminates, the Godot thread will resume execution. If [code]blocking[/code] is [code]false[/code], the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty. + On Windows, if [code]open_console[/code] is [code]true[/code] and process is console app, new terminal window will be opened, it's ignored on other platforms. The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return [code]-1[/code] or another exit code. Example of blocking mode and retrieving the shell output: [codeblock] @@ -106,6 +115,9 @@ OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output) [/codeblock] [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. + [b]Note:[/b] To execute a Windows command interpreter built-in command, specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the first argument, and the desired command as the second argument. + [b]Note:[/b] To execute a PowerShell built-in command, specify [code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as the first argument, and the desired command as the second argument. + [b]Note:[/b] To execute a Unix shell built-in command, specify shell executable name in [code]path[/code], [code]-c[/code] as the first argument, and the desired command as the second argument. @@ -131,7 +143,7 @@ - Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/3.5/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -149,13 +161,17 @@ if argument.find("=") > -1: var key_value = argument.split("=") arguments[key_value[0].lstrip("--")] = key_value[1] + else: + # Options without an argument will be present in the dictionary, + # with the value set to an empty string. + arguments[argument.lstrip("--")] = "" [/codeblock] - Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/3.5/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -176,7 +192,7 @@ - Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/3.5/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. @@ -184,6 +200,7 @@ + Deprecated, use [method Time.get_date_dict_from_system] instead. Returns current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] (Daylight Savings Time). @@ -191,6 +208,7 @@ + Deprecated, use [method Time.get_datetime_dict_from_system] instead. Returns current datetime as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] (Daylight Savings Time), [code]hour[/code], [code]minute[/code], [code]second[/code]. @@ -198,10 +216,18 @@ + Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead. Gets a dictionary of time values corresponding to the given UNIX epoch time (in seconds). The returned Dictionary's values will be the same as [method get_datetime], with the exception of Daylight Savings Time as it cannot be determined from the epoch. + + + + Returns an [Array] of [Rect2], each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also [method get_window_safe_area]. + [b]Note:[/b] Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches. + + @@ -271,6 +297,13 @@ This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with [code]fr_CA[/code] locale, this would return [code]fr[/code]. + + + + Returns the ID of the main thread. See [method get_thread_caller_id]. + [b]Note:[/b] Thread IDs are not deterministic and may be reused across application restarts. + + @@ -323,7 +356,14 @@ - Returns the number of threads available on the host machine. + Returns the number of [i]logical[/i] CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of [i]physical[/i] CPU cores. + + + + + + Returns the name of the CPU model on the host machine (e.g. "Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz"). + [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty string. @@ -350,7 +390,7 @@ - Returns the dots per inch density of the specified screen. If [code]screen[/code] is [/code]-1[/code] (the default value), the current screen will be used. + Returns the dots per inch density of the specified screen. If [code]screen[/code] is [code]-1[/code] (the default value), the current screen will be used. [b]Note:[/b] On macOS, returned value is inaccurate if fractional display scaling mode is used. [b]Note:[/b] On Android devices, the actual screen densities are grouped into six generalized densities: [codeblock] @@ -376,14 +416,28 @@ - Returns the position of the specified screen by index. If [code]screen[/code] is [/code]-1[/code] (the default value), the current screen will be used. + Returns the position of the specified screen by index. If [code]screen[/code] is [code]-1[/code] (the default value), the current screen will be used. + + + + + + + Returns the current refresh rate of the specified screen. If [code]screen[/code] is [code]-1[/code] (the default value), the current screen will be used. + [b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh rate for the specified screen. On HTML5, [method get_screen_refresh_rate] will always return [code]-1.0[/code] as there is no way to retrieve the refresh rate on that platform. + To fallback to a default refresh rate if the method fails, try: + [codeblock] + var refresh_rate = OS.get_screen_refresh_rate() + if refresh_rate < 0: + refresh_rate = 60.0 + [/codeblock] - Return the scale factor of the specified screen by index. If [code]screen[/code] is [/code]-1[/code] (the default value), the current screen will be used. + Return the scale factor of the specified screen by index. If [code]screen[/code] is [code]-1[/code] (the default value), the current screen will be used. [b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) screen, and [code]1.0[/code] for all other cases. [b]Note:[/b] This method is implemented on macOS. @@ -392,7 +446,7 @@ - Returns the dimensions in pixels of the specified screen. If [code]screen[/code] is [/code]-1[/code] (the default value), the current screen will be used. + Returns the dimensions in pixels of the specified screen. If [code]screen[/code] is [code]-1[/code] (the default value), the current screen will be used. @@ -410,7 +464,7 @@ - Returns the amount of static memory being used by the program in bytes. + Returns the amount of static memory being used by the program in bytes (only works in debug). @@ -460,12 +514,14 @@ + Deprecated, use [method Time.get_ticks_msec] instead. Returns the amount of time passed in milliseconds since the engine started. + Deprecated, use [method Time.get_ticks_usec] instead. Returns the amount of time passed in microseconds since the engine started. @@ -473,6 +529,7 @@ + Deprecated, use [method Time.get_time_dict_from_system] instead. Returns current time as a dictionary of keys: hour, minute, second. @@ -495,6 +552,7 @@ Returns the current UNIX epoch timestamp in seconds. [b]Important:[/b] This is the system clock that the user can manually set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease). + [b]Note:[/b] To get a floating point timestamp with sub-second precision, use [method Time.get_unix_time_from_system]. @@ -579,6 +637,12 @@ [b]Note:[/b] This method is implemented on macOS. + + + + Returns [code]true[/code] if there is content on the clipboard. + + @@ -591,7 +655,7 @@ - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.4/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.5/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. @@ -627,6 +691,15 @@ Returns [code]true[/code] if the [b]OK[/b] button should appear on the left and [b]Cancel[/b] on the right. + + + + + Returns [code]true[/code] if the child process ID ([code]pid[/code]) is still running or [code]false[/code] if it has terminated. + Must be a valid ID generated from [method execute]. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. + + @@ -689,6 +762,14 @@ [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + + + + + Converts a physical (US QWERTY) [code]scancode[/code] to one in the active keyboard layout. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + + @@ -701,11 +782,24 @@ - Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode. + Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode. See also [method crash]. [b]Note:[/b] This method can also be used to kill processes that were not spawned by the game. [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. + + + + + Moves the file or directory to the system's recycle bin. See also [method Directory.remove]. + The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported project. + [b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead. + [codeblock] + var file_to_remove = "user://slot1.sav" + OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove)) + [/codeblock] + + @@ -911,7 +1005,7 @@ Requests the OS to open a resource with the most appropriate program. For example: - [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder. - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. - - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://blog.escapecreative.com/customizing-mailto-links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields that can be added. + - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added. Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method. [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows. diff --git a/gdnative-bindings/docs/Object.xml b/gdnative-bindings/docs/Object.xml index 33ff51f1b..662d74330 100644 --- a/gdnative-bindings/docs/Object.xml +++ b/gdnative-bindings/docs/Object.xml @@ -1,5 +1,5 @@ - + Base class for all non-built-in types. @@ -21,8 +21,8 @@ [b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference]. - https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html - https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports + https://docs.godotengine.org/en/3.5/tutorials/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports @@ -44,7 +44,8 @@ - Called when the object is initialized. + Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing. + [b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instance]) is used, then initialization will fail. @@ -126,7 +127,7 @@ Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. - A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. + A [code]signal[/code] can only be connected once to a [code]method[/code]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost. Examples: [codeblock] @@ -150,7 +151,7 @@ Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code]. - If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists. + If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists. @@ -201,6 +202,7 @@ Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code]. + [b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead. @@ -213,8 +215,10 @@ + Returns the object's metadata entry for the given [code]name[/code]. + Throws error if the entry does not exist, unless [code]default[/code] is not [code]null[/code] (in which case the default value will be returned). @@ -339,7 +343,7 @@ - Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen. + Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen. [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). diff --git a/gdnative-bindings/docs/Occluder.xml b/gdnative-bindings/docs/Occluder.xml new file mode 100644 index 000000000..ceca4cdf7 --- /dev/null +++ b/gdnative-bindings/docs/Occluder.xml @@ -0,0 +1,29 @@ + + + + Allows [OccluderShape]s to be used for occlusion culling. + + + [Occluder]s that are placed within your scene will automatically cull objects that are hidden from view by the occluder. This can increase performance by decreasing the amount of objects drawn. + [Occluder]s are totally dynamic, you can move them as you wish. This means you can for example, place occluders on a moving spaceship, and have it occlude objects as it flies past. + You can place a large number of [Occluder]s within a scene. As it would be counterproductive to cull against hundreds of occluders, the system will automatically choose a selection of these for active use during any given frame, based a screen space metric. Larger occluders are favored, as well as those close to the camera. Note that a small occluder close to the camera may be a better occluder in terms of screen space than a large occluder far in the distance. + The type of occlusion primitive is determined by the [OccluderShape] that you add to the [Occluder]. Some [OccluderShape]s may allow more than one primitive in a single, node, for greater efficiency. + Although [Occluder]s work in general use, they also become even more powerful when used in conjunction with the portal system. Occluders are placed in rooms (based on their origin), and can block portals (and thus entire rooms) as well as objects from rendering. + + + + + + + + + + + + + + + + + + diff --git a/gdnative-bindings/docs/OccluderPolygon2D.xml b/gdnative-bindings/docs/OccluderPolygon2D.xml index a51ce4d78..73e5ae718 100644 --- a/gdnative-bindings/docs/OccluderPolygon2D.xml +++ b/gdnative-bindings/docs/OccluderPolygon2D.xml @@ -1,5 +1,5 @@ - + Defines a 2D polygon for LightOccluder2D. diff --git a/gdnative-bindings/docs/OccluderShape.xml b/gdnative-bindings/docs/OccluderShape.xml new file mode 100644 index 000000000..8ec38c5e7 --- /dev/null +++ b/gdnative-bindings/docs/OccluderShape.xml @@ -0,0 +1,15 @@ + + + + Base class for shapes used for occlusion culling by the [Occluder] node. + + + [Occluder]s can use any primitive shape derived from [OccluderShape]. + + + + + + + + diff --git a/gdnative-bindings/docs/OccluderShapePolygon.xml b/gdnative-bindings/docs/OccluderShapePolygon.xml new file mode 100644 index 000000000..856e0e6e9 --- /dev/null +++ b/gdnative-bindings/docs/OccluderShapePolygon.xml @@ -0,0 +1,45 @@ + + + + Polygon occlusion primitive for use with the [Occluder] node. + + + [OccluderShape]s are resources used by [Occluder] nodes, allowing geometric occlusion culling. + The polygon must be a convex polygon. The polygon points can be created and deleted either in the Editor inspector or by calling [code]set_polygon_points[/code]. The points of the edges can be set by dragging the handles in the Editor viewport. + Additionally each polygon occluder can optionally support a single hole. If you add at least three points in the Editor inspector to the hole, you can drag the edge points of the hole in the Editor viewport. + In general, the lower the number of edges in polygons and holes, the faster the system will operate at runtime, so in most cases you will want to use 4 points for each. + + + + + + + + + + Sets an individual hole point position. + + + + + + + + Sets an individual polygon point position. + + + + + + Allows changing the hole geometry from code. + + + Allows changing the polygon geometry from code. + + + Specifies whether the occluder should operate from both sides. If [code]false[/code], the occluder will operate one way only. + + + + + diff --git a/gdnative-bindings/docs/OccluderShapeSphere.xml b/gdnative-bindings/docs/OccluderShapeSphere.xml new file mode 100644 index 000000000..835891b6c --- /dev/null +++ b/gdnative-bindings/docs/OccluderShapeSphere.xml @@ -0,0 +1,37 @@ + + + + Spherical occlusion primitive for use with the [Occluder] node. + + + [OccluderShape]s are resources used by [Occluder] nodes, allowing geometric occlusion culling. + This shape can include multiple spheres. These can be created and deleted either in the Editor inspector or by calling [code]set_spheres[/code]. The sphere positions can be set by dragging the handle in the Editor viewport. The radius can be set with the smaller handle. + + + + + + + + + + Sets an individual sphere's position. + + + + + + + + Sets an individual sphere's radius. + + + + + + The sphere data can be accessed as an array of [Plane]s. The position of each sphere is stored in the [code]normal[/code], and the radius is stored in the [code]d[/code] value of the plane. + + + + + diff --git a/gdnative-bindings/docs/OmniLight.xml b/gdnative-bindings/docs/OmniLight.xml index 7e40494a7..af515e67b 100644 --- a/gdnative-bindings/docs/OmniLight.xml +++ b/gdnative-bindings/docs/OmniLight.xml @@ -1,5 +1,5 @@ - + Omnidirectional light, such as a light bulb or a candle. @@ -8,7 +8,7 @@ [b]Note:[/b] By default, only 32 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times. - https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.5/tutorials/3d/lights_and_shadows.html @@ -23,7 +23,8 @@ See [enum ShadowDetail]. - See [enum ShadowMode]. + The shadow rendering mode to use for this [OmniLight]. See [enum ShadowMode]. + [b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 series don't support cubemap shadows and will fall back to dual paraboloid shadows as a result. @@ -31,7 +32,7 @@ Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality. - Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality. + Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that feature support for depth cubemaps. Use more detail vertically when computing the shadow. diff --git a/gdnative-bindings/docs/OptionButton.xml b/gdnative-bindings/docs/OptionButton.xml index 372bac360..846250389 100644 --- a/gdnative-bindings/docs/OptionButton.xml +++ b/gdnative-bindings/docs/OptionButton.xml @@ -1,5 +1,5 @@ - + Button control that provides selectable options when pressed. @@ -80,6 +80,13 @@ Returns the text of the item at index [code]idx[/code]. + + + + + Returns the tooltip of the item at index [code]idx[/code]. + + @@ -90,7 +97,7 @@ - Returns the ID of the selected item, or [code]0[/code] if no item is selected. + Returns the ID of the selected item, or [code]-1[/code] if no item is selected. @@ -118,6 +125,7 @@ Selects an item by index and makes it the current item. This will work even if the item is disabled. + Passing [code]-1[/code] as the index deselects any currently selected item. @@ -161,14 +169,22 @@ Sets the text of the item at index [code]idx[/code]. + + + + + + Sets the tooltip of the item at index [code]idx[/code]. + + - - + + The index of the currently selected item, or [code]-1[/code] if no item is selected. - + @@ -187,21 +203,6 @@ - - The arrow icon to be drawn on the right end of the button. - - - The horizontal space between the arrow icon and the right edge of the button. - - - [StyleBox] used when the [OptionButton] is disabled. - - - [StyleBox] used when the [OptionButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - - - [Font] of the [OptionButton]'s text. - Default text [Color] of the [OptionButton]. @@ -217,12 +218,27 @@ Text [Color] used when the [OptionButton] is being pressed. - - [StyleBox] used when the [OptionButton] is being hovered. + + The horizontal space between the arrow icon and the right edge of the button. The horizontal space between [OptionButton]'s icon and text. + + [Font] of the [OptionButton]'s text. + + + The arrow icon to be drawn on the right end of the button. + + + [StyleBox] used when the [OptionButton] is disabled. + + + [StyleBox] used when the [OptionButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. + + + [StyleBox] used when the [OptionButton] is being hovered. + Default [StyleBox] for the [OptionButton]. diff --git a/gdnative-bindings/docs/PCKPacker.xml b/gdnative-bindings/docs/PCKPacker.xml index 5d97d0891..83c3a75ce 100644 --- a/gdnative-bindings/docs/PCKPacker.xml +++ b/gdnative-bindings/docs/PCKPacker.xml @@ -1,5 +1,5 @@ - + Creates packages that can be loaded into a running project. diff --git a/gdnative-bindings/docs/PHashTranslation.xml b/gdnative-bindings/docs/PHashTranslation.xml index 01b8ea067..be31127e7 100644 --- a/gdnative-bindings/docs/PHashTranslation.xml +++ b/gdnative-bindings/docs/PHashTranslation.xml @@ -1,5 +1,5 @@ - + Optimized translation. diff --git a/gdnative-bindings/docs/PackedDataContainer.xml b/gdnative-bindings/docs/PackedDataContainer.xml index 980ad5551..43176cf43 100644 --- a/gdnative-bindings/docs/PackedDataContainer.xml +++ b/gdnative-bindings/docs/PackedDataContainer.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/PackedDataContainerRef.xml b/gdnative-bindings/docs/PackedDataContainerRef.xml index c0ecc3e5e..5bb14184f 100644 --- a/gdnative-bindings/docs/PackedDataContainerRef.xml +++ b/gdnative-bindings/docs/PackedDataContainerRef.xml @@ -1,5 +1,5 @@ - + Reference version of [PackedDataContainer]. diff --git a/gdnative-bindings/docs/PackedScene.xml b/gdnative-bindings/docs/PackedScene.xml index 8ec3569c3..05665582e 100644 --- a/gdnative-bindings/docs/PackedScene.xml +++ b/gdnative-bindings/docs/PackedScene.xml @@ -1,5 +1,5 @@ - + An abstraction of a serialized scene. @@ -86,5 +86,9 @@ If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state. [b]Note:[/b] Only available in editor builds. + + It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one. + [b]Note:[/b] Only available in editor builds. + diff --git a/gdnative-bindings/docs/PacketPeer.xml b/gdnative-bindings/docs/PacketPeer.xml index 4520cc8a7..8b4479f39 100644 --- a/gdnative-bindings/docs/PacketPeer.xml +++ b/gdnative-bindings/docs/PacketPeer.xml @@ -1,5 +1,5 @@ - + Abstraction and base class for packet-based protocols. diff --git a/gdnative-bindings/docs/PacketPeerDTLS.xml b/gdnative-bindings/docs/PacketPeerDTLS.xml index c7c5087a7..702315edb 100644 --- a/gdnative-bindings/docs/PacketPeerDTLS.xml +++ b/gdnative-bindings/docs/PacketPeerDTLS.xml @@ -1,5 +1,5 @@ - + DTLS packet peer. diff --git a/gdnative-bindings/docs/PacketPeerStream.xml b/gdnative-bindings/docs/PacketPeerStream.xml index a2a70a16f..13b1e0195 100644 --- a/gdnative-bindings/docs/PacketPeerStream.xml +++ b/gdnative-bindings/docs/PacketPeerStream.xml @@ -1,5 +1,5 @@ - + Wrapper to use a PacketPeer over a StreamPeer. diff --git a/gdnative-bindings/docs/PacketPeerUDP.xml b/gdnative-bindings/docs/PacketPeerUDP.xml index 24028dfd8..278ccb98c 100644 --- a/gdnative-bindings/docs/PacketPeerUDP.xml +++ b/gdnative-bindings/docs/PacketPeerUDP.xml @@ -1,5 +1,5 @@ - + UDP packet peer. diff --git a/gdnative-bindings/docs/Panel.xml b/gdnative-bindings/docs/Panel.xml index 87be16dc5..79c52124f 100644 --- a/gdnative-bindings/docs/Panel.xml +++ b/gdnative-bindings/docs/Panel.xml @@ -1,5 +1,5 @@ - + Provides an opaque background for [Control] children. diff --git a/gdnative-bindings/docs/PanelContainer.xml b/gdnative-bindings/docs/PanelContainer.xml index aeb86a271..4f508ca97 100644 --- a/gdnative-bindings/docs/PanelContainer.xml +++ b/gdnative-bindings/docs/PanelContainer.xml @@ -1,5 +1,5 @@ - + Panel container type. @@ -7,6 +7,7 @@ Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html https://godotengine.org/asset-library/asset/520 diff --git a/gdnative-bindings/docs/PanoramaSky.xml b/gdnative-bindings/docs/PanoramaSky.xml index 1815b797e..2e8d5b4ae 100644 --- a/gdnative-bindings/docs/PanoramaSky.xml +++ b/gdnative-bindings/docs/PanoramaSky.xml @@ -1,5 +1,5 @@ - + A type of [Sky] used to draw a background texture. diff --git a/gdnative-bindings/docs/ParallaxBackground.xml b/gdnative-bindings/docs/ParallaxBackground.xml index 3a7f50539..b47b431c6 100644 --- a/gdnative-bindings/docs/ParallaxBackground.xml +++ b/gdnative-bindings/docs/ParallaxBackground.xml @@ -1,5 +1,5 @@ - + A node used to create a parallax scrolling background. @@ -11,7 +11,7 @@ - + The base position offset for all [ParallaxLayer] children. diff --git a/gdnative-bindings/docs/ParallaxLayer.xml b/gdnative-bindings/docs/ParallaxLayer.xml index 570073727..a62a50cb2 100644 --- a/gdnative-bindings/docs/ParallaxLayer.xml +++ b/gdnative-bindings/docs/ParallaxLayer.xml @@ -1,5 +1,5 @@ - + A parallax scrolling layer to be used with [ParallaxBackground]. diff --git a/gdnative-bindings/docs/Particles.xml b/gdnative-bindings/docs/Particles.xml index da104046b..c4cb974d8 100644 --- a/gdnative-bindings/docs/Particles.xml +++ b/gdnative-bindings/docs/Particles.xml @@ -1,5 +1,5 @@ - + GPU-based 3D particle emitter. @@ -7,10 +7,11 @@ 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. [b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b]. + [b]Note:[/b] On macOS, [Particles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS. [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. - https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html + https://docs.godotengine.org/en/3.5/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/Particles2D.xml b/gdnative-bindings/docs/Particles2D.xml index b0cb062cb..9301ce038 100644 --- a/gdnative-bindings/docs/Particles2D.xml +++ b/gdnative-bindings/docs/Particles2D.xml @@ -1,5 +1,5 @@ - + GPU-based 2D particle emitter. @@ -7,11 +7,12 @@ 2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. [b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b]. + [b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS. [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. [b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s. - https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.5/tutorials/2d/particle_systems_2d.html https://godotengine.org/asset-library/asset/515 diff --git a/gdnative-bindings/docs/ParticlesMaterial.xml b/gdnative-bindings/docs/ParticlesMaterial.xml index d0fe18540..5cd9923a6 100644 --- a/gdnative-bindings/docs/ParticlesMaterial.xml +++ b/gdnative-bindings/docs/ParticlesMaterial.xml @@ -1,5 +1,5 @@ - + Particle properties for [Particles] and [Particles2D] nodes. @@ -75,7 +75,7 @@ Initial rotation applied to each particle, in degrees. - Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]. + [b]Note:[/b] Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]. Each particle's rotation will be animated along this [CurveTexture]. @@ -84,8 +84,8 @@ Rotation randomness ratio. - Initial angular velocity applied to each particle. Sets the speed of rotation of the particle. - Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]. + Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle. + [b]Note:[/b] Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]. Each particle's angular velocity will vary along this [CurveTexture]. @@ -114,6 +114,9 @@ Each particle's initial color. If the [Particles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [SpatialMaterial] make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to [code]true[/code]. + + Each particle's initial color will vary along this [GradientTexture] (multiplied with [member color]). + Each particle's color will vary along this [GradientTexture] over its lifetime (multiplied with [member color]). @@ -144,7 +147,7 @@ Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. - + The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]. @@ -206,7 +209,7 @@ Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. - Only available when [member flag_disable_z] is [code]true[/code]. + [b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/code]. Each particle's orbital velocity will vary along this [CurveTexture]. diff --git a/gdnative-bindings/docs/Path.xml b/gdnative-bindings/docs/Path.xml index 19d318caa..149f89464 100644 --- a/gdnative-bindings/docs/Path.xml +++ b/gdnative-bindings/docs/Path.xml @@ -1,5 +1,5 @@ - + Contains a [Curve3D] path for [PathFollow] nodes to follow. diff --git a/gdnative-bindings/docs/Path2D.xml b/gdnative-bindings/docs/Path2D.xml index 44eba1f3e..970ba4192 100644 --- a/gdnative-bindings/docs/Path2D.xml +++ b/gdnative-bindings/docs/Path2D.xml @@ -1,5 +1,5 @@ - + Contains a [Curve2D] path for [PathFollow2D] nodes to follow. @@ -15,7 +15,7 @@ A [Curve2D] describing the path. - + diff --git a/gdnative-bindings/docs/PathFollow.xml b/gdnative-bindings/docs/PathFollow.xml index 675e169c9..390cb3273 100644 --- a/gdnative-bindings/docs/PathFollow.xml +++ b/gdnative-bindings/docs/PathFollow.xml @@ -1,5 +1,5 @@ - + Point sampler for a [Path]. diff --git a/gdnative-bindings/docs/PathFollow2D.xml b/gdnative-bindings/docs/PathFollow2D.xml index 3f5dbcce7..fe2ed01ab 100644 --- a/gdnative-bindings/docs/PathFollow2D.xml +++ b/gdnative-bindings/docs/PathFollow2D.xml @@ -1,5 +1,5 @@ - + Point sampler for a [Path2D]. diff --git a/gdnative-bindings/docs/Performance.xml b/gdnative-bindings/docs/Performance.xml index 2ae2da0e9..c750df0ce 100644 --- a/gdnative-bindings/docs/Performance.xml +++ b/gdnative-bindings/docs/Performance.xml @@ -1,5 +1,5 @@ - + Exposes performance-related data. diff --git a/gdnative-bindings/docs/PhysicalBone.xml b/gdnative-bindings/docs/PhysicalBone.xml index d719624c7..785dd4a9a 100644 --- a/gdnative-bindings/docs/PhysicalBone.xml +++ b/gdnative-bindings/docs/PhysicalBone.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/Physics2DDirectBodyState.xml b/gdnative-bindings/docs/Physics2DDirectBodyState.xml index ec85ae0ce..690eeac3d 100644 --- a/gdnative-bindings/docs/Physics2DDirectBodyState.xml +++ b/gdnative-bindings/docs/Physics2DDirectBodyState.xml @@ -1,5 +1,5 @@ - + Direct access object to a physics body in the [Physics2DServer]. @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -154,7 +154,7 @@ - The body's rotational velocity. + The body's rotational velocity in [i]radians[/i] per second. The inverse of the inertia of the body. @@ -163,7 +163,7 @@ The inverse of the mass of the body. - The body's linear velocity. + The body's linear velocity in pixels per second. If [code]true[/code], this body is currently sleeping (not active). diff --git a/gdnative-bindings/docs/Physics2DDirectSpaceState.xml b/gdnative-bindings/docs/Physics2DDirectSpaceState.xml index 6cc61535f..7fffd0cfc 100644 --- a/gdnative-bindings/docs/Physics2DDirectSpaceState.xml +++ b/gdnative-bindings/docs/Physics2DDirectSpaceState.xml @@ -1,5 +1,5 @@ - + Direct access object to a space in the [Physics2DServer]. @@ -7,8 +7,8 @@ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -58,7 +58,8 @@ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively. + The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. @@ -72,6 +73,15 @@ + Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: + [code]collider[/code]: The colliding object. + [code]collider_id[/code]: The colliding object's ID. + [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. @@ -92,7 +102,7 @@ [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. @@ -100,8 +110,7 @@ - Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. - [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields: + Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. diff --git a/gdnative-bindings/docs/Physics2DServer.xml b/gdnative-bindings/docs/Physics2DServer.xml index 4e2bd6774..652697c44 100644 --- a/gdnative-bindings/docs/Physics2DServer.xml +++ b/gdnative-bindings/docs/Physics2DServer.xml @@ -1,5 +1,5 @@ - + Server interface for low-level 2D physics access. @@ -348,7 +348,7 @@ - Returns the [Physics2DDirectBodyState] of the body. + Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space. diff --git a/gdnative-bindings/docs/Physics2DShapeQueryParameters.xml b/gdnative-bindings/docs/Physics2DShapeQueryParameters.xml index ed3a9eb9a..146b71391 100644 --- a/gdnative-bindings/docs/Physics2DShapeQueryParameters.xml +++ b/gdnative-bindings/docs/Physics2DShapeQueryParameters.xml @@ -1,5 +1,5 @@ - + Parameters to be sent to a 2D shape physics query. @@ -25,7 +25,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/gdnative-bindings/docs/Physics2DTestMotionResult.xml b/gdnative-bindings/docs/Physics2DTestMotionResult.xml index ea76a4f3e..2f7e05c8d 100644 --- a/gdnative-bindings/docs/Physics2DTestMotionResult.xml +++ b/gdnative-bindings/docs/Physics2DTestMotionResult.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/PhysicsBody.xml b/gdnative-bindings/docs/PhysicsBody.xml index eccb06d32..4e92ac298 100644 --- a/gdnative-bindings/docs/PhysicsBody.xml +++ b/gdnative-bindings/docs/PhysicsBody.xml @@ -1,5 +1,5 @@ - + Base class for all objects affected by physics in 3D space. @@ -7,7 +7,7 @@ PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html diff --git a/gdnative-bindings/docs/PhysicsBody2D.xml b/gdnative-bindings/docs/PhysicsBody2D.xml index d97b9f130..2cbe6fe5f 100644 --- a/gdnative-bindings/docs/PhysicsBody2D.xml +++ b/gdnative-bindings/docs/PhysicsBody2D.xml @@ -1,5 +1,5 @@ - + Base class for all objects affected by physics in 2D space. @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html @@ -32,7 +32,7 @@ - + Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layer and collision_mask when modified. diff --git a/gdnative-bindings/docs/PhysicsDirectBodyState.xml b/gdnative-bindings/docs/PhysicsDirectBodyState.xml index d4bc39530..a16e75531 100644 --- a/gdnative-bindings/docs/PhysicsDirectBodyState.xml +++ b/gdnative-bindings/docs/PhysicsDirectBodyState.xml @@ -1,5 +1,5 @@ - + Direct access object to a physics body in the [PhysicsServer]. @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces]. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -156,7 +156,7 @@ - The body's rotational velocity. + The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in [i]radians[/i] per second. @@ -167,7 +167,7 @@ The inverse of the mass of the body. - The body's linear velocity. + The body's linear velocity in units per second. diff --git a/gdnative-bindings/docs/PhysicsDirectSpaceState.xml b/gdnative-bindings/docs/PhysicsDirectSpaceState.xml index f8228230a..c20e8af93 100644 --- a/gdnative-bindings/docs/PhysicsDirectSpaceState.xml +++ b/gdnative-bindings/docs/PhysicsDirectSpaceState.xml @@ -1,5 +1,5 @@ - + Direct access object to a space in the [PhysicsServer]. @@ -7,8 +7,8 @@ Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -43,6 +43,24 @@ If the shape did not intersect anything, then an empty dictionary is returned instead. + + + + + + + + + + Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: + [code]collider[/code]: The colliding object. + [code]collider_id[/code]: The colliding object's ID. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively. + + diff --git a/gdnative-bindings/docs/PhysicsMaterial.xml b/gdnative-bindings/docs/PhysicsMaterial.xml index 5dbc80a5c..f3c498ba5 100644 --- a/gdnative-bindings/docs/PhysicsMaterial.xml +++ b/gdnative-bindings/docs/PhysicsMaterial.xml @@ -1,5 +1,5 @@ - + A material for physics properties. diff --git a/gdnative-bindings/docs/PhysicsServer.xml b/gdnative-bindings/docs/PhysicsServer.xml index fdcd90a83..7f1185972 100644 --- a/gdnative-bindings/docs/PhysicsServer.xml +++ b/gdnative-bindings/docs/PhysicsServer.xml @@ -1,5 +1,5 @@ - + Server interface for low-level physics access. @@ -325,14 +325,13 @@ Returns the physics layer or layers a body can collide with. -- - Returns the [PhysicsDirectBodyState] of the body. + Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space. @@ -674,7 +673,7 @@ - Returns an Info defined by the [enum ProcessInfo] input given. + Returns information about the current state of the 3D physics engine. See [enum ProcessInfo] for a list of available states. Only implemented for Godot Physics. @@ -1131,16 +1130,16 @@ Maximum acceleration for the motor at the axes. - If [code]set[/code] there is linear motion possible within the given limits. + If set, linear motion is possible within the given limits. - If [code]set[/code] there is rotational motion possible. + If set, rotational motion is possible. - If [code]set[/code] there is a rotational motor across these axes. + If set, there is a rotational motor across these axes. - If [code]set[/code] there is a linear motor on this axis that targets a specific velocity. + If set, there is a linear motor on this axis that targets a specific velocity. The [Shape] is a [PlaneShape]. diff --git a/gdnative-bindings/docs/PhysicsShapeQueryParameters.xml b/gdnative-bindings/docs/PhysicsShapeQueryParameters.xml index f5bbeac03..b912bcf2c 100644 --- a/gdnative-bindings/docs/PhysicsShapeQueryParameters.xml +++ b/gdnative-bindings/docs/PhysicsShapeQueryParameters.xml @@ -1,5 +1,5 @@ - + Parameters to be sent to a 3D shape physics query. @@ -25,7 +25,7 @@ If [code]true[/code], the query will take [PhysicsBody]s into account. - The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/gdnative-bindings/docs/PhysicsTestMotionResult.xml b/gdnative-bindings/docs/PhysicsTestMotionResult.xml new file mode 100644 index 000000000..ef969d539 --- /dev/null +++ b/gdnative-bindings/docs/PhysicsTestMotionResult.xml @@ -0,0 +1,39 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/gdnative-bindings/docs/PinJoint.xml b/gdnative-bindings/docs/PinJoint.xml index f7f98762f..d69da055d 100644 --- a/gdnative-bindings/docs/PinJoint.xml +++ b/gdnative-bindings/docs/PinJoint.xml @@ -1,5 +1,5 @@ - + Pin joint for 3D PhysicsBodies. diff --git a/gdnative-bindings/docs/PinJoint2D.xml b/gdnative-bindings/docs/PinJoint2D.xml index 4e09ef9d1..9de4f6821 100644 --- a/gdnative-bindings/docs/PinJoint2D.xml +++ b/gdnative-bindings/docs/PinJoint2D.xml @@ -1,5 +1,5 @@ - + Pin Joint for 2D shapes. diff --git a/gdnative-bindings/docs/Plane.xml b/gdnative-bindings/docs/Plane.xml index 2bc6af70a..24095d82e 100644 --- a/gdnative-bindings/docs/Plane.xml +++ b/gdnative-bindings/docs/Plane.xml @@ -1,5 +1,5 @@ - + Plane in hessian form. @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html diff --git a/gdnative-bindings/docs/PlaneMesh.xml b/gdnative-bindings/docs/PlaneMesh.xml index 9febe9579..989d574f0 100644 --- a/gdnative-bindings/docs/PlaneMesh.xml +++ b/gdnative-bindings/docs/PlaneMesh.xml @@ -1,5 +1,5 @@ - + Class representing a planar [PrimitiveMesh]. diff --git a/gdnative-bindings/docs/PlaneShape.xml b/gdnative-bindings/docs/PlaneShape.xml index 18cfd8753..8ed55523d 100644 --- a/gdnative-bindings/docs/PlaneShape.xml +++ b/gdnative-bindings/docs/PlaneShape.xml @@ -1,5 +1,5 @@ - + Infinite plane shape for 3D collisions. diff --git a/gdnative-bindings/docs/PointMesh.xml b/gdnative-bindings/docs/PointMesh.xml index fb50cee9f..15b399e75 100644 --- a/gdnative-bindings/docs/PointMesh.xml +++ b/gdnative-bindings/docs/PointMesh.xml @@ -1,5 +1,5 @@ - + Mesh with a single Point primitive. diff --git a/gdnative-bindings/docs/Polygon2D.xml b/gdnative-bindings/docs/Polygon2D.xml index 05824857d..793667574 100644 --- a/gdnative-bindings/docs/Polygon2D.xml +++ b/gdnative-bindings/docs/Polygon2D.xml @@ -1,5 +1,5 @@ - + A 2D polygon. @@ -70,7 +70,8 @@ - If [code]true[/code], polygon edges will be anti-aliased. + If [code]true[/code], attempts to perform antialiasing for polygon edges by drawing a thin OpenGL smooth line on the edges. + [b]Note:[/b] Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the [url=https://github.com/godot-extended-libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. diff --git a/gdnative-bindings/docs/PolygonPathFinder.xml b/gdnative-bindings/docs/PolygonPathFinder.xml index 62bac8ed7..ec5b09140 100644 --- a/gdnative-bindings/docs/PolygonPathFinder.xml +++ b/gdnative-bindings/docs/PolygonPathFinder.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/PoolByteArray.xml b/gdnative-bindings/docs/PoolByteArray.xml index bada15450..af51f87f4 100644 --- a/gdnative-bindings/docs/PoolByteArray.xml +++ b/gdnative-bindings/docs/PoolByteArray.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of bytes. + A pooled array of bytes. - An [Array] specifically designed to hold bytes. Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold bytes. Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolByteArray] or mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolByteArray()] + array[0].push_back(123) + print(array) # [[]] (empty PoolByteArray within an Array) + [/codeblock] + Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolByteArray()] + var pool_array = array[0] + pool_array.push_back(123) + array[0] = pool_array + print(array) # [[123]] (PoolByteArray with 1 element inside an Array) + [/codeblock] @@ -36,6 +49,13 @@ Returns a new [PoolByteArray] with the data compressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. + + + + + Returns the number of times an element is in the array. + + @@ -50,9 +70,9 @@ Returns a new [PoolByteArray] with the data decompressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b] - This method is potentially slower than [code]decompress[/code], as it may have to re-allocate it's output buffer multiple times while decompressing, where as [code]decompress[/code] knows it's output buffer size from the begining. + This method is potentially slower than [code]decompress[/code], as it may have to re-allocate its output buffer multiple times while decompressing, where as [code]decompress[/code] knows its output buffer size from the beginning. - GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that ammount in bytes, then an error will be returned. + GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned. @@ -61,6 +81,20 @@ Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + @@ -73,6 +107,14 @@ Returns a copy of the array's contents as [String]. Slower than [method get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred. + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -115,6 +157,14 @@ [b]Note:[/b] Added elements are not automatically initialized to 0 and will contain garbage, i.e. indeterminate values. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -125,7 +175,12 @@ - Returns the size of the array. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/PoolColorArray.xml b/gdnative-bindings/docs/PoolColorArray.xml index 48f38dbd6..478ba7c1b 100644 --- a/gdnative-bindings/docs/PoolColorArray.xml +++ b/gdnative-bindings/docs/PoolColorArray.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of [Color]. + A pooled array of [Color]s. - An [Array] specifically designed to hold [Color]. Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold [Color]. Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolColorArray] or mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolColorArray()] + array[0].push_back(Color(0.1, 0.2, 0.3, 0.4)) + print(array) # [[]] (empty PoolColorArray within an Array) + [/codeblock] + Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolColorArray()] + var pool_array = array[0] + pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4)) + array[0] = pool_array + print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element inside an Array) + [/codeblock] @@ -29,12 +42,41 @@ Appends a [PoolColorArray] at the end of this array. + + + + + Returns the number of times an element is in the array. + + Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -66,6 +108,14 @@ Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -76,7 +126,12 @@ - Returns the size of the array. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/PoolIntArray.xml b/gdnative-bindings/docs/PoolIntArray.xml index addd22223..8d17db363 100644 --- a/gdnative-bindings/docs/PoolIntArray.xml +++ b/gdnative-bindings/docs/PoolIntArray.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of integers ([int]). + A pooled array of integers ([int]). - An [Array] specifically designed to hold integer values ([int]). Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold integer values ([int]). Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolIntArray] or mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolIntArray()] + array[0].push_back(1234) + print(array) # [[]] (empty PoolIntArray within an Array) + [/codeblock] + Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolIntArray()] + var pool_array = array[0] + pool_array.push_back(1234) + array[0] = pool_array + print(array) # [[1234]] (PoolIntArray with 1 element inside an Array) + [/codeblock] [b]Note:[/b] This type is limited to signed 32-bit integers, which means it can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In comparison, [int] uses signed 64-bit integers which can hold much larger values. @@ -30,12 +43,41 @@ Appends a [PoolIntArray] at the end of this array. + + + + + Returns the number of times an element is in the array. + + Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -68,6 +110,14 @@ [b]Note:[/b] Added elements are not automatically initialized to 0 and will contain garbage, i.e. indeterminate values. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -78,7 +128,12 @@ - Returns the array size. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/PoolRealArray.xml b/gdnative-bindings/docs/PoolRealArray.xml index 984d036c2..73c678d43 100644 --- a/gdnative-bindings/docs/PoolRealArray.xml +++ b/gdnative-bindings/docs/PoolRealArray.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of reals ([float]). + A pooled array of real numbers ([float]). - An [Array] specifically designed to hold floating-point values. Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold floating-point values. Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolRealArray] or mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolRealArray()] + array[0].push_back(12.34) + print(array) # [[]] (empty PoolRealArray within an Array) + [/codeblock] + Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolRealArray()] + var pool_array = array[0] + pool_array.push_back(12.34) + array[0] = pool_array + print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array) + [/codeblock] [b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in [PoolRealArray] are 32-bit floats. This means values stored in [PoolRealArray] have lower precision compared to primitive [float]s. If you need to store 64-bit floats in an array, use a generic [Array] with [float] elements as these will still be 64-bit. However, using a generic [Array] to store [float]s will use roughly 6 times more memory compared to a [PoolRealArray]. @@ -30,12 +43,41 @@ Appends a [PoolRealArray] at the end of this array. + + + + + Returns the number of times an element is in the array. + + Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -68,6 +110,14 @@ [b]Note:[/b] Added elements are not automatically initialized to 0 and will contain garbage, i.e. indeterminate values. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -78,7 +128,12 @@ - Returns the size of the array. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/PoolStringArray.xml b/gdnative-bindings/docs/PoolStringArray.xml index dd4d9a201..30c3df327 100644 --- a/gdnative-bindings/docs/PoolStringArray.xml +++ b/gdnative-bindings/docs/PoolStringArray.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of [String]. + A pooled array of [String]s. - An [Array] specifically designed to hold [String]s. Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold [String]s. Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolStringArray] or mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolStringArray()] + array[0].push_back("hello") + print(array) # [[]] (empty PoolStringArray within an Array) + [/codeblock] + Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolStringArray()] + var pool_array = array[0] + pool_array.push_back("hello") + array[0] = pool_array + print(array) # [[hello]] (PoolStringArray with 1 element inside an Array) + [/codeblock] https://godotengine.org/asset-library/asset/677 @@ -30,12 +43,41 @@ Appends a [PoolStringArray] at the end of this array. + + + + + Returns the number of times an element is in the array. + + Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -74,6 +116,14 @@ Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -84,7 +134,12 @@ - Returns the size of the array. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/PoolVector2Array.xml b/gdnative-bindings/docs/PoolVector2Array.xml index 8d247afd8..739a03da7 100644 --- a/gdnative-bindings/docs/PoolVector2Array.xml +++ b/gdnative-bindings/docs/PoolVector2Array.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of [Vector2]. + A pooled array of [Vector2]s. - An [Array] specifically designed to hold [Vector2]. Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold [Vector2]. Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolVector2Array] or mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolVector2Array()] + array[0].push_back(Vector2(12, 34)) + print(array) # [[]] (empty PoolVector2Array within an Array) + [/codeblock] + Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolVector2Array()] + var pool_array = array[0] + pool_array.push_back(Vector2(12, 34)) + array[0] = pool_array + print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an Array) + [/codeblock] https://godotengine.org/asset-library/asset/519 @@ -30,12 +43,41 @@ Appends a [PoolVector2Array] at the end of this array. + + + + + Returns the number of times an element is in the array. + + Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -67,6 +109,14 @@ Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -77,7 +127,12 @@ - Returns the size of the array. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/PoolVector3Array.xml b/gdnative-bindings/docs/PoolVector3Array.xml index 37f91224a..fd42625db 100644 --- a/gdnative-bindings/docs/PoolVector3Array.xml +++ b/gdnative-bindings/docs/PoolVector3Array.xml @@ -1,11 +1,24 @@ - + - A pooled [Array] of [Vector3]. + A pooled array of [Vector3]. - An [Array] specifically designed to hold [Vector3]. Optimized for memory usage, does not fragment the memory. - [b]Note:[/b] This type is passed by value and not by reference. + An array specifically designed to hold [Vector3]. Optimized for memory usage, does not fragment the memory. + [b]Note:[/b] This type is passed by value and not by reference. This means that when [i]mutating[/i] a class property of type [PoolVector3Array] or mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes will be lost: + [codeblock] + var array = [PoolVector3Array()] + array[0].push_back(Vector3(12, 34, 56)) + print(array) # [[]] (empty PoolVector3Array within an Array) + [/codeblock] + Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] with [code]=[/code] for it to be changed: + [codeblock] + var array = [PoolVector3Array()] + var pool_array = array[0] + pool_array.push_back(Vector3(12, 34, 56)) + array[0] = pool_array + print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an Array) + [/codeblock] @@ -29,12 +42,41 @@ Appends a [PoolVector3Array] at the end of this array. + + + + + Returns the number of times an element is in the array. + + Returns [code]true[/code] if the array is empty. + + + + Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements. + + + + + + + + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. Returns [code]-1[/code] if [code]from[/code] is out of bounds. + + + + + + + Returns [code]true[/code] if the array contains the given value. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator. + + @@ -66,6 +108,14 @@ Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. + + + + + + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. If the adjusted start index is out of bounds, this method searches from the end of the array. + + @@ -76,7 +126,12 @@ - Returns the size of the array. + Returns the number of elements in the array. + + + + + Sorts the elements of the array in ascending order. diff --git a/gdnative-bindings/docs/Popup.xml b/gdnative-bindings/docs/Popup.xml index 3fc85fc55..d0b1a4227 100644 --- a/gdnative-bindings/docs/Popup.xml +++ b/gdnative-bindings/docs/Popup.xml @@ -1,5 +1,5 @@ - + Base container control for popups and dialogs. @@ -57,7 +57,7 @@ If [code]true[/code], the popup will not be hidden when a click event occurs outside of it, or when it receives the [code]ui_cancel[/code] action event. [b]Note:[/b] Enabling this property doesn't affect the Close or Cancel buttons' behavior in dialogs that inherit from this class. As a workaround, you can use [method WindowDialog.get_close_button] or [method ConfirmationDialog.get_cancel] and hide the buttons in question by setting their [member CanvasItem.visible] property to [code]false[/code]. - + diff --git a/gdnative-bindings/docs/PopupDialog.xml b/gdnative-bindings/docs/PopupDialog.xml index 9e892c9c9..5724d5c7e 100644 --- a/gdnative-bindings/docs/PopupDialog.xml +++ b/gdnative-bindings/docs/PopupDialog.xml @@ -1,5 +1,5 @@ - + Base class for popup dialogs. diff --git a/gdnative-bindings/docs/PopupMenu.xml b/gdnative-bindings/docs/PopupMenu.xml index 266fec66a..aacc28e36 100644 --- a/gdnative-bindings/docs/PopupMenu.xml +++ b/gdnative-bindings/docs/PopupMenu.xml @@ -1,10 +1,11 @@ - + PopupMenu displays a list of options. [PopupMenu] is a [Control] that displays a list of options. They are popular in toolbars or context menus. + [b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec]. @@ -249,7 +250,7 @@ - Returns the tooltip associated with the specified index index [code]idx[/code]. + Returns the tooltip associated with the specified index [code]idx[/code]. @@ -311,6 +312,13 @@ [b]Note:[/b] The indices of items after the removed item will be shifted by one. + + + + + Sets the currently focused item as the given [code]index[/code]. + + @@ -459,7 +467,7 @@ If [code]true[/code], allows navigating [PopupMenu] with letter keys. - + If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button is selected. @@ -496,12 +504,6 @@ - - [Texture] icon for the checked checkbox items. - - - [Font] used for the menu items. - The default text [Color] for menu items' names. @@ -517,23 +519,20 @@ [Color] used for labeled separators' text. See [method add_separator]. - - [StyleBox] displayed when the [PopupMenu] item is hovered. - The horizontal space between the item's name and the shortcut text/submenu arrow. - - [StyleBox] for the left side of labeled separator. See [method add_separator]. + + The vertical space between each menu item. - - [StyleBox] for the right side of labeled separator. See [method add_separator]. + + [Font] used for the menu items. - - Default [StyleBox] of the [PopupMenu] items. + + [Font] used for the labeled separator. - - [StyleBox] used when the [PopupMenu] item is disabled. + + [Texture] icon for the checked checkbox items. [Texture] icon for the checked radio button items. @@ -541,17 +540,29 @@ [Texture] icon for the unchecked radio button items. - - [StyleBox] used for the separators. See [method add_separator]. - [Texture] icon for the submenu arrow. [Texture] icon for the unchecked checkbox items. - - The vertical space between each menu item. + + [StyleBox] displayed when the [PopupMenu] item is hovered. + + + [StyleBox] for the left side of labeled separator. See [method add_separator]. + + + [StyleBox] for the right side of labeled separator. See [method add_separator]. + + + Default [StyleBox] of the [PopupMenu] items. + + + [StyleBox] used when the [PopupMenu] item is disabled. + + + [StyleBox] used for the separators. See [method add_separator]. diff --git a/gdnative-bindings/docs/PopupPanel.xml b/gdnative-bindings/docs/PopupPanel.xml index f72923e84..df2ce6e9d 100644 --- a/gdnative-bindings/docs/PopupPanel.xml +++ b/gdnative-bindings/docs/PopupPanel.xml @@ -1,10 +1,11 @@ - + Class for displaying popups with a panel background. Class for displaying popups with a panel background. In some cases it might be simpler to use than [Popup], since it provides a configurable background. If you are making windows, better check [WindowDialog]. + If any [Control] node is added as a child of this [PopupPanel], it will be stretched to fit the panel's size (similar to how [PanelContainer] works). diff --git a/gdnative-bindings/docs/Portal.xml b/gdnative-bindings/docs/Portal.xml new file mode 100644 index 000000000..736340e03 --- /dev/null +++ b/gdnative-bindings/docs/Portal.xml @@ -0,0 +1,49 @@ + + + + Portal nodes are used to enable visibility between [Room]s. + + + [Portal]s are a special type of [MeshInstance] that allow the portal culling system to 'see' from one room to the next. They often correspond to doors and windows in level geometry. By only allowing [Camera]s to see through portals, this allows the system to cull out all the objects in rooms that cannot be seen through portals. This is a form of [b]occlusion culling[/b], and can greatly increase performance. + There are some limitations to the form of portals: + They must be single sided convex polygons, and usually you would orientate their front faces [b]outward[/b] from the [Room] they are placed in. The vertices should be positioned on a single plane (although their positioning does not have to be perfect). + There is no need to place an opposite portal in an adjacent room, links are made two-way automatically. + + + + + + + + + + Sets individual points. Primarily for use by the editor. + + + + + + This is a shortcut for setting the linked [Room] in the name of the [Portal] (the name is used during conversion). + + + The points defining the shape of the [Portal] polygon (which should be convex). + These are defined in 2D, with [code]0,0[/code] being the origin of the [Portal] node's [member Spatial.global_transform]. + [b]Note:[/b] These raw points are sanitized for winding order internally. + + + Visibility through [Portal]s can be turned on and off at runtime - this is useful for having closable doors. + + + Some objects are so big that they may be present in more than one [Room] ('sprawling'). As we often don't want objects that *just* breach the edges to be assigned to neighbouring rooms, you can assign an extra margin through the [Portal] to allow objects to breach without sprawling. + + + Portals default to being two way - see through in both directions, however you can make them one way, visible from the source room only. + + + In most cases you will want to use the default [Portal] margin in your portals (this is set in the [RoomManager]). + If you want to override this default, set this value to [code]false[/code], and the local [member portal_margin] will take effect. + + + + + diff --git a/gdnative-bindings/docs/Position2D.xml b/gdnative-bindings/docs/Position2D.xml index 4a373e32f..bbd267a0c 100644 --- a/gdnative-bindings/docs/Position2D.xml +++ b/gdnative-bindings/docs/Position2D.xml @@ -1,5 +1,5 @@ - + Generic 2D position hint for editing. diff --git a/gdnative-bindings/docs/Position3D.xml b/gdnative-bindings/docs/Position3D.xml index a31b26465..8380a6303 100644 --- a/gdnative-bindings/docs/Position3D.xml +++ b/gdnative-bindings/docs/Position3D.xml @@ -1,5 +1,5 @@ - + Generic 3D position hint for editing. diff --git a/gdnative-bindings/docs/PrimitiveMesh.xml b/gdnative-bindings/docs/PrimitiveMesh.xml index 9752f89e2..3b92fad3f 100644 --- a/gdnative-bindings/docs/PrimitiveMesh.xml +++ b/gdnative-bindings/docs/PrimitiveMesh.xml @@ -1,5 +1,5 @@ - + Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. diff --git a/gdnative-bindings/docs/PrismMesh.xml b/gdnative-bindings/docs/PrismMesh.xml index 1cba56603..95810170f 100644 --- a/gdnative-bindings/docs/PrismMesh.xml +++ b/gdnative-bindings/docs/PrismMesh.xml @@ -1,5 +1,5 @@ - + Class representing a prism-shaped [PrimitiveMesh]. diff --git a/gdnative-bindings/docs/ProceduralSky.xml b/gdnative-bindings/docs/ProceduralSky.xml index 7e0730de1..75d35f24e 100644 --- a/gdnative-bindings/docs/ProceduralSky.xml +++ b/gdnative-bindings/docs/ProceduralSky.xml @@ -1,5 +1,5 @@ - + Type of [Sky] that is generated procedurally based on user input parameters. diff --git a/gdnative-bindings/docs/ProgressBar.xml b/gdnative-bindings/docs/ProgressBar.xml index 8285a256e..6cc569e02 100644 --- a/gdnative-bindings/docs/ProgressBar.xml +++ b/gdnative-bindings/docs/ProgressBar.xml @@ -1,5 +1,5 @@ - + General-purpose progress bar. @@ -14,26 +14,26 @@ If [code]true[/code], the fill percentage is displayed on the bar. - - + + - - The style of the background. + + The color of the text. - - The style of the progress (i.e. the part that fills the bar). + + The color of the text's shadow. Font used to draw the fill percentage if [member percent_visible] is [code]true[/code]. - - The color of the text. + + The style of the background. - - The color of the text's shadow. + + The style of the progress (i.e. the part that fills the bar). diff --git a/gdnative-bindings/docs/ProjectSettings.xml b/gdnative-bindings/docs/ProjectSettings.xml index d18bc4bf7..cd8a64926 100644 --- a/gdnative-bindings/docs/ProjectSettings.xml +++ b/gdnative-bindings/docs/ProjectSettings.xml @@ -1,13 +1,13 @@ - + Contains global variables accessible from everywhere. Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. - [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/3.5/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/3.5/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. https://godotengine.org/asset-library/asset/675 @@ -67,7 +67,7 @@ - Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/3.5/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -163,6 +163,7 @@ [codeblock] ProjectSettings.set_setting("application/config/name", "Example") [/codeblock] + This can also be used to erase custom project settings. To do this change the setting value to [code]null[/code]. @@ -175,13 +176,17 @@ Background color for the boot splash. - If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size. + If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size. - Path to an image used as the boot splash. + Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead. + [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code]. + + + If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color]. - If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art). + If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art). This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [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]). @@ -198,7 +203,7 @@ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. - [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/3.5/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information. @@ -276,7 +281,9 @@ Safer override for [member audio/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate). - Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. + Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. + Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency. + [b]Note:[/b] This setting is ignored on Windows. Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices. @@ -314,6 +321,9 @@ If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings. + + If [code]true[/code], enables warnings when the type of the default value set to an exported variable is different than the specified export type. + If [code]true[/code], enables warnings when a function is declared with the same name as a constant. @@ -392,17 +402,25 @@ If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable. - - Message to be displayed before the backtrace when the engine crashes. + + Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting. + + + Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode. - Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. + Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. See also [member physics/common/physics_fps]. If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions. + [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead. Maximum call stack allowed for debugging GDScript. + + If [code]true[/code], enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches. + When a node is being interpolated, it is essential that the transform is set during [method Node._physics_process] (during a physics tick) rather than [method Node._process] (during a frame). + Maximum amount of functions per frame allowed when profiling. @@ -475,7 +493,7 @@ Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/3.4/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/3.5/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. @@ -483,7 +501,7 @@ Allows the window to be resizable by default. - [b]Note:[/b] This setting is ignored on iOS and Android. + [b]Note:[/b] This setting is ignored on iOS. If greater than zero, overrides the window height when running the game. Useful for testing stretch modes. @@ -512,15 +530,33 @@ prime-run %command% [/codeblock] + + Default naming style for scene files to infer from their root nodes. Possible options are: + - [code]0[/code] (Auto): Uses the scene root name as is without changing its casing. + - [code]1[/code] (PascalCase): Converts the scene root name to PascalCase casing. + - [code]2[/code] (snake_case): Converts the scene root name to snake_case casing. + Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path. Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. + + Load the previously opened VCS plugin when the editor starts up. This is set to [code]true[/code] whenever a new VCS plugin is initialized. + + + Last loaded VCS plugin name. Used to autoload the plugin when the editor starts up. + Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. + + If enabled, the moment [member Viewport.gui_disable_input] is set to [code]false[/code] to disable GUI input in a viewport, current mouse over and mouse focus will be dropped. + That behavior helps to keep a robust GUI state, with no surprises when input is resumed regardless what has happened in the meantime. + If disabled, the legacy behavior is used, which consists in just not doing anything besides the GUI input disable itself. + [b]Note:[/b] This is set to [code]true[/code] by default for new projects and is the recommended setting. + If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions. @@ -611,6 +647,102 @@ Default delay for touch events. This only affects iOS devices. + + Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1". + + + Optional name for the 2D navigation layer 10. If left empty, the layer will display as "Layer 10". + + + Optional name for the 2D navigation layer 11. If left empty, the layer will display as "Layer 11". + + + Optional name for the 2D navigation layer 12. If left empty, the layer will display as "Layer 12". + + + Optional name for the 2D navigation layer 13. If left empty, the layer will display as "Layer 13". + + + Optional name for the 2D navigation layer 14. If left empty, the layer will display as "Layer 14". + + + Optional name for the 2D navigation layer 15. If left empty, the layer will display as "Layer 15". + + + Optional name for the 2D navigation layer 16. If left empty, the layer will display as "Layer 16". + + + Optional name for the 2D navigation layer 17. If left empty, the layer will display as "Layer 17". + + + Optional name for the 2D navigation layer 18. If left empty, the layer will display as "Layer 18". + + + Optional name for the 2D navigation layer 19. If left empty, the layer will display as "Layer 19". + + + Optional name for the 2D navigation layer 2. If left empty, the layer will display as "Layer 2". + + + Optional name for the 2D navigation layer 20. If left empty, the layer will display as "Layer 20". + + + Optional name for the 2D navigation layer 21. If left empty, the layer will display as "Layer 21". + + + Optional name for the 2D navigation layer 22. If left empty, the layer will display as "Layer 22". + + + Optional name for the 2D navigation layer 23. If left empty, the layer will display as "Layer 23". + + + Optional name for the 2D navigation layer 24. If left empty, the layer will display as "Layer 24". + + + Optional name for the 2D navigation layer 25. If left empty, the layer will display as "Layer 25". + + + Optional name for the 2D navigation layer 26. If left empty, the layer will display as "Layer 26". + + + Optional name for the 2D navigation layer 27. If left empty, the layer will display as "Layer 27". + + + Optional name for the 2D navigation layer 28. If left empty, the layer will display as "Layer 28". + + + Optional name for the 2D navigation layer 29. If left empty, the layer will display as "Layer 29". + + + Optional name for the 2D navigation layer 3. If left empty, the layer will display as "Layer 3". + + + Optional name for the 2D navigation layer 30. If left empty, the layer will display as "Layer 30". + + + Optional name for the 2D navigation layer 31. If left empty, the layer will display as "Layer 31". + + + Optional name for the 2D navigation layer 32. If left empty, the layer will display as "Layer 32". + + + Optional name for the 2D navigation layer 4. If left empty, the layer will display as "Layer 4". + + + Optional name for the 2D navigation layer 5. If left empty, the layer will display as "Layer 5". + + + Optional name for the 2D navigation layer 6. If left empty, the layer will display as "Layer 6". + + + Optional name for the 2D navigation layer 7. If left empty, the layer will display as "Layer 7". + + + Optional name for the 2D navigation layer 8. If left empty, the layer will display as "Layer 8". + + + Optional name for the 2D navigation layer 9. If left empty, the layer will display as "Layer 9". + Optional name for the 2D physics layer 1. @@ -767,6 +899,102 @@ Optional name for the 2D render layer 9. + + Optional name for the 3D navigation layer 1. If left empty, the layer will display as "Layer 1". + + + Optional name for the 3D navigation layer 10. If left empty, the layer will display as "Layer 10". + + + Optional name for the 3D navigation layer 11. If left empty, the layer will display as "Layer 11". + + + Optional name for the 3D navigation layer 12. If left empty, the layer will display as "Layer 12". + + + Optional name for the 3D navigation layer 13. If left empty, the layer will display as "Layer 13". + + + Optional name for the 3D navigation layer 14. If left empty, the layer will display as "Layer 14". + + + Optional name for the 3D navigation layer 15. If left empty, the layer will display as "Layer 15". + + + Optional name for the 3D navigation layer 16. If left empty, the layer will display as "Layer 16". + + + Optional name for the 3D navigation layer 17. If left empty, the layer will display as "Layer 17". + + + Optional name for the 3D navigation layer 18. If left empty, the layer will display as "Layer 18". + + + Optional name for the 3D navigation layer 19. If left empty, the layer will display as "Layer 19". + + + Optional name for the 3D navigation layer 2. If left empty, the layer will display as "Layer 2". + + + Optional name for the 3D navigation layer 20. If left empty, the layer will display as "Layer 20". + + + Optional name for the 3D navigation layer 21. If left empty, the layer will display as "Layer 21". + + + Optional name for the 3D navigation layer 22. If left empty, the layer will display as "Layer 22". + + + Optional name for the 3D navigation layer 23. If left empty, the layer will display as "Layer 23". + + + Optional name for the 3D navigation layer 24. If left empty, the layer will display as "Layer 24". + + + Optional name for the 3D navigation layer 25. If left empty, the layer will display as "Layer 25". + + + Optional name for the 3D navigation layer 26. If left empty, the layer will display as "Layer 26". + + + Optional name for the 3D navigation layer 27. If left empty, the layer will display as "Layer 27". + + + Optional name for the 3D navigation layer 28. If left empty, the layer will display as "Layer 28". + + + Optional name for the 3D navigation layer 29. If left empty, the layer will display as "Layer 29". + + + Optional name for the 3D navigation layer 3. If left empty, the layer will display as "Layer 3". + + + Optional name for the 3D navigation layer 30. If left empty, the layer will display as "Layer 30". + + + Optional name for the 3D navigation layer 31. If left empty, the layer will display as "Layer 31". + + + Optional name for the 3D navigation layer 32. If left empty, the layer will display as "Layer 32". + + + Optional name for the 3D navigation layer 4. If left empty, the layer will display as "Layer 4". + + + Optional name for the 3D navigation layer 5. If left empty, the layer will display as "Layer 5". + + + Optional name for the 3D navigation layer 6. If left empty, the layer will display as "Layer 6". + + + Optional name for the 3D navigation layer 7. If left empty, the layer will display as "Layer 7". + + + Optional name for the 3D navigation layer 8. If left empty, the layer will display as "Layer 8". + + + Optional name for the 3D navigation layer 9. If left empty, the layer will display as "Layer 9". + Optional name for the 3D physics layer 1. @@ -879,7 +1107,7 @@ Optional name for the 3D render layer 13. - Optional name for the 3D render layer 14 + Optional name for the 3D render layer 14. Optional name for the 3D render layer 15. @@ -949,6 +1177,42 @@ This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number. + + + + + + + + + + + + The policy to use for unhandled Mono (C#) exceptions. The default "Terminate Application" exits the project as soon as an unhandled exception is thrown. "Log Error" logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown. + [b]Note:[/b] The unhandled exception policy is always set to "Log Error" in the editor, which also includes C# [code]tool[/code] scripts running within the editor as well as editor plugin code. + + + Default cell height for 2D navigation maps. See [method Navigation2DServer.map_set_cell_height]. + [b]Note:[/b] Currently not implemented. + + + Default cell size for 2D navigation maps. See [method Navigation2DServer.map_set_cell_size]. + + + Default edge connection margin for 2D navigation maps. See [method Navigation2DServer.map_set_edge_connection_margin]. + + + Default cell height for 3D navigation maps. See [method NavigationServer.map_set_cell_height]. + + + Default cell size for 3D navigation maps. See [method NavigationServer.map_set_cell_size]. + + + Default edge connection margin for 3D navigation maps. See [method NavigationServer.map_set_edge_connection_margin]. + + + Default map up vector for 3D navigation maps. See [method NavigationServer.map_set_up]. + Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. @@ -1014,6 +1278,11 @@ Size of the hash table used for the broad-phase 2D hash grid algorithm. [b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is enabled. + + Additional expansion applied to object bounds in the 2D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations. + The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects. + [b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is enabled. + Cell size used for the broad-phase 2D hash grid algorithm (in pixels). [b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is enabled. @@ -1093,6 +1362,11 @@ The default linear damp in 3D. [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. + + Additional expansion applied to object bounds in the 3D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations. + The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects. + [b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/use_bvh] is enabled. + Enables the use of bounding volume hierarchy instead of octree for 3D physics spatial partitioning. This may give better performance. @@ -1100,6 +1374,10 @@ Sets which physics engine to use for 3D physics. "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative. + + If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created. + [b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/code]. + Enables [member Viewport.physics_object_picking] on the root viewport. @@ -1110,13 +1388,19 @@ If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won't get them) and flushing that queue on resume, against the state of the 2D/3D world at that point. - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps]. [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead. + [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_fps] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS. + + + If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, such that smooth motion is seen when physics ticks do not coincide with rendered frames. + [b]Note:[/b] When moving objects to new positions (rather than the usual physics motion) you may want to temporarily turn off interpolation to prevent a visible glitch. You can do this using the [method Node.reset_physics_interpolation] function. Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code]. - [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead. + [b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled. + [b]Note:[/b] This property is only read when the project starts. To change the value at runtime, set [member Engine.physics_jitter_fix] instead. [b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to uploading batching data. This may not be necessary but can be used for safety. @@ -1222,6 +1506,57 @@ If [code]true[/code] and available on the target Android device, enables high floating point precision for all shader computations in GLES2. [b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution. + + If [code]true[/code], every time an asynchronous shader compilation or an asynchronous shader reconstruction from cache starts or finishes, a line will be logged telling how many of those are happening. + If the platform doesn't support parallel shader compile, but only the compile queue via a secondary GL context, what the message will tell is the number of shader compiles currently queued. + [b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/code]. + + + This is the maximum number of shaders that can be compiled (or reconstructed from cache) at the same time. + At runtime, while that count is reached, other shaders that can be asynchronously compiled will just use their fallback, without their setup being started until the count gets lower. + This is a way to balance the CPU work between running the game and compiling the shaders. The goal is to have as many asynchronous compiles in flight as possible without impacting the responsiveness of the game, which beyond some point would destroy the benefits of asynchronous compilation. In other words, you may be able to afford that the FPS lowers a bit, and that will already be better than the stalling that synchronous compilation could cause. + The default value is a conservative one, so you are advised to tweak it according to the hardware you are targeting. + [b]Note:[/b] This setting is only meaningful if [member rendering/gles3/shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]. + + + The default is a very conservative override for [member rendering/gles3/shaders/max_simultaneous_compiles]. + Depending on the specific devices you are targeting, you may want to raise it. + [b]Note:[/b] This setting is only meaningful if [member rendering/gles3/shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]. + + + The default is a very conservative override for [member rendering/gles3/shaders/max_simultaneous_compiles]. + Depending on the specific browsers you are targeting, you may want to raise it. + [b]Note:[/b] This setting is only meaningful if [member rendering/gles3/shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]. + + + The maximum size, in megabytes, that the ubershader cache can grow up to. On startup, the least recently used entries will be deleted until the total size is within bounds. + [b]Note:[/b] This setting is only meaningful if [member rendering/gles3/shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]. + + + An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a smaller maximum size can be configured for mobile platforms, where storage space is more limited. + [b]Note:[/b] This setting is only meaningful if [member rendering/gles3/shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]. + + + An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a smaller maximum size can be configured for web platforms, where storage space is more limited. + [b]Note:[/b] Currently, shader caching is generally unavailable on web platforms. + [b]Note:[/b] This setting is only meaningful if [member rendering/gles3/shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]. + + + If set to [code]Asynchronous[/code] and available on the target device, asynchronous compilation of shaders is enabled (in contrast to [code]Asynchronous[/code]). + That means that when a shader is first used under some new rendering situation, the game won't stall while such shader is being compiled. Instead, a fallback will be used and the real shader will be compiled in the background. Once the actual shader is compiled, it will be used the next times it's used to draw a frame. + Depending on the async mode configured for a given material/shader, the fallback will be an "ubershader" (the default) or just skip rendering any item it is applied to. + An ubershader is a very complex shader, slow but suited to any rendering situation, that the engine generates internally so it can be used from the beginning while the traditional conditioned, optimized version of it is being compiled. + To reduce loading times after the project has been launched at least once, you can use [code]Asynchronous + Cache[/code]. This also causes the ubershaders to be cached into storage so they can be ready faster next time they are used (provided the platform provides support for it). + [b]Note:[/b] Asynchronous compilation is currently only supported for spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will not use asynchronous compilation even if this setting is set to [code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]. + + + An override for [member rendering/gles3/shaders/shader_compilation_mode], so asynchronous compilation can be disabled on mobile platforms. + You may want to do that since mobile GPUs generally won't support ubershaders due to their complexity. + + + An override for [member rendering/gles3/shaders/shader_compilation_mode], so asynchronous compilation can be disabled on web platforms. + You may want to do that since certain browsers (especially on mobile platforms) generally won't support ubershaders due to their complexity. + Max buffer size for blend shapes. Any blend shape bigger than this will not work. @@ -1258,6 +1593,11 @@ On import, mesh vertex data will be split into two streams within a single vertex buffer, one for position data and the other for interleaved attributes data. Recommended to be enabled if targeting mobile devices. Requires manual reimport of meshes after toggling. + + Determines the maximum number of polygon occluders that will be used at any one time. + Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance. + A greater number of polygons can potentially cull more objects, however the cost of culling calculations scales with the number of occluders. + Determines the maximum number of sphere occluders that will be used at any one time. Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance. @@ -1265,7 +1605,7 @@ The default convention is for portal normals to point outward (face outward) from the source room. If you accidentally build your level with portals facing the wrong way, this setting can fix the problem. - It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial convertion to [Portal] nodes. + It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial conversion to [Portal] nodes. Show conversion logs. @@ -1287,11 +1627,17 @@ [b]Note:[/b] Generally you should only use this option if you encounter bugs when it is set to [code]false[/code], i.e. there are problems with the default method. - If [code]true[/code], allocates the main framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1. + If [code]true[/code], allocates the root [Viewport]'s framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1. This must be set to [code]true[/code] for glow rendering to work if [member Environment.glow_hdr_threshold] is greater than or equal to [code]1.0[/code]. [b]Note:[/b] Only available on the GLES3 backend. - Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. + Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. This must be set to [code]true[/code] for glow rendering to work if [member Environment.glow_hdr_threshold] is greater than or equal to [code]1.0[/code]. + [b]Note:[/b] Only available on the GLES3 backend. + + + If [code]true[/code], allocates the root [Viewport]'s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when [member rendering/quality/depth/hdr] is also enabled. + [b]Note:[/b] Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable [member rendering/quality/filters/use_debanding] instead. + [b]Note:[/b] Only available on the GLES3 backend. Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this. @@ -1300,7 +1646,7 @@ If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used. - The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. + The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. This setting can be changed at run-time; the change will be applied immediately. Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support. @@ -1314,7 +1660,9 @@ [b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size. - Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16). + Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. With the exception of [code]1[/code], only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/code], [code]16[/code]). A value of [code]1[/code] forcibly disables anisotropic filtering, even on textures where it is enabled. + [b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on textures. For this setting to have an effect, anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference. + [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. @@ -1335,7 +1683,7 @@ If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. - Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment]. + Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects such as glow will not be available in [Environment]. Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support. @@ -1381,10 +1729,12 @@ Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support. - If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices. + If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and [ShaderMaterial] rendering. This can be used to improve performance on low-end mobile devices. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled. + See also [member SpatialMaterial.flags_vertex_lighting] which can be used to enable vertex shading on specific materials only. + [b]Note:[/b] This setting does not affect unshaded materials. - Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. + Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. If lighting looks broken after exporting the project to a mobile platform, try disabling this setting. If [code]true[/code], enables new physical light attenuation for [OmniLight]s and [SpotLight]s. This results in more realistic lighting appearance with a very small performance cost. When physical light attenuation is enabled, lights will appear to be darker as a result of the new attenuation formula. This can be compensated by adjusting the lights' energy or attenuation values. @@ -1406,7 +1756,7 @@ Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - Size for shadow atlas (used for OmniLights and SpotLights). See documentation. + Size for shadow atlas (used for OmniLights and SpotLights). The value will be rounded up to the nearest power of 2. See shadow mapping documentation. Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. @@ -1428,9 +1778,15 @@ See also [member rendering/quality/skinning/force_software_skinning]. [b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix. + + Additional expansion applied to object bounds in the 3D rendering bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly reduced accuracy. + The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects. + [b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/spatial_partitioning/use_bvh] is enabled. + The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches. Larger branches can increase performance significantly in some projects. + [b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/spatial_partitioning/use_bvh] is enabled. Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance. @@ -1481,6 +1837,13 @@ Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels). + + + + Objects can use this signal to restrict reading of settings only to situations where a change has been made. + + + diff --git a/gdnative-bindings/docs/PropertyTweener.xml b/gdnative-bindings/docs/PropertyTweener.xml new file mode 100644 index 000000000..3cde8cd18 --- /dev/null +++ b/gdnative-bindings/docs/PropertyTweener.xml @@ -0,0 +1,68 @@ + + + + Interpolates an [Object]'s property over time. + + + [PropertyTweener] is used to interpolate a property in an object. See [method SceneTreeTween.tween_property] for more usage information. + [b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way to create [PropertyTweener]. Any [PropertyTweener] created manually will not function correctly. + + + + + + + + When called, the final value will be used as a relative value instead. Example: + [codeblock] + var tween = get_tree().create_tween() + tween.tween_property(self, "position", Vector2.RIGHT * 100, 1).as_relative() #the node will move by 100 pixels to the right + [/codeblock] + + + + + + + Sets a custom initial value to the [PropertyTweener]. Example: + [codeblock] + var tween = get_tree().create_tween() + tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100) #this will move the node from position (100, 100) to (200, 100) + [/codeblock] + + + + + + Makes the [PropertyTweener] use the current property value (i.e. at the time of creating this [PropertyTweener]) as a starting point. This is equivalent of using [method from] with the current value. These two calls will do the same: + [codeblock] + tween.tween_property(self, "position", Vector2(200, 100), 1).from(position) + tween.tween_property(self, "position", Vector2(200, 100), 1).from_current() + [/codeblock] + + + + + + + Sets the time in seconds after which the [PropertyTweener] will start interpolating. By default there's no delay. + + + + + + + Sets the type of used easing from [enum Tween.EaseType]. If not set, the default easing is used from the [SceneTreeTween] that contains this Tweener. + + + + + + + Sets the type of used transition from [enum Tween.TransitionType]. If not set, the default transition is used from the [SceneTreeTween] that contains this Tweener. + + + + + + diff --git a/gdnative-bindings/docs/ProximityGroup.xml b/gdnative-bindings/docs/ProximityGroup.xml index 61bbb73ba..6573b75ba 100644 --- a/gdnative-bindings/docs/ProximityGroup.xml +++ b/gdnative-bindings/docs/ProximityGroup.xml @@ -1,10 +1,31 @@ - + - General-purpose proximity detection node. + General-purpose 3D proximity detection node. - General-purpose proximity detection node. + General-purpose proximity detection node. [ProximityGroup] can be used for [i]approximate[/i] distance checks, which are faster than exact distance checks using [method Vector3.distance_to] or [method Vector3.distance_squared_to]. + [ProximityGroup] nodes are automatically grouped together, as long as they share the same [member group_name] and intersect with each other. By calling the [method broadcast], you can invoke a specified method with various parameters to all intersecting members. + [ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] coordinates. The coordinates are automatically calculated by calling [member grid_radius]. To allow [ProximityGroup] to find its peers (and perform automatic grouping), you need to define its [member group_name] to a non-empty [String]. As soon as this object's shape intersects with another [ProximityGroup] object' shape, and both share the same [member group_name], they will belong together for as long as they intersect. + Since [ProximityGroup] doesn't rely the physics engine, you don't need to add any other node as a child (unlike [PhysicsBody]). + The [ProximityGroup] uses the [SceneTree] groups in the background by calling the method [method Node.add_to_group] internally. The [SceneTree] group names are constructed by combining the [member group_name] with its coordinates, which are calculated using the [member grid_radius] you defined beforehand. + [b]Example:[/b] A [ProximityGroup] node named [code]"PlanetEarth"[/code] at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to [code]"planets"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)[/code] will create the following [SceneTree] group names: + [codeblock] + - "planets|5|4|3" + - "planets|5|4|4" + - "planets|5|4|5" + - "planets|5|4|6" + - "planets|5|4|7" + - "planets|5|4|8" + - "planets|5|4|9" + - ... + [/codeblock] + If there is another [ProximityGroup] named [code]"PlanetMars"[/code] with group name [code]"planets"[/code], and one of its coordinates is [code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] group called [code]"planets|5|4|7"[/code]. However, since this group name already exists, this [ProximityGroup] object will be [i]added[/i] to the existing one. [code]"PlanetEarth"[/code] is already in this group. As long as both nodes don't change their transform and stop intersecting (or exit the scene tree), they are grouped together. As long as this intersection exists, any call to [method broadcast] will affect [i]both[/i] [ProximityGroup] nodes. + There are 3 caveats to keep in mind when using [ProximityGroup]: + - The larger the grid radius, the more coordinates and the more [SceneTree] groups are created. This can have a performance impact if too many groups are created. + - If the [ProximityGroup] node is transformed in any way (or is removed from the scene tree), the groupings will have to be recalculated. This can also have a performance impact. + - If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, small grid radius values may lead to unwanted groupings. + [b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more effective and faster [VisibilityNotifier] functionality. For most use cases, [method Vector3.distance_to] or [method Vector3.distance_squared_to] are fast enough too, especially if you call them less often using a [Timer] node. @@ -14,15 +35,21 @@ + Calls on all intersecting [ProximityGroup] the given method and parameters. + If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), all calls are delegated to their respective parent [Node]. + Specifies which node gets contacted on a call of method [method broadcast]. + The size of the space in 3D units. This also sets the amount of coordinates required to calculate whether two [ProximityGroup] nodes are intersecting or not. Smaller [member grid_radius] values can be used for more precise proximity checks at the cost of performance, since more groups will be created. + Specify the common group name, to let other [ProximityGroup] nodes know, if they should be auto-grouped with this node in case they intersect with each other. + For example, if you have a [ProximityGroup] node named [code]"Earth"[/code] and another called [code]"Mars"[/code], with both nodes having [code]"planet"[/code] as their [member group_name]. Give both planets a significantly larger [member grid_radius] than their actual radius, position them close enough and they'll be automatically grouped. @@ -30,13 +57,18 @@ + Emitted when the user calls the [method broadcast] method and has set [member dispatch_mode] to [constant MODE_SIGNAL]. + The given method and its parameters are passed on to the listeners who connected to this signal of this object, as well as any [ProximityGroup] node this node is grouped together with. + [b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default [member dispatch_mode] is [constant MODE_PROXY]. + This [ProximityGroup]'s parent will be target of [method broadcast]. + This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when calling the [method broadcast] [i]method[/i]. diff --git a/gdnative-bindings/docs/ProxyTexture.xml b/gdnative-bindings/docs/ProxyTexture.xml index cd5ff18fe..6fb729815 100644 --- a/gdnative-bindings/docs/ProxyTexture.xml +++ b/gdnative-bindings/docs/ProxyTexture.xml @@ -1,5 +1,5 @@ - + @@ -11,7 +11,7 @@ - + diff --git a/gdnative-bindings/docs/QuadMesh.xml b/gdnative-bindings/docs/QuadMesh.xml index f302b826b..af1a10054 100644 --- a/gdnative-bindings/docs/QuadMesh.xml +++ b/gdnative-bindings/docs/QuadMesh.xml @@ -1,5 +1,5 @@ - + Class representing a square mesh. diff --git a/gdnative-bindings/docs/Quat.xml b/gdnative-bindings/docs/Quat.xml index 780cc64ae..a16b259b0 100644 --- a/gdnative-bindings/docs/Quat.xml +++ b/gdnative-bindings/docs/Quat.xml @@ -1,5 +1,5 @@ - + Quaternion. @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html#interpolating-with-quaternions + https://docs.godotengine.org/en/3.5/tutorials/3d/using_transforms.html#interpolating-with-quaternions https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/RID.xml b/gdnative-bindings/docs/RID.xml index 244577bbb..1a3a36579 100644 --- a/gdnative-bindings/docs/RID.xml +++ b/gdnative-bindings/docs/RID.xml @@ -1,5 +1,5 @@ - + Handle for a [Resource]'s unique ID. diff --git a/gdnative-bindings/docs/RandomNumberGenerator.xml b/gdnative-bindings/docs/RandomNumberGenerator.xml index 5184e71e1..a8759b469 100644 --- a/gdnative-bindings/docs/RandomNumberGenerator.xml +++ b/gdnative-bindings/docs/RandomNumberGenerator.xml @@ -1,5 +1,5 @@ - + A class for generating pseudo-random numbers. @@ -16,7 +16,7 @@ [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. - https://docs.godotengine.org/en/3.4/tutorials/math/random_number_generation.html + https://docs.godotengine.org/en/3.5/tutorials/math/random_number_generation.html diff --git a/gdnative-bindings/docs/Range.xml b/gdnative-bindings/docs/Range.xml index c5723070e..edfd42f74 100644 --- a/gdnative-bindings/docs/Range.xml +++ b/gdnative-bindings/docs/Range.xml @@ -1,10 +1,10 @@ - + Abstract base class for range-based controls. - Range is a base class for [Control] nodes that change a floating-point [i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/i] and [i]page[/i], for example a [ScrollBar]. + Range is a base class for [Control] nodes that change a floating-point [member value] between a [member min_value] and [member max_value], using a configured [member step] and [member page] size. See e.g. [ScrollBar] and [Slider] for examples of higher level nodes using Range. @@ -13,13 +13,13 @@ - Binds two ranges together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group. + Binds two [Range]s together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group. - Stops range from sharing its member variables with any other. + Stops the [Range] from sharing its member variables with any other. @@ -64,7 +64,8 @@ - Emitted when [member value] changes. + Emitted when [member value] changes. When used on a [Slider], this is called continuously while dragging (potentially every frame). If you are performing an expensive operation in a function connected to [signal value_changed], consider using a [i]debouncing[/i] [Timer] to call the function less often. + [b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal value_changed] is also emitted when [code]value[/code] is set directly via code. diff --git a/gdnative-bindings/docs/RayCast.xml b/gdnative-bindings/docs/RayCast.xml index d45961f2a..c3b5cc8df 100644 --- a/gdnative-bindings/docs/RayCast.xml +++ b/gdnative-bindings/docs/RayCast.xml @@ -1,5 +1,5 @@ - + Query the closest object intersecting a ray. @@ -11,7 +11,7 @@ RayCast calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html https://godotengine.org/asset-library/asset/676 @@ -38,8 +38,7 @@ - Updates the collision information for the ray. - Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. + Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. [b]Note:[/b] [code]enabled[/code] is not required for this to work. @@ -117,13 +116,13 @@ If [code]true[/code], collision with [PhysicsBody]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast] is colliding with something. If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. - + If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time. diff --git a/gdnative-bindings/docs/RayCast2D.xml b/gdnative-bindings/docs/RayCast2D.xml index 2ca0c924a..3d520fe3b 100644 --- a/gdnative-bindings/docs/RayCast2D.xml +++ b/gdnative-bindings/docs/RayCast2D.xml @@ -1,5 +1,5 @@ - + Query the closest object intersecting a ray. @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -113,7 +113,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], collisions will be reported. diff --git a/gdnative-bindings/docs/RayShape.xml b/gdnative-bindings/docs/RayShape.xml index d3d4015f2..9d876e9b1 100644 --- a/gdnative-bindings/docs/RayShape.xml +++ b/gdnative-bindings/docs/RayShape.xml @@ -1,5 +1,5 @@ - + Ray shape for 3D collisions. diff --git a/gdnative-bindings/docs/RayShape2D.xml b/gdnative-bindings/docs/RayShape2D.xml index c712be066..657f067e2 100644 --- a/gdnative-bindings/docs/RayShape2D.xml +++ b/gdnative-bindings/docs/RayShape2D.xml @@ -1,5 +1,5 @@ - + Ray shape for 2D collisions. diff --git a/gdnative-bindings/docs/Rect2.xml b/gdnative-bindings/docs/Rect2.xml index 8df86bc0d..f70b24136 100644 --- a/gdnative-bindings/docs/Rect2.xml +++ b/gdnative-bindings/docs/Rect2.xml @@ -1,5 +1,5 @@ - + 2D axis-aligned bounding box. @@ -9,9 +9,9 @@ The 3D counterpart to [Rect2] is [AABB]. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.5/tutorials/math/vectors_advanced.html @@ -56,13 +56,26 @@ - Returns this [Rect2] expanded to include a given point. + Returns a copy of this [Rect2] expanded to include a given point. + [b]Example:[/b] + [codeblock] + # position (-3, 2), size (1, 1) + var rect = Rect2(Vector2(-3, 2), Vector2(1, 1)) + # position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1) + var rect2 = rect.expand(Vector2(0, -1)) + [/codeblock] - Returns the area of the [Rect2]. + Returns the area of the [Rect2]. See also [method has_no_area]. + + + + + + Returns the center of the [Rect2], which is equal to [member position] + ([member size] / 2). @@ -93,14 +106,16 @@ - Returns [code]true[/code] if the [Rect2] is flat or empty. + Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/code] otherwise. See also [method get_area]. + [b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, [method has_no_area] will return [code]true[/code]. - Returns [code]true[/code] if the [Rect2] contains a point. + Returns [code]true[/code] if the [Rect2] contains a point. By convention, the right and bottom edges of the [Rect2] are considered exclusive, so points on these edges are [b]not[/b] included. + [b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent rectangle to check for contained points. diff --git a/gdnative-bindings/docs/RectangleShape2D.xml b/gdnative-bindings/docs/RectangleShape2D.xml index ba9f04992..157dcbf51 100644 --- a/gdnative-bindings/docs/RectangleShape2D.xml +++ b/gdnative-bindings/docs/RectangleShape2D.xml @@ -1,5 +1,5 @@ - + Rectangle shape for 2D collisions. diff --git a/gdnative-bindings/docs/Reference.xml b/gdnative-bindings/docs/Reference.xml index 01eefb367..20a5c3c70 100644 --- a/gdnative-bindings/docs/Reference.xml +++ b/gdnative-bindings/docs/Reference.xml @@ -1,5 +1,5 @@ - + Base class for reference-counted objects. @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed. - https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.5/tutorials/best_practices/node_alternatives.html diff --git a/gdnative-bindings/docs/ReferenceRect.xml b/gdnative-bindings/docs/ReferenceRect.xml index 8587f627c..110893283 100644 --- a/gdnative-bindings/docs/ReferenceRect.xml +++ b/gdnative-bindings/docs/ReferenceRect.xml @@ -1,5 +1,5 @@ - + Reference frame for GUI. diff --git a/gdnative-bindings/docs/ReflectionProbe.xml b/gdnative-bindings/docs/ReflectionProbe.xml index b5d7a5316..92b47d9f5 100644 --- a/gdnative-bindings/docs/ReflectionProbe.xml +++ b/gdnative-bindings/docs/ReflectionProbe.xml @@ -1,31 +1,34 @@ - + - Captures its surroundings to create reflections. + Captures its surroundings to create fast, accurate reflections from a given point. Capture its surroundings as a dual paraboloid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses. - The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. - [b]Note:[/b] By default Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv]. + The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-space reflections ([member Environment.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. + [b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe]. + [b]Note:[/b] By default, Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv]. [b]Note:[/b] The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones. - https://docs.godotengine.org/en/3.4/tutorials/3d/reflection_probes.html + https://docs.godotengine.org/en/3.5/tutorials/3d/reflection_probes.html If [code]true[/code], enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location. + [b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the grid, you can rotate the [ReflectionProbe] node. - Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance] with a layer included in this cull mask will be rendered by the probe. It is best to only include large objects which are likely to take up a lot of space in the reflection in order to save on rendering cost. + Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance] with a layer included in this cull mask will be rendered by the probe. To improve performance, it is best to only include large objects which are likely to take up a lot of space in the reflection. If [code]true[/code], computes shadows in the reflection probe. This makes the reflection probe slower to render; you may want to disable this if using the [constant UPDATE_ALWAYS] [member update_mode]. The size of the reflection probe. The larger the extents the more space covered by the probe which will lower the perceived resolution. It is best to keep the extents only as large as you need them. + [b]Note:[/b] To better fit areas that are not aligned to the grid, you can rotate the [ReflectionProbe] node. Defines the reflection intensity. Intensity modulates the strength of the reflection. @@ -43,21 +46,22 @@ If [code]true[/code], reflections will ignore sky contribution. Ambient lighting is then controlled by the [code]interior_ambient_*[/code] properties. - Sets the max distance away from the probe an object can be before it is culled. + The maximum distance away from the [ReflectionProbe] an object can be before it is culled. Decrease this to improve performance, especially when using the [constant UPDATE_ALWAYS] [member update_mode]. + [b]Note:[/b] The maximum reflection distance is always at least equal to the [member extents]. This means that decreasing [member max_distance] will not always cull objects from reflections, especially if the reflection probe's [member extents] are already large. - Sets the origin offset to be used when this reflection probe is in box project mode. + Sets the origin offset to be used when this [ReflectionProbe] is in [member box_projection] mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the amount of objects that "get in the way" of the reflection. - Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or [constant UPDATE_ALWAYS]. + Sets how frequently the [ReflectionProbe] is updated. Can be [constant UPDATE_ONCE] or [constant UPDATE_ALWAYS]. - Update the probe once on the next frame. + Update the probe once on the next frame (recommended for most objects). The corresponding radiance map will be generated over the following six frames. This takes more time to update than [constant UPDATE_ALWAYS], but it has a lower performance cost and can result in higher-quality reflections. The ReflectionProbe is updated when its transform changes, but not when nearby geometry changes. You can force a [ReflectionProbe] update by moving the [ReflectionProbe] slightly in any direction. - Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use [constant UPDATE_ONCE] whenever possible. + Update the probe every frame. This provides better results for fast-moving dynamic objects (such as cars). However, it has a significant performance cost. Due to the cost, it's recommended to only use one ReflectionProbe with [constant UPDATE_ALWAYS] at most per scene. For all other use cases, use [constant UPDATE_ONCE]. diff --git a/gdnative-bindings/docs/RemoteTransform.xml b/gdnative-bindings/docs/RemoteTransform.xml index 8a17b56bc..c5e58c349 100644 --- a/gdnative-bindings/docs/RemoteTransform.xml +++ b/gdnative-bindings/docs/RemoteTransform.xml @@ -1,5 +1,5 @@ - + RemoteTransform pushes its own [Transform] to another [Spatial] derived Node in the scene. diff --git a/gdnative-bindings/docs/RemoteTransform2D.xml b/gdnative-bindings/docs/RemoteTransform2D.xml index 00629e28e..42dec7888 100644 --- a/gdnative-bindings/docs/RemoteTransform2D.xml +++ b/gdnative-bindings/docs/RemoteTransform2D.xml @@ -1,5 +1,5 @@ - + RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] derived Node in the scene. diff --git a/gdnative-bindings/docs/Resource.xml b/gdnative-bindings/docs/Resource.xml index 3c606bc99..411911e93 100644 --- a/gdnative-bindings/docs/Resource.xml +++ b/gdnative-bindings/docs/Resource.xml @@ -1,5 +1,5 @@ - + Base class for all resources. @@ -8,8 +8,8 @@ [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. - https://docs.godotengine.org/en/3.4/getting_started/step_by_step/resources.html - https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/resources.html + https://docs.godotengine.org/en/3.5/tutorials/best_practices/node_alternatives.html diff --git a/gdnative-bindings/docs/ResourceFormatLoader.xml b/gdnative-bindings/docs/ResourceFormatLoader.xml index 94d0e6161..cfe7b7164 100644 --- a/gdnative-bindings/docs/ResourceFormatLoader.xml +++ b/gdnative-bindings/docs/ResourceFormatLoader.xml @@ -1,5 +1,5 @@ - + Loads a specific resource type from a file. diff --git a/gdnative-bindings/docs/ResourceFormatSaver.xml b/gdnative-bindings/docs/ResourceFormatSaver.xml index a8828f157..a6edb7784 100644 --- a/gdnative-bindings/docs/ResourceFormatSaver.xml +++ b/gdnative-bindings/docs/ResourceFormatSaver.xml @@ -1,5 +1,5 @@ - + Saves a specific resource type to a file. diff --git a/gdnative-bindings/docs/ResourceImporter.xml b/gdnative-bindings/docs/ResourceImporter.xml index 98f933bfc..80918ece4 100644 --- a/gdnative-bindings/docs/ResourceImporter.xml +++ b/gdnative-bindings/docs/ResourceImporter.xml @@ -1,5 +1,5 @@ - + Base class for the implementation of core resource importers. @@ -7,7 +7,7 @@ This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin]. - https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins.html + https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/import_plugins.html diff --git a/gdnative-bindings/docs/ResourceInteractiveLoader.xml b/gdnative-bindings/docs/ResourceInteractiveLoader.xml index 073c28d4e..f7c601d5c 100644 --- a/gdnative-bindings/docs/ResourceInteractiveLoader.xml +++ b/gdnative-bindings/docs/ResourceInteractiveLoader.xml @@ -1,5 +1,5 @@ - + Interactive [Resource] loader. diff --git a/gdnative-bindings/docs/ResourceLoader.xml b/gdnative-bindings/docs/ResourceLoader.xml index e43cd1120..b8be2cd7a 100644 --- a/gdnative-bindings/docs/ResourceLoader.xml +++ b/gdnative-bindings/docs/ResourceLoader.xml @@ -1,5 +1,5 @@ - + Singleton used to load resource files. diff --git a/gdnative-bindings/docs/ResourcePreloader.xml b/gdnative-bindings/docs/ResourcePreloader.xml index fdbf63cca..96efde204 100644 --- a/gdnative-bindings/docs/ResourcePreloader.xml +++ b/gdnative-bindings/docs/ResourcePreloader.xml @@ -1,5 +1,5 @@ - + Resource Preloader Node. diff --git a/gdnative-bindings/docs/ResourceSaver.xml b/gdnative-bindings/docs/ResourceSaver.xml index a4bdc0292..b3bc06413 100644 --- a/gdnative-bindings/docs/ResourceSaver.xml +++ b/gdnative-bindings/docs/ResourceSaver.xml @@ -1,5 +1,5 @@ - + Singleton for saving Godot-specific resource types. diff --git a/gdnative-bindings/docs/RichTextEffect.xml b/gdnative-bindings/docs/RichTextEffect.xml index 41f073636..663cc9d43 100644 --- a/gdnative-bindings/docs/RichTextEffect.xml +++ b/gdnative-bindings/docs/RichTextEffect.xml @@ -1,5 +1,5 @@ - + A custom effect for use with [RichTextLabel]. @@ -13,7 +13,7 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. - https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.5/tutorials/ui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/gdnative-bindings/docs/RichTextLabel.xml b/gdnative-bindings/docs/RichTextLabel.xml index 81151f854..e54408056 100644 --- a/gdnative-bindings/docs/RichTextLabel.xml +++ b/gdnative-bindings/docs/RichTextLabel.xml @@ -1,5 +1,5 @@ - + Label that displays rich text. @@ -12,7 +12,7 @@ [b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most emoji) are [i]not[/i] supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0. - https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.5/tutorials/ui/bbcode_in_richtextlabel.html https://godotengine.org/asset-library/asset/132 https://godotengine.org/asset-library/asset/677 @@ -22,6 +22,7 @@ + Adds an image's opening and closing tags to the tag stack, optionally providing a [code]width[/code] and [code]height[/code] to resize the image. If [code]width[/code] or [code]height[/code] is set to 0, the image size will be adjusted in order to keep the original aspect ratio. @@ -38,8 +39,9 @@ - Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns the result of the parsing, [constant OK] if successful. + Parses [code]bbcode[/code] and adds tags to the tag stack as needed. [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_bbcode] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member bbcode_text] instead of using [method append_bbcode]. + [b]Note:[/b] This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be [constant OK]. @@ -48,6 +50,12 @@ Clears the tag stack and sets [member bbcode_text] to an empty string. + + + + Clears the current selection. + + @@ -60,6 +68,12 @@ Returns the total number of newlines in the tag stack's text tags. Considers wrapped text as one line. + + + + Returns the current selection text. Does not include BBCodes. + + @@ -96,7 +110,8 @@ - The assignment version of [method append_bbcode]. Clears the tag stack and inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] successfully. + The assignment version of [method append_bbcode]. Clears the tag stack and inserts the new content. + [b]Note:[/b] This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be [constant OK]. @@ -243,12 +258,15 @@ The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited. - [b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call. + [b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. It will also erase all BBCode that was added to stack using [code]push_*[/code] methods. Use [method append_bbcode] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call. The currently installed custom effects. This is an array of [RichTextEffect]s. To add a custom effect, it's more convenient to use [method install_effect]. + + If [code]true[/code], the selected text will be deselected when focus is lost. + If [code]true[/code], the label's height will be automatically updated to fit its content. [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. @@ -263,7 +281,7 @@ The range of characters to display, as a [float] between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0. [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count]. - + If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/code] does not block scrolling completely. See [method scroll_to_line]. @@ -318,6 +336,18 @@ Makes text fill width. + + Aligns top of the inline image to the top of the text. + + + Aligns center of the inline image to the center of the text. + + + Aligns bottom of the inline image to the baseline of the text. + + + Aligns bottom of the inline image to the bottom of the text. + Each list item has a number marker. @@ -367,42 +397,21 @@ - - The font used for bold text. - - - The font used for bold italics text. - The default text color. - - The background The background used when the [RichTextLabel] is focused. - The color of selected text, used when [member selection_enabled] is [code]true[/code]. The color of the font's shadow. - - The font used for italics text. + + The color of the selection box. The vertical space between lines. - - The font used for monospace text. - - - The normal background for the [RichTextLabel]. - - - The default text font. - - - The color of the selection box. - Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around the whole text as an outline. @@ -418,5 +427,26 @@ The vertical separation of elements in a table. + + The font used for bold text. + + + The font used for bold italics text. + + + The font used for italics text. + + + The font used for monospace text. + + + The default text font. + + + The background used when the [RichTextLabel] is focused. + + + The normal background for the [RichTextLabel]. + diff --git a/gdnative-bindings/docs/RigidBody.xml b/gdnative-bindings/docs/RigidBody.xml index 7435be47d..31412158a 100644 --- a/gdnative-bindings/docs/RigidBody.xml +++ b/gdnative-bindings/docs/RigidBody.xml @@ -1,5 +1,5 @@ - + Physics Body whose position is determined through physics simulation in 3D space. @@ -11,7 +11,7 @@ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape] centers. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/524 https://godotengine.org/asset-library/asset/675 @@ -108,11 +108,11 @@ - Damps RigidBody's rotational forces. + Damps the body's rotational forces. If this value is different from -1.0 it will be added to any angular damp derived from the world or areas. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. - RigidBody's rotational velocity. + The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in [i]radians[/i] per second. Lock the body's rotation in the X axis. @@ -162,11 +162,11 @@ This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. - The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. + The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0 it will be added to any linear damp derived from the world or areas. See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. - The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. + The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. The body's mass. diff --git a/gdnative-bindings/docs/RigidBody2D.xml b/gdnative-bindings/docs/RigidBody2D.xml index 00d1cc3e3..f9b0e9769 100644 --- a/gdnative-bindings/docs/RigidBody2D.xml +++ b/gdnative-bindings/docs/RigidBody2D.xml @@ -1,5 +1,5 @@ - + A body that is controlled by the 2D physics engine. @@ -94,11 +94,11 @@ - Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project > Project Settings > Physics > 2d[/b]. + Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project > Project Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the default project value. See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. - The body's rotational velocity. + The body's rotational velocity in [i]radians[/i] per second. The body's total applied force. @@ -139,11 +139,11 @@ The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it. - Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b]. + Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the default project value. See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. - The body's linear velocity. + The body's linear velocity in pixels per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. The body's mass. diff --git a/gdnative-bindings/docs/Room.xml b/gdnative-bindings/docs/Room.xml new file mode 100644 index 000000000..f091c2d27 --- /dev/null +++ b/gdnative-bindings/docs/Room.xml @@ -0,0 +1,39 @@ + + + + Room node, used to group objects together locally for [Portal] culling. + + + The [Portal] culling system requires levels to be built using objects grouped together by location in areas called [Room]s. In many cases these will correspond to actual rooms in buildings, but not necessarily (a canyon area may be treated as a room). + Any [VisualInstance] that is a child or grandchild of a [Room] will be assigned to that room, if the [code]portal_mode[/code] of that [VisualInstance] is set to [code]STATIC[/code] (does not move) or [code]DYNAMIC[/code] (moves only within the room). + Internally the room boundary must form a [b]convex hull[/b], and by default this is determined automatically by the geometry of the objects you place within the room. + You can alternatively precisely specify a [b]manual bound[/b]. If you place a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn off the bound generation from geometry, and instead use the vertices of this MeshInstance to directly calculate a convex hull during the conversion stage (see [RoomManager]). + In order to see from one room into an adjacent room, [Portal]s must be placed over non-occluded openings between rooms. These will often be placed over doors and windows. + + + + + + + + + + Sets individual points. Primarily for use by the editor. + + + + + + If [code]points[/code] are set, the [Room] bounding convex hull will be built from these points. If no points are set, the room bound will either be derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/code]), or from the geometry within the room. + Note that you can use the [code]Generate Points[/code] editor button to get started. This will use either the geometry or manual bound to generate the room hull, and save the resulting points, allowing you to edit them to further refine the bound. + + + The [code]simplify[/code] value determines to what degree room hulls (bounds) are simplified, by removing similar planes. A value of 0 gives no simplification, 1 gives maximum simplification. + + + The room hull simplification can either use the default value set in the [RoomManager], or override this and use the per room setting. + + + + + diff --git a/gdnative-bindings/docs/RoomGroup.xml b/gdnative-bindings/docs/RoomGroup.xml new file mode 100644 index 000000000..7ad716781 --- /dev/null +++ b/gdnative-bindings/docs/RoomGroup.xml @@ -0,0 +1,24 @@ + + + + Groups [Room]s together to allow common functionality. + + + Although [Room] behavior can be specified individually, sometimes it is faster and more convenient to write functionality for a group of rooms. + [RoomGroup]s should be placed as children of the [b]room list[/b] (the parent [Node] of your [Room]s), and [Room]s should be placed in turn as children of a [RoomGroup] in order to assign them to the RoomGroup. + A [RoomGroup] can for example be used to specify [Room]s that are [b]outside[/b], and switch on or off a directional light, sky, or rain effect as the player enters / exits the area. + [RoomGroup]s receive [b]gameplay callbacks[/b] when the [code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or [code]notification[/code]s as they enter and exit the [b]gameplay area[/b] (see [RoomManager] for details). + + + + + + + + This priority will be applied to [Room]s within the group. The [Room] priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] another room or rooms. + When the [Camera] is within more than one room (regular and internal), the higher priority room will take precedence. So with for example, a house inside a terrain 'room', you would make the house higher priority, so that when the camera is within the house, the house is used as the source room, but outside the house, the terrain room would be used instead. + + + + + diff --git a/gdnative-bindings/docs/RoomManager.xml b/gdnative-bindings/docs/RoomManager.xml new file mode 100644 index 000000000..31ec09b6d --- /dev/null +++ b/gdnative-bindings/docs/RoomManager.xml @@ -0,0 +1,112 @@ + + + + The RoomManager node is used to control the portal culling system. + + + In order to utilize the portal occlusion culling system, you must build your level using [Room]s and [Portal]s. Before these can be used at runtime, they must undergo a short conversion process to build the [code]room graph[/code], runtime data needed for portal culling. The [code]room graph[/code] is controlled by the [RoomManager] node, and the [RoomManager] also contains settings that are common throughout the portal system. + + + + + + + + This function clears all converted data from the [b]room graph[/b]. Use this before unloading a level, when transitioning from level to level, or returning to a main menu. + + + + + + This is the most important function in the whole portal culling system. Without it, the system cannot function. + First it goes through every [Room] that is a child of the [code]room list[/code] node (and [RoomGroup]s within) and converts and adds it to the [code]room graph[/code]. + This works for both [Room] nodes, and [Spatial] nodes that follow a special naming convention. They should begin with the prefix [i]'Room_'[/i], followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. This will automatically convert such [Spatial]s to [Room] nodes for you. This is useful if you want to build you entire room system in e.g. Blender, and reimport multiple times as you work on the level. + The conversion will try to assign [VisualInstance]s that are children and grandchildren of the [Room] to the room. These should be given a suitable [code]portal mode[/code] (see the [CullInstance] documentation). The default [code]portal mode[/code] is [code]STATIC[/code] - objects which are not expected to move while the level is played, which will typically be most objects. + The conversion will usually use the geometry of these [VisualInstance]s (and the [Portal]s) to calculate a convex hull bound for the room. These bounds will be shown in the editor with a wireframe. Alternatively you can specify a manual custom bound for any room, see the [Room] documentation. + By definition, [Camera]s within a room can see everything else within the room (that is one advantage to using convex hulls). However, in order to see from one room into adjacent rooms, you must place [Portal]s, which represent openings that the camera can see through, like windows and doors. + [Portal]s are really just specialized [MeshInstance]s. In fact you will usually first create a portal by creating a [MeshInstance], especially a [code]plane[/code] mesh instance. You would move the plane in the editor to cover a window or doorway, with the front face pointing outward from the room. To let the conversion process know you want this mesh to be a portal, again we use a special naming convention. [MeshInstance]s to be converted to a [Portal] should start with the prefix [i]'Portal_'[/i]. + You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow the system to automatically detect the nearest [Room] to link. In most cases this will work fine. + An alternative method is to specify the [Room] to link to manually, appending a suffix to the portal name, which should be the name of the room you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to link to the room named [i]'Room_lounge'[/i]. + There is a special case here - Godot does not allow two nodes to share the same name. What if you want to manually have more than one portal leading into the same room? Surely they will need to both be called, e.g. [i]'Portal_lounge'[/i]? + The solution is a wildcard character. After the room name, if you use the character [i]'*'[/i], this character and anything following it will be ignored. So you can use for example [i]'Portal_lounge*0'[/i], [i]'Portal_lounge*1'[/i] etc. + Note that [Portal]s that have already been converted to [Portal] nodes (rather than [MeshInstance]s) still need to follow the same naming convention, as they will be relinked each time during conversion. + It is recommended that you only place objects in rooms that are desired to stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and [code]ROAMING[/code] objects are best placed in another part of the scene tree, to avoid confusion. See [CullInstance] for a full description of portal modes. + + + + + + Switches the portal culling system on and off. + It is important to note that when portal culling is active, it is responsible for [b]all[/b] the 3d culling. Some editor functionality may be more difficult to use, so switching the active flag is intended to be used to make sure your [Room] / [Portal] layout works within the editor. + Switching to [code]active[/code] will have no effect when the [code]room graph[/code] is unloaded (the rooms have not yet been converted). + + + Large objects can 'sprawl' over (be present in) more than one room. It can be useful to visualize which objects are sprawling outside the current room. + Toggling this setting turns this debug view on and off. + + + Usually we don't want objects that only [b]just[/b] cross a boundary into an adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has an extra margin, or tolerance zone where objects can enter without sprawling to a neighbouring room. + In most cases you can set this here for all portals. It is possible to override the margin for each portal. + + + When using a partial or full PVS, the gameplay monitor allows you to receive callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/b]. The gameplay area is defined as either the primary, or secondary PVS. + These callbacks allow you to, for example, reduce processing for objects that are far from the player, or turn on and off AI. + You can either choose to receive callbacks as notifications through the [code]_notification[/code] function, or as signals. + [code]NOTIFICATION_ENTER_GAMEPLAY[/code] + [code]NOTIFICATION_EXIT_GAMEPLAY[/code] + Signals: [code]"gameplay_entered"[/code], [code]"gameplay_exited"[/code] + + + If enabled, the system will attempt to merge similar meshes (particularly in terms of materials) within [Room]s during conversion. This can significantly reduce the number of drawcalls and state changes required during rendering, albeit at a cost of reduced culling granularity. + [b]Note:[/b] This operates at runtime during the conversion process, and will only operate on exported or running projects, in order to prevent accidental alteration to the scene and loss of data. + + + When converting rooms, the editor will warn you if overlap is detected between rooms. Overlap can interfere with determining the room that cameras and objects are within. A small amount can be acceptable, depending on your level. Here you can alter the threshold at which the editor warning appears. There are no other side effects. + + + Portal rendering is recursive - each time a portal is seen through an earlier portal there is some cost. For this reason, and to prevent the possibility of infinite loops, this setting provides a hard limit on the recursion depth. + [b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode. + + + Portal culling normally operates using the current [Camera] / [Camera]s, however for debugging purposes within the editor, you can use this setting to override this behavior and force it to use a particular camera to get a better idea of what the occlusion culling is doing. + + + + Optionally during conversion the potentially visible set (PVS) of rooms that are potentially visible from each room can be calculated. This can be used either to aid in dynamic portal culling, or to totally replace portal culling. + In [code]Full[/code] PVS Mode, all objects within the potentially visible rooms will be frustum culled, and rendered if they are within the view frustum. + + + In order to reduce processing for roaming objects, an expansion is applied to their AABB as they move. This expanded volume is used to calculate which rooms the roaming object is within. If the object's exact AABB is still within this expanded volume on the next move, there is no need to reprocess the object, which can save considerable CPU. + The downside is that if the expansion is too much, the object may end up unexpectedly sprawling into neighbouring rooms and showing up where it might otherwise be culled. + In order to balance roaming performance against culling accuracy, this expansion margin can be customized by the user. It will typically depend on your room and object sizes, and movement speeds. The default value should work reasonably in most circumstances. + + + During the conversion process, the geometry of objects within [Room]s, or a custom specified manual bound, are used to generate a [b]convex hull bound[/b]. + This convex hull is [b]required[/b] in the visibility system, and is used for many purposes. Most importantly, it is used to decide whether the [Camera] (or an object) is within a [Room]. The convex hull generating algorithm is good, but occasionally it can create too many (or too few) planes to give a good representation of the room volume. + The [code]room_simplify[/code] value can be used to gain fine control over this process. It determines how similar planes can be for them to be considered the same (and duplicates removed). The value can be set between 0 (no simplification) and 1 (maximum simplification). + The value set here is the default for all rooms, but individual rooms can override this value if desired. + The room convex hulls are shown as a wireframe in the editor. + + + For the [Room] conversion process to succeed, you must point the [RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which we refer to as the [code]roomlist[/code] (the roomlist is not a special node type, it is normally just a [Spatial]). + + + Shows the [Portal] margins when the portal gizmo is used in the editor. + + + When receiving gameplay callbacks when objects enter and exit gameplay, the [b]gameplay area[/b] can be defined by either the primary PVS (potentially visible set) of [Room]s, or the secondary PVS (the primary PVS and their neighbouring [Room]s). + Sometimes using the larger gameplay area of the secondary PVS may be preferable. + + + + + Use only [Portal]s at runtime to determine visibility. PVS will not be generated at [Room]s conversion, and gameplay notifications cannot be used. + + + Use a combination of PVS and [Portal]s to determine visibility (this is usually fastest and most accurate). + + + Use only the PVS (potentially visible set) of [Room]s to determine visibility. + + + diff --git a/gdnative-bindings/docs/RootMotionView.xml b/gdnative-bindings/docs/RootMotionView.xml index 8042df97a..4b7d3f720 100644 --- a/gdnative-bindings/docs/RootMotionView.xml +++ b/gdnative-bindings/docs/RootMotionView.xml @@ -1,14 +1,14 @@ - + Editor-only helper for setting up root motion in [AnimationTree]. [i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree]. - [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script. + [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]tool[/code] script. - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion + https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html#root-motion diff --git a/gdnative-bindings/docs/SceneState.xml b/gdnative-bindings/docs/SceneState.xml index ab6ed273d..904149125 100644 --- a/gdnative-bindings/docs/SceneState.xml +++ b/gdnative-bindings/docs/SceneState.xml @@ -1,5 +1,5 @@ - + A script interface to a scene file's data. @@ -168,5 +168,9 @@ If passed to [method PackedScene.instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state. [b]Note:[/b] Only available in editor builds. + + If passed to [method PackedScene.instance], it's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one. + [b]Note:[/b] Only available in editor builds. + diff --git a/gdnative-bindings/docs/SceneTree.xml b/gdnative-bindings/docs/SceneTree.xml index e8c09a9f9..1514a3534 100644 --- a/gdnative-bindings/docs/SceneTree.xml +++ b/gdnative-bindings/docs/SceneTree.xml @@ -1,5 +1,5 @@ - + Manages the game loop via a hierarchy of nodes. @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. - https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scene_tree.html - https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/scene_tree.html + https://docs.godotengine.org/en/3.5/tutorials/rendering/multiple_resolutions.html @@ -55,6 +55,7 @@ Changes the running scene to a new instance of the given [PackedScene]. Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated. [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to] call. + [b]Note:[/b] Passing a value of [code]null[/code] into the method will unload the current scene without loading a new one. @@ -73,6 +74,12 @@ The timer will be automatically freed after its time elapses. + + + + Creates and returns a new [SceneTreeTween]. + + @@ -104,6 +111,12 @@ Returns a list of all nodes assigned to the given group. + + + + Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] (both running and paused). + + @@ -174,14 +187,6 @@ Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated. - - - - - If [code]true[/code], the application automatically accepts quitting. Enabled by default. - For mobile platforms, see [method set_quit_on_go_back]. - - @@ -207,14 +212,6 @@ Marks the most recent [InputEvent] as handled. - - - - - If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default. - To handle 'Go Back' button when this option is disabled, use [constant MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]. - - @@ -227,14 +224,20 @@ + + If [code]true[/code], the application automatically accepts quitting. + For mobile platforms, see [member quit_on_go_back]. + The current scene. If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes. + [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_collisions_hint] while the project is running will not have the desired effect. If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes. + [b]Note:[/b] This property is not designed to be changed at run-time. Changing the value of [member debug_navigation_hint] while the project is running will not have the desired effect. The root of the edited scene. @@ -254,6 +257,13 @@ - 2D and 3D physics will be stopped. This includes signals and collision detection. - [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes. + + Although physics interpolation would normally be globally turned on and off using [member ProjectSettings.physics/common/physics_interpolation], this property allows control over interpolation at runtime. + + + If [code]true[/code], the application quits automatically on going back (e.g. on Android). + To handle 'Go Back' button when this option is disabled, use [constant MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]. + If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new incoming connections. @@ -261,7 +271,9 @@ The [SceneTree]'s root [Viewport]. - If [code]true[/code], font oversampling is used. + If [code]true[/code], font oversampling is enabled. This means that [DynamicFont]s will be rendered at higher or lower size than configured based on the viewport's scaling ratio. For example, in a viewport scaled with a factor 1.5, a font configured with size 14 would be rendered with size 21 ([code]14 * 1.5[/code]). + [b]Note:[/b] Font oversampling is only used if the viewport stretch mode is [constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is different from [constant STRETCH_ASPECT_IGNORE]. + [b]Note:[/b] This property is set automatically for the active [SceneTree] when the project starts based on the configuration of [code]rendering/quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The property can however be overridden at runtime as needed. diff --git a/gdnative-bindings/docs/SceneTreeTimer.xml b/gdnative-bindings/docs/SceneTreeTimer.xml index f6ba176f0..1afdb39c7 100644 --- a/gdnative-bindings/docs/SceneTreeTimer.xml +++ b/gdnative-bindings/docs/SceneTreeTimer.xml @@ -1,5 +1,5 @@ - + One-shot timer. @@ -12,6 +12,7 @@ yield(get_tree().create_timer(1.0), "timeout") print("Timer ended.") [/codeblock] + The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [Reference]. @@ -19,7 +20,7 @@ - The time remaining. + The time remaining (in seconds). diff --git a/gdnative-bindings/docs/SceneTreeTween.xml b/gdnative-bindings/docs/SceneTreeTween.xml new file mode 100644 index 000000000..ff353ae6d --- /dev/null +++ b/gdnative-bindings/docs/SceneTreeTween.xml @@ -0,0 +1,326 @@ + + + + Lightweight object used for general-purpose animation via script, using [Tweener]s. + + + [SceneTreeTween] is a tween managed by the scene tree. As opposed to [Tween], it does not require the instantiation of a node. + [SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay. + A [SceneTreeTween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [SceneTreeTween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be used for tweening values, but you can do manual interpolation with [method interpolate_value]. + A tween animation is created by adding [Tweener]s to the [SceneTreeTween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]: + [codeblock] + var tween = get_tree().create_tween() + tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "scale", Vector2(), 1) + tween.tween_callback($Sprite, "queue_free") + [/codeblock] + This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel]. + When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set a different transition type in the above example, you can use [method set_trans]: + [codeblock] + var tween = get_tree().create_tween() + tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE) + tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE) + tween.tween_callback($Sprite, "queue_free") + [/codeblock] + Most of the [SceneTreeTween] methods can be chained this way too. In the following example the [SceneTreeTween] is bound to the running script's node and a default transition is set for its [Tweener]s: + [codeblock] + var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC) + tween.tween_property($Sprite, "modulate", Color.red, 1) + tween.tween_property($Sprite, "scale", Vector2(), 1) + tween.tween_callback($Sprite, "queue_free") + [/codeblock] + Another interesting use for [SceneTreeTween]s is animating arbitrary sets of objects: + [codeblock] + var tween = create_tween() + for sprite in get_children(): + 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). + Some [Tweener]s use transitions and eases. The first accepts a [enum Tween.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 Tween.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 Tween.TransitionType] constants with [constant Tween.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 [SceneTreeTween]s will automatically start by default. To prevent a [SceneTreeTween] from autostarting, you can call [method stop] immediately after it is created. + + + + + + + + + Binds this [SceneTreeTween] with the given [code]node[/code]. [SceneTreeTween]s are processed directly by the [SceneTree], so they run independently of the animated nodes. When you bind a [Node] with the [SceneTreeTween], the [SceneTreeTween] will halt the animation when the object is not inside tree and the [SceneTreeTween] will be automatically killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will make the pausing behavior dependent on the bound node. + For a shorter way to create and bind a [SceneTreeTween], you can use [method Node.create_tween]. + + + + + + Used to chain two [Tweener]s after [method set_parallel] is called with [code]true[/code]. + [codeblock] + var tween = create_tween().set_parallel(true) + tween.tween_property(...) + tween.tween_property(...) # Will run parallelly with above. + tween.chain().tween_property(...) # Will run after two above are finished. + [/codeblock] + + + + + + + Processes the [SceneTreeTween] by the given [code]delta[/code] value, in seconds. This is mostly useful for manual control when the [SceneTreeTween] is paused. It can also be used to end the [SceneTreeTween] animation immediately, by setting [code]delta[/code] longer than the whole duration of the [SceneTreeTween] animation. + Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that haven't finished. + [b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing frame after its animation finishes. Calling [method stop] after performing [method custom_step] instead keeps and resets the [SceneTreeTween]. + + + + + + Returns the total time in seconds the [SceneTreeTween] has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale], and [method stop] will reset it to [code]0[/code]. + [b]Note:[/b] As it results from accumulating frame deltas, the time returned after the [SceneTreeTween] has finished animating will be slightly greater than the actual [SceneTreeTween] duration. + + + + + + + + + + + + This method can be used for manual interpolation of a value, when you don't want [SceneTreeTween] to do animating for you. It's similar to [method @GDScript.lerp], but with support for custom transition and easing. + [code]initial_value[/code] is the starting value of the interpolation. + [code]delta_value[/code] is the change of the value in the interpolation, i.e. it's equal to [code]final_value - initial_value[/code]. + [code]elapsed_time[/code] is the time in seconds that passed after the interpolation started and it's used to control the position of the interpolation. E.g. when it's equal to half of the [code]duration[/code], the interpolated value will be halfway between initial and final values. This value can also be greater than [code]duration[/code] or lower than 0, which will extrapolate the value. + [code]duration[/code] is the total time of the interpolation. + [b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method will always return the final value, regardless of [code]elapsed_time[/code] provided. + + + + + + Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't paused and it's not finished. + + + + + + Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a [SceneTreeTween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A [SceneTreeTween] might become invalid when it has finished tweening, is killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid [SceneTreeTween]s can't have [Tweener]s appended. You can however still use [method interpolate_value]. + + + + + + Aborts all tweening operations and invalidates the [SceneTreeTween]. + + + + + + Makes the next [Tweener] run parallelly to the previous one. Example: + [codeblock] + var tween = create_tween() + tween.tween_property(...) + tween.parallel().tween_property(...) + tween.parallel().tween_property(...) + [/codeblock] + All [Tweener]s in the example will run at the same time. + You can make the [SceneTreeTween] parallel by default by using [method set_parallel]. + + + + + + Pauses the tweening. The animation can be resumed by using [method play]. + + + + + + Resumes a paused or stopped [SceneTreeTween]. + + + + + + + Sets the default ease type for [PropertyTweener]s and [MethodTweener]s animated by this [SceneTreeTween]. + + + + + + + Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice. + Calling this method without arguments will make the [SceneTreeTween] run infinitely, until either it is killed with [method kill], the [SceneTreeTween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible). + [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [SceneTreeTween]'s lifetime depends on some node, always use [method bind_node]. + + + + + + + If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after this method will by default run simultaneously, as opposed to sequentially. + + + + + + + Determines the behavior of the [SceneTreeTween] when the [SceneTree] is paused. Check [enum TweenPauseMode] for options. + Default value is [constant TWEEN_PAUSE_BOUND]. + + + + + + + Determines whether the [SceneTreeTween] should run during idle frame (see [method Node._process]) or physics frame (see [method Node._physics_process]. + Default value is [constant Tween.TWEEN_PROCESS_IDLE]. + + + + + + + Scales the speed of tweening. This affects all [Tweener]s and their delays. + + + + + + + Sets the default transition type for [PropertyTweener]s and [MethodTweener]s animated by this [SceneTreeTween]. + + + + + + Stops the tweening and resets the [SceneTreeTween] to its initial state. This will not remove any appended [Tweener]s. + + + + + + + + + Creates and appends a [CallbackTweener]. This method can be used to call an arbitrary method in any object. Use [code]binds[/code] to bind additional arguments for the call. + Example: object that keeps shooting every 1 second. + [codeblock] + var tween = get_tree().create_tween().set_loops() + tween.tween_callback(self, "shoot").set_delay(1) + [/codeblock] + Example: turning a sprite red and then blue, with 2 second delay. + [codeblock] + var tween = get_tree().create_tween() + tween.tween_callback($Sprite, "set_modulate", [Color.red]).set_delay(2) + tween.tween_callback($Sprite, "set_modulate", [Color.blue]).set_delay(2) + [/codeblock] + + + + + + + Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [SceneTreeTween] acts as a timer). [code]time[/code] is the length of the interval, in seconds. + Example: creating an interval in code execution. + [codeblock] + # ... some code + yield(create_tween().tween_interval(2), "finished") + # ... more code + [/codeblock] + Example: creating an object that moves back and forth and jumps every few seconds. + [codeblock] + var tween = create_tween().set_loops() + tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative() + tween.tween_callback(self, "jump") + tween.tween_interval(2) + tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative() + tween.tween_callback(self, "jump") + tween.tween_interval(2) + [/codeblock] + + + + + + + + + + + + Creates and appends a [MethodTweener]. This method is similar to a combination of [method tween_callback] and [method tween_property]. It calls a method over time with a tweened value provided as an argument. The value is tweened between [code]from[/code] and [code]to[/code] over the time specified by [code]duration[/code], in seconds. Use [code]binds[/code] to bind additional arguments for the call. You can use [method MethodTweener.set_ease] and [method MethodTweener.set_trans] to tweak the easing and transition of the value or [method MethodTweener.set_delay] to delay the tweening. + Example: making a 3D object look from one point to another point. + [codeblock] + var tween = create_tween() + tween.tween_method(self, "look_at", Vector3(-1, 0, -1), Vector3(1, 0, -1), 1, [Vector3.UP]) # The look_at() method takes up vector as second argument. + [/codeblock] + Example: setting a text of a [Label], using an intermediate method and after a delay. + [codeblock] + func _ready(): + var tween = create_tween() + tween.tween_method(self, "set_label_text", 0, 10, 1).set_delay(1) + + func set_label_text(value: int): + $Label.text = "Counting " + str(value) + [/codeblock] + + + + + + + + + + Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example: + [codeblock] + var tween = create_tween() + tween.tween_property($Sprite, "position", Vector2(100, 200), 1) + tween.tween_property($Sprite, "position", Vector2(200, 300), 1) + [/codeblock] + will move the sprite to position (100, 200) and then to (200, 300). If you use [method PropertyTweener.from] or [method PropertyTweener.from_current], the starting position will be overwritten by the given value instead. See other methods in [PropertyTweener] to see how the tweening can be tweaked further. + [b]Note:[/b] You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component. + Example: moving object twice from the same position, with different transition types. + [codeblock] + var tween = create_tween() + tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE) + tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO) + [/codeblock] + + + + + + + Emitted when the [SceneTreeTween] has finished all tweening. Never emitted when the [SceneTreeTween] is set to infinite looping (see [method set_loops]). + [b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next processing frame after this signal is emitted. Calling [method stop] inside the signal callback will prevent the [SceneTreeTween] from being removed. + + + + + + Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after the final loop, use [signal finished] instead for this case. + + + + + + Emitted when one step of the [SceneTreeTween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running in parallel. + + + + + + If the [SceneTreeTween] has a bound node, it will process when that node can process (see [member Node.pause_mode]). Otherwise it's the same as [constant TWEEN_PAUSE_STOP]. + + + If [SceneTree] is paused, the [SceneTreeTween] will also pause. + + + The [SceneTreeTween] will process regardless of whether [SceneTree] is paused. + + + diff --git a/gdnative-bindings/docs/Script.xml b/gdnative-bindings/docs/Script.xml index 5ae561edc..8ccd72244 100644 --- a/gdnative-bindings/docs/Script.xml +++ b/gdnative-bindings/docs/Script.xml @@ -1,5 +1,5 @@ - + A class stored as a resource. @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scripting.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/index.html diff --git a/gdnative-bindings/docs/ScriptCreateDialog.xml b/gdnative-bindings/docs/ScriptCreateDialog.xml index d0e8ca311..4059e89e3 100644 --- a/gdnative-bindings/docs/ScriptCreateDialog.xml +++ b/gdnative-bindings/docs/ScriptCreateDialog.xml @@ -1,5 +1,5 @@ - + The Editor's popup dialog for creating new [Script] files. @@ -27,11 +27,11 @@ - - - - - + + + + + diff --git a/gdnative-bindings/docs/ScriptEditor.xml b/gdnative-bindings/docs/ScriptEditor.xml index 675dd555a..a6f4bc7c1 100644 --- a/gdnative-bindings/docs/ScriptEditor.xml +++ b/gdnative-bindings/docs/ScriptEditor.xml @@ -1,5 +1,5 @@ - + Godot editor's script editor. @@ -59,6 +59,12 @@ Opens the script create dialog. The script will extend [code]base_name[/code]. The file extension can be omitted from [code]base_path[/code]. It will be added based on the selected scripting language. + + + + Reload all currently opened scripts from disk in case the file contents are newer. + + diff --git a/gdnative-bindings/docs/ScrollBar.xml b/gdnative-bindings/docs/ScrollBar.xml index 4381cd0b6..3d5e17d15 100644 --- a/gdnative-bindings/docs/ScrollBar.xml +++ b/gdnative-bindings/docs/ScrollBar.xml @@ -1,5 +1,5 @@ - + Base class for scroll bars. @@ -14,8 +14,8 @@ Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused. - - + + diff --git a/gdnative-bindings/docs/ScrollContainer.xml b/gdnative-bindings/docs/ScrollContainer.xml index ca225bf2d..21ccf4b53 100644 --- a/gdnative-bindings/docs/ScrollContainer.xml +++ b/gdnative-bindings/docs/ScrollContainer.xml @@ -1,5 +1,5 @@ - + A helper node for displaying scrollable elements such as lists. @@ -7,6 +7,7 @@ A ScrollContainer node meant to contain a [Control] child. ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.rect_min_size] of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension). + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html @@ -14,6 +15,12 @@ Ensures the given [code]control[/code] is visible (must be a direct or indirect child of the ScrollContainer). Used by [member follow_focus]. + [b]Note:[/b] This will not work on a node that was just added during the same frame. If you want to scroll to a newly added child, you must wait until the next frame using [signal SceneTree.idle_frame]: + [codeblock] + add_child(child_node) + yield(get_tree(), "idle_frame") + ensure_control_visible(child_node) + [/codeblock] @@ -35,7 +42,7 @@ If [code]true[/code], the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible. - + diff --git a/gdnative-bindings/docs/SegmentShape2D.xml b/gdnative-bindings/docs/SegmentShape2D.xml index 567a0715d..4a0794246 100644 --- a/gdnative-bindings/docs/SegmentShape2D.xml +++ b/gdnative-bindings/docs/SegmentShape2D.xml @@ -1,5 +1,5 @@ - + Segment shape for 2D collisions. diff --git a/gdnative-bindings/docs/Semaphore.xml b/gdnative-bindings/docs/Semaphore.xml index 221cd28fe..55dade25c 100644 --- a/gdnative-bindings/docs/Semaphore.xml +++ b/gdnative-bindings/docs/Semaphore.xml @@ -1,5 +1,5 @@ - + A synchronization semaphore. @@ -7,19 +7,27 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. - https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.5/tutorials/performance/threads/using_multiple_threads.html - Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] on success, [constant ERR_BUSY] otherwise. + Lowers the [Semaphore], allowing one more thread in. + [b]Note:[/b] This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be [constant OK]. + + + + + + Like [method wait], but won't block, so if the value is zero, fails immediately and returns [constant ERR_BUSY]. If non-zero, it returns [constant OK] to report success. - Tries to wait for the [Semaphore], if its value is zero, blocks until non-zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise. + Waits for the [Semaphore], if its value is zero, blocks until non-zero. + [b]Note:[/b] This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be [constant OK]. diff --git a/gdnative-bindings/docs/Separator.xml b/gdnative-bindings/docs/Separator.xml index 444081ef6..c75756607 100644 --- a/gdnative-bindings/docs/Separator.xml +++ b/gdnative-bindings/docs/Separator.xml @@ -1,5 +1,5 @@ - + Base class for separators. diff --git a/gdnative-bindings/docs/Shader.xml b/gdnative-bindings/docs/Shader.xml index 6aaef916e..49be6cfff 100644 --- a/gdnative-bindings/docs/Shader.xml +++ b/gdnative-bindings/docs/Shader.xml @@ -1,5 +1,5 @@ - + A custom shader program. @@ -7,8 +7,8 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. - https://docs.godotengine.org/en/3.4/tutorials/shading/index.html - https://docs.godotengine.org/en/3.4/tutorials/shading/your_first_shader/what_are_shaders.html + https://docs.godotengine.org/en/3.5/tutorials/shaders/index.html + https://docs.godotengine.org/en/3.5/tutorials/shaders/introduction_to_shaders.html diff --git a/gdnative-bindings/docs/ShaderMaterial.xml b/gdnative-bindings/docs/ShaderMaterial.xml index 9d3cdd3fb..6167be006 100644 --- a/gdnative-bindings/docs/ShaderMaterial.xml +++ b/gdnative-bindings/docs/ShaderMaterial.xml @@ -1,5 +1,5 @@ - + A material that uses a custom [Shader] program. @@ -8,7 +8,7 @@ [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. - https://docs.godotengine.org/en/3.4/tutorials/shading/index.html + https://docs.godotengine.org/en/3.5/tutorials/shaders/index.html diff --git a/gdnative-bindings/docs/Shape.xml b/gdnative-bindings/docs/Shape.xml index c1cceb11a..54a2916a7 100644 --- a/gdnative-bindings/docs/Shape.xml +++ b/gdnative-bindings/docs/Shape.xml @@ -1,5 +1,5 @@ - + Base class for all 3D shape resources. @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html diff --git a/gdnative-bindings/docs/Shape2D.xml b/gdnative-bindings/docs/Shape2D.xml index 628e47511..11bb72a24 100644 --- a/gdnative-bindings/docs/Shape2D.xml +++ b/gdnative-bindings/docs/Shape2D.xml @@ -1,5 +1,5 @@ - + Base class for all 2D shapes. @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. - https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html @@ -26,7 +26,9 @@ - Returns a list of the points where this shape touches another. If there are no collisions the list is empty. + Returns a list of contact point pairs where this shape touches another. + If there are no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of [code]with_shape[/code]. + A collision pair A, B can be used to calculate the collision normal with [code](B - A).normalized()[/code], and the collision depth with [code](B - A).length()[/code]. This information is typically used to separate shapes, particularly in collision solvers. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). @@ -50,7 +52,9 @@ - Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty. + Returns a list of contact point pairs where this shape would touch another, if a given movement was applied. + If there would be no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of [code]with_shape[/code]. + A collision pair A, B can be used to calculate the collision normal with [code](B - A).normalized()[/code], and the collision depth with [code](B - A).length()[/code]. This information is typically used to separate shapes, particularly in collision solvers. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). @@ -65,7 +69,8 @@ - The shape's custom solver bias. + The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved. + When set to [code]0.0[/code], the default value of [code]0.3[/code] is used. diff --git a/gdnative-bindings/docs/ShortCut.xml b/gdnative-bindings/docs/ShortCut.xml index ce26743c4..eda4c7c46 100644 --- a/gdnative-bindings/docs/ShortCut.xml +++ b/gdnative-bindings/docs/ShortCut.xml @@ -1,5 +1,5 @@ - + A shortcut for binding input. diff --git a/gdnative-bindings/docs/Skeleton.xml b/gdnative-bindings/docs/Skeleton.xml index 4172ee94a..d8414f1fe 100644 --- a/gdnative-bindings/docs/Skeleton.xml +++ b/gdnative-bindings/docs/Skeleton.xml @@ -1,5 +1,5 @@ - + Skeleton for characters and animated objects. diff --git a/gdnative-bindings/docs/Skeleton2D.xml b/gdnative-bindings/docs/Skeleton2D.xml index 546e2d1cb..132a046f2 100644 --- a/gdnative-bindings/docs/Skeleton2D.xml +++ b/gdnative-bindings/docs/Skeleton2D.xml @@ -1,5 +1,5 @@ - + Skeleton for 2D characters and animated objects. @@ -7,7 +7,7 @@ Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. - https://docs.godotengine.org/en/3.4/tutorials/animation/2d_skeletons.html + https://docs.godotengine.org/en/3.5/tutorials/animation/2d_skeletons.html diff --git a/gdnative-bindings/docs/SkeletonIK.xml b/gdnative-bindings/docs/SkeletonIK.xml index 027a37d7c..67afe2f61 100644 --- a/gdnative-bindings/docs/SkeletonIK.xml +++ b/gdnative-bindings/docs/SkeletonIK.xml @@ -1,5 +1,5 @@ - + SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a certain point in 3D by rotating all bones in the chain accordingly. diff --git a/gdnative-bindings/docs/Skin.xml b/gdnative-bindings/docs/Skin.xml index 2d0e61f11..5cba9a342 100644 --- a/gdnative-bindings/docs/Skin.xml +++ b/gdnative-bindings/docs/Skin.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/SkinReference.xml b/gdnative-bindings/docs/SkinReference.xml index 1228ea7d9..5c030404e 100644 --- a/gdnative-bindings/docs/SkinReference.xml +++ b/gdnative-bindings/docs/SkinReference.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/Sky.xml b/gdnative-bindings/docs/Sky.xml index 23912483e..99c97fd08 100644 --- a/gdnative-bindings/docs/Sky.xml +++ b/gdnative-bindings/docs/Sky.xml @@ -1,5 +1,5 @@ - + The base class for [PanoramaSky] and [ProceduralSky]. diff --git a/gdnative-bindings/docs/Slider.xml b/gdnative-bindings/docs/Slider.xml index 8b0a6e477..445b54d30 100644 --- a/gdnative-bindings/docs/Slider.xml +++ b/gdnative-bindings/docs/Slider.xml @@ -1,5 +1,5 @@ - + Base class for GUI sliders. @@ -15,11 +15,11 @@ If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code. - + If [code]true[/code], the value can be changed using the mouse wheel. - + Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers. @@ -27,6 +27,19 @@ If [code]true[/code], the slider will display ticks for minimum and maximum values. + + + + + Emitted when dragging stops. If [code]value_changed[/code] is true, [member Range.value] is different from the value when you started the dragging. + + + + + Emitted when dragging is started. + + + diff --git a/gdnative-bindings/docs/SliderJoint.xml b/gdnative-bindings/docs/SliderJoint.xml index b1955fa19..fc8bfdd9e 100644 --- a/gdnative-bindings/docs/SliderJoint.xml +++ b/gdnative-bindings/docs/SliderJoint.xml @@ -1,5 +1,5 @@ - + Slider between two PhysicsBodies in 3D. diff --git a/gdnative-bindings/docs/SoftBody.xml b/gdnative-bindings/docs/SoftBody.xml index 5479fb624..f128f643b 100644 --- a/gdnative-bindings/docs/SoftBody.xml +++ b/gdnative-bindings/docs/SoftBody.xml @@ -1,13 +1,14 @@ - + A soft mesh physics body. A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. + [b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies). - https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html + https://docs.godotengine.org/en/3.5/tutorials/physics/soft_body.html @@ -90,10 +91,10 @@ The physics layers this SoftBody 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. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/gdnative-bindings/docs/Spatial.xml b/gdnative-bindings/docs/Spatial.xml index 5019a08a9..9383b0487 100644 --- a/gdnative-bindings/docs/Spatial.xml +++ b/gdnative-bindings/docs/Spatial.xml @@ -1,5 +1,5 @@ - + Most basic 3D game object, parent of all 3D-related nodes. @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. - https://docs.godotengine.org/en/3.4/tutorials/3d/introduction_to_3d.html + https://docs.godotengine.org/en/3.5/tutorials/3d/introduction_to_3d.html https://github.com/godotengine/godot-demo-projects/tree/master/3d @@ -19,6 +19,13 @@ Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations. + + + + When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick). + This is particularly important for frame-based operations that take place in [method Node._process], rather than [method Node._physics_process]. Examples include [Camera]s focusing on a node, or finding where to fire lasers from on a frame rather than physics tick. + + @@ -94,8 +101,9 @@ - Rotates itself so that the local -Z axis points towards the [code]target[/code] position. - The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors. + Rotates the node so that the local forward axis (-Z) points toward the [code]target[/code] position. + The local up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly. + The [code]target[/code] position cannot be the same as the node's position, the [code]up[/code] vector cannot be zero, and the direction from the node's position to the [code]target[/code] vector cannot be parallel to the [code]up[/code] vector. Operations take place in global space. @@ -245,9 +253,16 @@ The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor. + + Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). + [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. + World space (global) [Transform] of this node. + + Global position of this node. This is equivalent to [code]global_transform.origin[/code]. + Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. @@ -257,6 +272,7 @@ Scale part of the local transformation. + [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative. Local space [Transform] of this node, with respect to the parent node. diff --git a/gdnative-bindings/docs/SpatialGizmo.xml b/gdnative-bindings/docs/SpatialGizmo.xml index 80c82afc5..314746ab3 100644 --- a/gdnative-bindings/docs/SpatialGizmo.xml +++ b/gdnative-bindings/docs/SpatialGizmo.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/SpatialMaterial.xml b/gdnative-bindings/docs/SpatialMaterial.xml index 206c6bfa6..70a7ce06e 100644 --- a/gdnative-bindings/docs/SpatialMaterial.xml +++ b/gdnative-bindings/docs/SpatialMaterial.xml @@ -1,5 +1,5 @@ - + Default 3D rendering material. @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. - https://docs.godotengine.org/en/3.4/tutorials/3d/spatial_material.html + https://docs.godotengine.org/en/3.5/tutorials/3d/spatial_material.html @@ -44,7 +44,7 @@ - If [code]true[/code], enables the specified flag. Flags are optional behaviour that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. + If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. @@ -64,13 +64,16 @@ Texture to multiply by [member albedo_color]. Used for basic texturing of objects. - The strength of the anisotropy effect. + The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel. - If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken. + If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections. + [b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken. + [b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering. Anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/quality/filters/anisotropic_filter_level]. - Texture that offsets the tangent map for anisotropy calculations. + Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion. + If present, the texture's alpha channel will be used to multiply the strength of the [member anisotropy] effect. Fully opaque pixels will keep the anisotropy effect's original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture's blue channel is ignored. If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture]. @@ -87,6 +90,10 @@ Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + + If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] is [code]Synchronous[/code] (with or without cache), this determines how this material must behave in regards to asynchronous shader compilation. + [constant ASYNC_MODE_VISIBLE] is the default and the best for most cases. + Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect. @@ -139,7 +146,7 @@ Texture that specifies the per-pixel normal of the detail overlay. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. @@ -176,6 +183,9 @@ Forces a conversion of the [member albedo_texture] from sRGB space to linear space. + + Enables signed distance field rendering shader. + If [code]true[/code], the object receives no ambient light. @@ -205,7 +215,10 @@ If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. - If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. + If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices, especially for meshes with a lower polygon count. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled. + See also [member ProjectSettings.rendering/quality/shading/force_vertex_shading] which can globally enable vertex shading on all materials. + [b]Note:[/b] By default, vertex shading is enforced on mobile platforms by [member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s [code]mobile[/code] override. + [b]Note:[/b] [member flags_vertex_lighting] has no effect if [member flags_unshaded] is [code]true[/code]. If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. @@ -232,7 +245,7 @@ Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. Threshold at which the alpha scissor will discard values. @@ -560,7 +573,10 @@ Enables the shadow to opacity feature. - + + Enables signed distance field rendering shader. + + Represents the size of the [enum Flags] enum. @@ -639,5 +655,12 @@ Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. + + The real conditioned shader needed on each situation will be sent for background compilation. In the meantime, a very complex shader that adapts to every situation will be used ("ubershader"). This ubershader is much slower to render, but will keep the game running without stalling to compile. Once shader compilation is done, the ubershader is replaced by the traditional optimized shader. + + + Anything with this material applied won't be rendered while this material's shader is being compiled. + This is useful for optimization, in cases where the visuals won't suffer from having certain non-essential elements missing during the short time their shaders are being compiled. + diff --git a/gdnative-bindings/docs/SpatialVelocityTracker.xml b/gdnative-bindings/docs/SpatialVelocityTracker.xml index 9b7b11122..994f82175 100644 --- a/gdnative-bindings/docs/SpatialVelocityTracker.xml +++ b/gdnative-bindings/docs/SpatialVelocityTracker.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/SphereMesh.xml b/gdnative-bindings/docs/SphereMesh.xml index f7c1af073..366f026da 100644 --- a/gdnative-bindings/docs/SphereMesh.xml +++ b/gdnative-bindings/docs/SphereMesh.xml @@ -1,5 +1,5 @@ - + Class representing a spherical [PrimitiveMesh]. diff --git a/gdnative-bindings/docs/SphereShape.xml b/gdnative-bindings/docs/SphereShape.xml index 0284ab6ed..ef5dccde5 100644 --- a/gdnative-bindings/docs/SphereShape.xml +++ b/gdnative-bindings/docs/SphereShape.xml @@ -1,5 +1,5 @@ - + Sphere shape for 3D collisions. diff --git a/gdnative-bindings/docs/SpinBox.xml b/gdnative-bindings/docs/SpinBox.xml index 2b89e82f6..a6e8a3a7c 100644 --- a/gdnative-bindings/docs/SpinBox.xml +++ b/gdnative-bindings/docs/SpinBox.xml @@ -1,5 +1,5 @@ - + Numerical input text field. @@ -16,6 +16,7 @@ The above code will create a [SpinBox], disable context menu on it and set the text alignment to right. See [Range] class for more options over the [SpinBox]. [b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a [SpinBox]'s background, add theme items for [LineEdit] and customize them. + [b]Note:[/b] If you want to implement drag and drop for the underlying [LineEdit], you can use [method Control.set_drag_forwarding] on the node returned by [method get_line_edit]. diff --git a/gdnative-bindings/docs/SplitContainer.xml b/gdnative-bindings/docs/SplitContainer.xml index 1fac71c25..c31064e32 100644 --- a/gdnative-bindings/docs/SplitContainer.xml +++ b/gdnative-bindings/docs/SplitContainer.xml @@ -1,5 +1,5 @@ - + Container for splitting and adjusting. @@ -7,6 +7,7 @@ Container for splitting two [Control]s vertically or horizontally, with a grabber that allows adjusting the split offset or ratio. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html diff --git a/gdnative-bindings/docs/SpotLight.xml b/gdnative-bindings/docs/SpotLight.xml index cd2fc5f92..a01f5d9e1 100644 --- a/gdnative-bindings/docs/SpotLight.xml +++ b/gdnative-bindings/docs/SpotLight.xml @@ -1,5 +1,5 @@ - + A spotlight, such as a reflector spotlight or a lantern. @@ -8,7 +8,7 @@ [b]Note:[/b] By default, only 32 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times. - https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.5/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/SpringArm.xml b/gdnative-bindings/docs/SpringArm.xml index 998e56142..20a402381 100644 --- a/gdnative-bindings/docs/SpringArm.xml +++ b/gdnative-bindings/docs/SpringArm.xml @@ -1,5 +1,5 @@ - + A helper node, mostly used in 3rd person cameras. @@ -41,7 +41,7 @@ - The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. When the collision check is made, a candidate length for the SpringArm is given. diff --git a/gdnative-bindings/docs/Sprite.xml b/gdnative-bindings/docs/Sprite.xml index dd55d417a..f4b5c1561 100644 --- a/gdnative-bindings/docs/Sprite.xml +++ b/gdnative-bindings/docs/Sprite.xml @@ -1,5 +1,5 @@ - + General-purpose sprite node. diff --git a/gdnative-bindings/docs/Sprite3D.xml b/gdnative-bindings/docs/Sprite3D.xml index 898a285d8..70107a7f5 100644 --- a/gdnative-bindings/docs/Sprite3D.xml +++ b/gdnative-bindings/docs/Sprite3D.xml @@ -1,5 +1,5 @@ - + 2D sprite node in a 3D world. @@ -27,7 +27,7 @@ The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. - [Texture] object to draw. If [member GeometryInstance.material_override] is used, this will be overridden. + [Texture] object to draw. If [member GeometryInstance.material_override] is used, this will be overridden. The size information is still used. The number of rows in the sprite sheet. diff --git a/gdnative-bindings/docs/SpriteBase3D.xml b/gdnative-bindings/docs/SpriteBase3D.xml index 65f5de3e4..0ace81c2f 100644 --- a/gdnative-bindings/docs/SpriteBase3D.xml +++ b/gdnative-bindings/docs/SpriteBase3D.xml @@ -1,5 +1,5 @@ - + 2D sprite node in 3D environment. @@ -50,6 +50,9 @@ If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. + + If [code]true[/code], the label is rendered at the same size regardless of distance. + If [code]true[/code], texture is flipped horizontally. @@ -57,17 +60,27 @@ If [code]true[/code], texture is flipped vertically. - A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light. + A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light. + [b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. + + + If [code]true[/code], depth testing is disabled and the object will be drawn in render order. The texture's drawing offset. - The objects' visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible. + The texture's visibility on a scale from [code]0[/code] (fully invisible) to [code]1[/code] (fully visible). [member opacity] is a multiplier for the [member modulate] color's alpha channel. + [b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in [member opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the shader's [code]fragment()[/code] function. The size of one pixel's width on the sprite to scale it in 3D. + + Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects. + [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value). + [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). + If [code]true[/code], the [Light] in the [Environment] has effects on the sprite. @@ -85,7 +98,13 @@ If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind. - + + Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + + + Sprite is scaled by depth so that it always appears the same size on screen. + + Represents the size of the [enum DrawFlags] enum. diff --git a/gdnative-bindings/docs/SpriteFrames.xml b/gdnative-bindings/docs/SpriteFrames.xml index d28814763..e7013db3c 100644 --- a/gdnative-bindings/docs/SpriteFrames.xml +++ b/gdnative-bindings/docs/SpriteFrames.xml @@ -1,10 +1,10 @@ - + - Sprite frame library for AnimatedSprite. + Sprite frame library for AnimatedSprite and AnimatedSprite3D. - Sprite frame library for [AnimatedSprite]. Contains frames and animation data for playback. + Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. Contains frames and animation data for playback. [b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map. diff --git a/gdnative-bindings/docs/StaticBody.xml b/gdnative-bindings/docs/StaticBody.xml index 036ddcbe7..8f119d3af 100644 --- a/gdnative-bindings/docs/StaticBody.xml +++ b/gdnative-bindings/docs/StaticBody.xml @@ -1,5 +1,5 @@ - + Static body for 3D physics. diff --git a/gdnative-bindings/docs/StaticBody2D.xml b/gdnative-bindings/docs/StaticBody2D.xml index 8bc7bf42d..c3df03d02 100644 --- a/gdnative-bindings/docs/StaticBody2D.xml +++ b/gdnative-bindings/docs/StaticBody2D.xml @@ -1,5 +1,5 @@ - + Static body for 2D physics. diff --git a/gdnative-bindings/docs/StreamPeer.xml b/gdnative-bindings/docs/StreamPeer.xml index c5274a1c1..07832c7a9 100644 --- a/gdnative-bindings/docs/StreamPeer.xml +++ b/gdnative-bindings/docs/StreamPeer.xml @@ -1,5 +1,5 @@ - + Abstraction and base class for stream-based protocols. @@ -69,7 +69,7 @@ - Gets a string with byte-length [code]bytes[/code] from the stream. If [code]bytes[/code] is negative (default) the length will be read from the stream using the reverse process of [method put_string]. + Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If [code]bytes[/code] is negative (default) the length will be read from the stream using the reverse process of [method put_string]. diff --git a/gdnative-bindings/docs/StreamPeerBuffer.xml b/gdnative-bindings/docs/StreamPeerBuffer.xml index e72033b4a..799865de8 100644 --- a/gdnative-bindings/docs/StreamPeerBuffer.xml +++ b/gdnative-bindings/docs/StreamPeerBuffer.xml @@ -1,8 +1,11 @@ - + + Data buffer stream peer. + Data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, [File] can be used directly. + A [StreamPeerBuffer] object keeps an internal cursor which is the offset in bytes to the start of the buffer. Get and put operations are performed at the cursor position and will move the cursor accordingly. @@ -10,38 +13,45 @@ + Clears the [member data_array] and resets the cursor. + Returns a new [StreamPeerBuffer] with the same [member data_array] content. + Returns the current cursor position. + Returns the size of [member data_array]. + Resizes the [member data_array]. This [i]doesn't[/i] update the cursor. + Moves the cursor to the specified position. [code]position[/code] must be a valid index of [member data_array]. + The underlying data buffer. Setting this value resets the cursor. diff --git a/gdnative-bindings/docs/StreamPeerSSL.xml b/gdnative-bindings/docs/StreamPeerSSL.xml index d8948753d..501a188b1 100644 --- a/gdnative-bindings/docs/StreamPeerSSL.xml +++ b/gdnative-bindings/docs/StreamPeerSSL.xml @@ -1,5 +1,5 @@ - + SSL stream peer. @@ -7,7 +7,7 @@ SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. - https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.5/tutorials/networking/ssl_certificates.html diff --git a/gdnative-bindings/docs/StreamPeerTCP.xml b/gdnative-bindings/docs/StreamPeerTCP.xml index fe585f909..cc5b731e0 100644 --- a/gdnative-bindings/docs/StreamPeerTCP.xml +++ b/gdnative-bindings/docs/StreamPeerTCP.xml @@ -1,5 +1,5 @@ - + TCP stream peer. diff --git a/gdnative-bindings/docs/StreamTexture.xml b/gdnative-bindings/docs/StreamTexture.xml index 819573f54..ac87f3251 100644 --- a/gdnative-bindings/docs/StreamTexture.xml +++ b/gdnative-bindings/docs/StreamTexture.xml @@ -1,5 +1,5 @@ - + A [code].stex[/code] texture. @@ -18,7 +18,7 @@ - + The StreamTexture's file path to a [code].stex[/code] file. diff --git a/gdnative-bindings/docs/String.xml b/gdnative-bindings/docs/String.xml index 7d17bb189..8d40be128 100644 --- a/gdnative-bindings/docs/String.xml +++ b/gdnative-bindings/docs/String.xml @@ -1,5 +1,5 @@ - + Built-in string class. @@ -7,7 +7,7 @@ This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. - https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_format_string.html + https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_format_string.html @@ -188,7 +188,10 @@ - Returns the bigrams (pairs of consecutive letters) of this string. + Returns an array containing the bigrams (pairs of consecutive letters) of this string. + [codeblock] + print("Bigrams".bigrams()) # Prints "[Bi, ig, gr, ra, am, ms]" + [/codeblock] @@ -241,7 +244,7 @@ - Returns a copy of the string with indentation (leading tabs and spaces) removed. + Returns a copy of the string with indentation (leading tabs and spaces) removed. See also [method indent] to add indentation. @@ -298,7 +301,22 @@ - Formats the string by replacing all occurrences of [code]placeholder[/code] with [code]values[/code]. + Formats the string by replacing all occurrences of [code]placeholder[/code] with the elements of [code]values[/code]. + [code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in [code]placeholder[/code] will be replaced with the corresponding keys in advance. Array elements use their index as keys. + [codeblock] + # Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it. + var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." + print(use_array_values.format(["Godot", "Samuel Beckett"])) + + # Prints: User 42 is Godot. + print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) + [/codeblock] + Some additional handling is performed when [code]values[/code] is an array. If [code]placeholder[/code] does not contain an underscore, the elements of the array will be used to replace one occurrence of the placeholder in turn; If an array element is another 2-element array, it'll be interpreted as a key-value pair. + [codeblock] + # Prints: User 42 is Godot. + print("User {} is {}.".format([42, "Godot"], "{}")) + print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) + [/codeblock] @@ -335,10 +353,24 @@ If the string is a valid file path, returns the filename. + + + + + + Splits a string using a [code]delimiter[/code] and returns a substring at index [code]slice[/code]. Returns an empty string if the index doesn't exist. + This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index. + Example: + [codeblock] + print("i/am/example/string".get_slice("/", 2)) # Prints 'example'. + [/codeblock] + + - Hashes the string and returns a 32-bit integer. + Returns the 32-bit hash value representing the string's contents. + [b]Note:[/b] [String]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the strings are equal, because different strings can have identical hash values due to hash collisions. @@ -380,6 +412,15 @@ [/codeblock] + + + + + Returns a copy of the string with lines indented with [code]prefix[/code]. + For example, the string can be indented with two tabs using [code]"\t\t"[/code], or four spaces using [code]" "[/code]. The prefix can be any string so it can also be used to comment out strings with e.g. [code]"# "[/code]. See also [method dedent] to remove indentation. + [b]Note:[/b] Empty lines are kept empty. + + @@ -424,7 +465,13 @@ - Returns [code]true[/code] if this string contains a valid float. + Returns [code]true[/code] if this string contains a valid float. This is inclusive of integers, and also supports exponents: + [codeblock] + print("1.7".is_valid_float()) # Prints "True" + print("24".is_valid_float()) # Prints "True" + print("7e3".is_valid_float()) # Prints "True" + print("Hello".is_valid_float()) # Prints "False" + [/codeblock] @@ -444,12 +491,24 @@ Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]) and the first character may not be a digit. + [codeblock] + print("good_ident_1".is_valid_identifier()) # Prints "True" + print("1st_bad_ident".is_valid_identifier()) # Prints "False" + print("bad_ident_#2".is_valid_identifier()) # Prints "False" + [/codeblock] Returns [code]true[/code] if this string contains a valid integer. + [codeblock] + print("7".is_valid_integer()) # Prints "True" + print("14.6".is_valid_integer()) # Prints "False" + print("L".is_valid_integer()) # Prints "False" + print("+3".is_valid_integer()) # Prints "True" + print("-12".is_valid_integer()) # Prints "True" + [/codeblock] @@ -458,6 +517,17 @@ Returns [code]true[/code] if this string contains only a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/code] as valid. + + + + + Return a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method. + Example: + [codeblock] + print(", ".join(["One", "Two", "Three", "Four"])) + [/codeblock] + + @@ -489,14 +559,14 @@ - Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). + Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code]. - Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). + Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code]. @@ -626,14 +696,15 @@ Splits the string by a [code]delimiter[/code] string and returns an array of the substrings, starting from right. The splits in the returned array are sorted in the same order as the original string, from left to right. + If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. If [code]maxsplit[/code] is specified, it defines the number of splits to do from the right up to [code]maxsplit[/code]. The default value of 0 means that all items are split, thus giving the same result as [method split]. Example: [codeblock] var some_string = "One,Two,Three,Four" var some_array = some_string.rsplit(",", true, 1) print(some_array.size()) # Prints 2 - print(some_array[0]) # Prints "Four" - print(some_array[1]) # Prints "Three,Two,One" + print(some_array[0]) # Prints "One,Two,Three" + print(some_array[1]) # Prints "Four" [/codeblock] @@ -673,7 +744,13 @@ - Returns the similarity index of the text compared to this string. 1 means totally similar and 0 means totally dissimilar. + Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of 1.0 means totally similar, while 0.0 means totally dissimilar. + [codeblock] + print("ABC123".similarity("ABC123")) # Prints "1" + print("ABC123".similarity("XYZ456")) # Prints "0" + print("ABC123".similarity("123ABC")) # Prints "0.8" + print("ABC123".similarity("abc123")) # Prints "0.4" + [/codeblock] @@ -689,7 +766,9 @@ Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length. + If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split. + If you need only one element from the array at a specific index, [method get_slice] is a more performant option. Example: [codeblock] var some_string = "One,Two,Three,Four" @@ -708,6 +787,7 @@ Splits the string in floats by using a delimiter string and returns an array of the substrings. For example, [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code]. + If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position. @@ -741,13 +821,24 @@ - Converts a string containing a decimal number into a [code]float[/code]. + Converts a string containing a decimal number into a [code]float[/code]. The method will stop on the first non-number character except the first [code].[/code] (decimal point), and [code]e[/code] which is used for exponential. + [codeblock] + print("12.3".to_float()) # 12.3 + print("1.2.3".to_float()) # 1.2 + print("12ab3".to_float()) # 12 + print("1e3".to_float()) # 1000 + [/codeblock] - Converts a string containing an integer number into an [code]int[/code]. + Converts a string containing an integer number into an [code]int[/code]. The method will remove any non-number character and stop if it encounters a [code].[/code]. + [codeblock] + print("123".to_int()) # 123 + print("a1b2c3".to_int()) # 123 + print("1.2.3".to_int()) # 1 + [/codeblock] diff --git a/gdnative-bindings/docs/StyleBox.xml b/gdnative-bindings/docs/StyleBox.xml index 81c694b80..201f24759 100644 --- a/gdnative-bindings/docs/StyleBox.xml +++ b/gdnative-bindings/docs/StyleBox.xml @@ -1,5 +1,5 @@ - + Base class for drawing stylized boxes for the UI. @@ -15,8 +15,8 @@ - Draws this stylebox using a [CanvasItem] with given [RID]. - You can get a [RID] value using [method Object.get_instance_id] on a [CanvasItem]-derived node. + Draws this stylebox using a canvas item identified by the given [RID]. + The [RID] value can either be the result of [method CanvasItem.get_canvas_item] called on an existing [CanvasItem]-derived node, or directly from creating a canvas item in the [VisualServer] with [method VisualServer.canvas_item_create]. diff --git a/gdnative-bindings/docs/StyleBoxEmpty.xml b/gdnative-bindings/docs/StyleBoxEmpty.xml index f751663cb..5203b52a4 100644 --- a/gdnative-bindings/docs/StyleBoxEmpty.xml +++ b/gdnative-bindings/docs/StyleBoxEmpty.xml @@ -1,5 +1,5 @@ - + Empty stylebox (does not display anything). diff --git a/gdnative-bindings/docs/StyleBoxFlat.xml b/gdnative-bindings/docs/StyleBoxFlat.xml index d7a3c31f9..24fbd51b6 100644 --- a/gdnative-bindings/docs/StyleBoxFlat.xml +++ b/gdnative-bindings/docs/StyleBoxFlat.xml @@ -1,5 +1,5 @@ - + Customizable [StyleBox] with a given set of parameters (no texture required). @@ -119,7 +119,7 @@ - Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners. + Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners or [member skew]. [b]Note:[/b] When using beveled corners with 45-degree angles ([member corner_detail] = 1), it is recommended to set [member anti_aliasing] to [code]false[/code] to ensure crisp visuals and avoid possible visual glitches. @@ -168,15 +168,19 @@ Expands the stylebox outside of the control rect on the bottom edge. Useful in combination with [member border_width_bottom] to draw a border outside the control rect. + [b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member expand_margin_bottom] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks. Expands the stylebox outside of the control rect on the left edge. Useful in combination with [member border_width_left] to draw a border outside the control rect. + [b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member expand_margin_left] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks. Expands the stylebox outside of the control rect on the right edge. Useful in combination with [member border_width_right] to draw a border outside the control rect. + [b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member expand_margin_right] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks. Expands the stylebox outside of the control rect on the top edge. Useful in combination with [member border_width_top] to draw a border outside the control rect. + [b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member expand_margin_top] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks. The color of the shadow. This has no effect if [member shadow_size] is lower than 1. @@ -187,6 +191,10 @@ The shadow size in pixels. + + If set to a non-zero value on either axis, [member skew] distorts the StyleBox horizontally and/or vertically. This can be used for "futuristic"-style UIs. Positive values skew the StyleBox towards the right (X axis) and upwards (Y axis), while negative values skew the StyleBox towards the left (X axis) and downwards (Y axis). + [b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider increasing the [StyleBox]'s content margin (see [member StyleBox.content_margin_bottom]). It is preferable to increase the content margin instead of the expand margin (see [member expand_margin_bottom]), as increasing the expand margin does not increase the size of the clickable area for [Control]s. + diff --git a/gdnative-bindings/docs/StyleBoxLine.xml b/gdnative-bindings/docs/StyleBoxLine.xml index 5a4fe7335..76f205c47 100644 --- a/gdnative-bindings/docs/StyleBoxLine.xml +++ b/gdnative-bindings/docs/StyleBoxLine.xml @@ -1,5 +1,5 @@ - + [StyleBox] that displays a single line. diff --git a/gdnative-bindings/docs/StyleBoxTexture.xml b/gdnative-bindings/docs/StyleBoxTexture.xml index ca0b68082..3f5ca0081 100644 --- a/gdnative-bindings/docs/StyleBoxTexture.xml +++ b/gdnative-bindings/docs/StyleBoxTexture.xml @@ -1,5 +1,5 @@ - + Texture-based nine-patch [StyleBox]. diff --git a/gdnative-bindings/docs/SurfaceTool.xml b/gdnative-bindings/docs/SurfaceTool.xml index f04dd3a37..a10f70214 100644 --- a/gdnative-bindings/docs/SurfaceTool.xml +++ b/gdnative-bindings/docs/SurfaceTool.xml @@ -1,5 +1,5 @@ - + Helper tool to create geometry. @@ -113,6 +113,7 @@ Append vertices from a given [Mesh] surface onto the current vertex array with specified [Transform]. + [b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the GPU must communicate data back to the CPU, while also causing the main thread to stall (as OpenGL is not thread-safe). Consider requesting a copy of the mesh, converting it to an [ArrayMesh] and adding vertices manually instead. diff --git a/gdnative-bindings/docs/TCP_Server.xml b/gdnative-bindings/docs/TCP_Server.xml index 2670a5489..0013c33ac 100644 --- a/gdnative-bindings/docs/TCP_Server.xml +++ b/gdnative-bindings/docs/TCP_Server.xml @@ -1,5 +1,5 @@ - + A TCP server. diff --git a/gdnative-bindings/docs/TabContainer.xml b/gdnative-bindings/docs/TabContainer.xml index caf08fafb..bda38e6eb 100644 --- a/gdnative-bindings/docs/TabContainer.xml +++ b/gdnative-bindings/docs/TabContainer.xml @@ -1,13 +1,15 @@ - + Tabbed container. - Sets the active tab's [code]visible[/code] property to the value [code]true[/code]. Sets all other children's to [code]false[/code]. + Arranges [Control] children into a tabbed view, creating a tab for each one. The active tab's corresponding [Control] has its [code]visible[/code] property set to [code]true[/code], and all other children's to [code]false[/code]. Ignores non-[Control] children. + [b]Note:[/b] The drawing of the clickable tabs themselves is handled by this node. Adding [Tabs] as children is not needed. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html @@ -181,15 +183,6 @@ - - Icon for the left arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the first tab is visible), it appears semi-transparent. - - - Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor. - - - The font used to draw tab names. - Font color of inactive tabs. @@ -202,16 +195,30 @@ Horizontal separation between tabs. + + + + + + The space at the left and right edges of the tab bar. + + + + + The font used to draw tab names. + + + Icon for the left arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the first tab is visible), it appears semi-transparent. + + + Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor. + Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent. Icon for the right arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor. - - - - The icon for the menu button (see [method set_popup]). @@ -221,9 +228,6 @@ The style for the background fill. - - The space at the left and right edges of the tab bar. - The style of inactive tabs. @@ -233,7 +237,5 @@ The style of the currently selected tab. - - diff --git a/gdnative-bindings/docs/Tabs.xml b/gdnative-bindings/docs/Tabs.xml index a61fa777c..b68730077 100644 --- a/gdnative-bindings/docs/Tabs.xml +++ b/gdnative-bindings/docs/Tabs.xml @@ -1,5 +1,5 @@ - + Tabs control. @@ -42,6 +42,13 @@ Returns [code]true[/code] if select with right mouse button is enabled. + + + + + Returns the button icon from the tab at index [code]tab_idx[/code]. + + @@ -110,6 +117,14 @@ If [code]true[/code], enables selecting a tab with the right mouse button. + + + + + + Sets the button icon from the tab at index [code]tab_idx[/code]. + + @@ -169,7 +184,7 @@ - Emitted when a tab is right-clicked. + Emitted when a tab's right button is pressed. See [method set_tab_button_icon]. @@ -224,24 +239,6 @@ - - Background of the close button when it's being hovered with the cursor. - - - Background of the close button when it's being pressed. - - - The icon for the close button (see [member tab_close_display_policy]). - - - Icon for the left arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the first tab is visible), it appears semi-transparent. - - - Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor. - - - The font used to draw tab names. - Font color of inactive tabs. @@ -254,15 +251,35 @@ The horizontal separation between the tabs. + + + + + + + + The font used to draw tab names. + + + The icon for the close button (see [member tab_close_display_policy]). + + + Icon for the left arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the first tab is visible), it appears semi-transparent. + + + Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor. + Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent. Icon for the right arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor. - + + Background of the close button when it's being hovered with the cursor. - + + Background of the close button when it's being pressed. The style of an inactive tab. @@ -273,7 +290,5 @@ The style of the currently selected tab. - - diff --git a/gdnative-bindings/docs/TextEdit.xml b/gdnative-bindings/docs/TextEdit.xml index 1f856eb87..bb2735ae7 100644 --- a/gdnative-bindings/docs/TextEdit.xml +++ b/gdnative-bindings/docs/TextEdit.xml @@ -1,5 +1,5 @@ - + Multiline text editing control. @@ -137,12 +137,47 @@ Returns the text of a specific line. + + + + + Returns the line and column at the given position. In the returned vector, [code]x[/code] is the column, [code]y[/code] is the line. + + Returns the amount of total lines in the text. + + + + Returns the height of a largest line. + + + + + + + + Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/code]. + + + + + + + Returns the number of times the given line is wrapped. + + + + + + + Returns an array of [String]s representing each wrapped index. + + @@ -150,6 +185,24 @@ [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member CanvasItem.visible] property. + + + + + + Returns the local position for the given [code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/code] of the returned vector equal [code]-1[/code], the position is outside of the viewable area of the control. + [b]Note:[/b] The Y position corresponds to the bottom side of the line. Use [method get_rect_at_line_column] to get the top side position. + + + + + + + + Returns the local position and size for the grapheme at the given [code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/code] position of the returned rect equal [code]-1[/code], the position is outside of the viewable area of the control. + [b]Note:[/b] The Y position of the returned rect corresponds to the top side of the line, unlike [method get_pos_at_line_column] which returns the bottom side. + + @@ -180,6 +233,24 @@ Returns the selection end line. + + + + Returns the total width of all gutters and internal padding. + + + + + + Returns the total amount of lines that could be drawn. + + + + + + Returns the number of visible lines, including wrapped text. + + @@ -247,6 +318,20 @@ Returns [code]true[/code] when the specified [code]line[/code] is marked as safe. + + + + + Returns if the given line is wrapped. + + + + + + + Returns whether the mouse is over selection. If [code]edges[/code] is [code]true[/code], the edges are considered part of the selection. + + @@ -327,7 +412,7 @@ - Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes the bookmark if [code]bookmark[/code] is false. + Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code]. Bookmarks are shown in the [member breakpoint_gutter]. @@ -384,6 +469,9 @@ + + If [code]true[/code], the bookmark gutter is visible. + If [code]true[/code], the breakpoint gutter is visible. @@ -404,13 +492,19 @@ If [code]true[/code], a right-click displays the context menu. + + If [code]true[/code], the selected text will be deselected when focus is lost. + + + If [code]true[/code], allow drag and drop of selected text. + If [code]true[/code], the "space" character will have a visible representation. If [code]true[/code], the "tab" character will have a visible representation. - + If [code]true[/code], the fold gutter is visible. This enables folding groups of indented lines. @@ -423,13 +517,17 @@ If [code]true[/code], the line containing the cursor is highlighted. + + If [code]false[/code], using middle mouse button to paste clipboard will be disabled. + [b]Note:[/b] This method is only implemented on Linux. + If [code]true[/code], a minimap is shown, providing an outline of your source code. The width, in pixels, of the minimap. - + If [code]true[/code], custom [code]font_color_selected[/code] will be used for selected text. @@ -566,21 +664,13 @@ - - - - - - - - - + @@ -589,15 +679,6 @@ - - - - - - - - Sets the default [Font]. - Sets the font [Color]. @@ -611,36 +692,53 @@ Sets the [Color] of the line numbers. [member show_line_numbers] has to be enabled. - - Sets the spacing between the lines. - Sets the [Color] of marked text. - - Sets the [StyleBox] of this [TextEdit]. - - - Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled. - Sets the highlight [Color] of text selections. - - + + Sets the highlight [Color] of multiple occurrences. [member highlight_all_occurrences] has to be enabled. + + + + + + + + + Sets the spacing between the lines. + + + Sets the default [Font]. + + + + + + + Sets a custom [Texture] for tab text characters. - - Sets the highlight [Color] of multiple occurrences. [member highlight_all_occurrences] has to be enabled. + + + + + + Sets the [StyleBox] of this [TextEdit]. + + + Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled. diff --git a/gdnative-bindings/docs/TextFile.xml b/gdnative-bindings/docs/TextFile.xml index 56be0126b..92c929ae0 100644 --- a/gdnative-bindings/docs/TextFile.xml +++ b/gdnative-bindings/docs/TextFile.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/TextMesh.xml b/gdnative-bindings/docs/TextMesh.xml new file mode 100644 index 000000000..1cf9b88f7 --- /dev/null +++ b/gdnative-bindings/docs/TextMesh.xml @@ -0,0 +1,49 @@ + + + + Generate an [PrimitiveMesh] from the text. + + + Generate an [PrimitiveMesh] from the text. + TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported. + The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges. + + + + + + + + Step (in pixels) used to approximate Bézier curves. + + + Depths of the mesh, if set to [code]0.0[/code] only front surface, is generated, and UV layout is changed to use full texture for the front face only. + + + [Font] used for the [TextMesh]'s text. + + + Controls the text's horizontal alignment. Supports left, center and right. Set it to one of the [enum Align] constants. + + + The size of one pixel's width on the text to scale it in 3D. + + + The text to generate mesh from. + + + If [code]true[/code], all the text displays as UPPERCASE. + + + + + Align rows to the left (default). + + + Align rows centered. + + + Align rows to the right. + + + diff --git a/gdnative-bindings/docs/Texture.xml b/gdnative-bindings/docs/Texture.xml index 8daa953f6..0e6a85770 100644 --- a/gdnative-bindings/docs/Texture.xml +++ b/gdnative-bindings/docs/Texture.xml @@ -1,5 +1,5 @@ - + Texture for 2D and 3D. diff --git a/gdnative-bindings/docs/Texture3D.xml b/gdnative-bindings/docs/Texture3D.xml index 4f53a189c..820223ac9 100644 --- a/gdnative-bindings/docs/Texture3D.xml +++ b/gdnative-bindings/docs/Texture3D.xml @@ -1,10 +1,11 @@ - + Texture with 3 dimensions. - Texture3D is a 3-dimensional texture that has a width, height, and depth. + Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. See also [TextureArray]. + [b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner. @@ -22,8 +23,8 @@ - - + + diff --git a/gdnative-bindings/docs/TextureArray.xml b/gdnative-bindings/docs/TextureArray.xml index b282d0bf4..cd3ce2108 100644 --- a/gdnative-bindings/docs/TextureArray.xml +++ b/gdnative-bindings/docs/TextureArray.xml @@ -1,11 +1,11 @@ - + Array of textures stored in a single primitive. - [TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. - [TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example: + [TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also [Texture3D]. + [TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example (2D): [codeblock] shader_type canvas_item; @@ -17,6 +17,18 @@ } [/codeblock] Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer. + [b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out: + [codeblock] + shader_type spatial; + + uniform sampler2DArray tex : hint_albedo; + uniform int index; + + void fragment() { + ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index))); + } + [/codeblock] + [b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner. diff --git a/gdnative-bindings/docs/TextureButton.xml b/gdnative-bindings/docs/TextureButton.xml index 8f8aca1f4..3c4116f9d 100644 --- a/gdnative-bindings/docs/TextureButton.xml +++ b/gdnative-bindings/docs/TextureButton.xml @@ -1,5 +1,5 @@ - + Texture-based button. Supports Pressed, Hover, Disabled and Focused states. diff --git a/gdnative-bindings/docs/TextureLayered.xml b/gdnative-bindings/docs/TextureLayered.xml index 2fc989cd9..50dcc6cfa 100644 --- a/gdnative-bindings/docs/TextureLayered.xml +++ b/gdnative-bindings/docs/TextureLayered.xml @@ -1,5 +1,5 @@ - + Base class for 3D texture types. diff --git a/gdnative-bindings/docs/TextureProgress.xml b/gdnative-bindings/docs/TextureProgress.xml index cdd0b235e..c01dbce2f 100644 --- a/gdnative-bindings/docs/TextureProgress.xml +++ b/gdnative-bindings/docs/TextureProgress.xml @@ -1,5 +1,5 @@ - + Texture-based progress bar. Useful for loading screens and life or stamina bars. @@ -27,7 +27,7 @@ The fill direction. See [enum FillMode] for possible values. - + If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching. diff --git a/gdnative-bindings/docs/TextureRect.xml b/gdnative-bindings/docs/TextureRect.xml index 6139dfc54..e2a3cd312 100644 --- a/gdnative-bindings/docs/TextureRect.xml +++ b/gdnative-bindings/docs/TextureRect.xml @@ -1,5 +1,5 @@ - + Control for drawing textures. @@ -22,7 +22,7 @@ If [code]true[/code], texture is flipped vertically. - + Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode]. diff --git a/gdnative-bindings/docs/Theme.xml b/gdnative-bindings/docs/Theme.xml index 74b0f187a..08796ccf4 100644 --- a/gdnative-bindings/docs/Theme.xml +++ b/gdnative-bindings/docs/Theme.xml @@ -1,5 +1,5 @@ - + Theme for controls. @@ -8,9 +8,17 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. - https://docs.godotengine.org/en/3.4/tutorials/gui/gui_skinning.html + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_skinning.html + + + + + Adds an empty theme type for every valid data type. + [b]Note:[/b] Empty types are not saved with the theme. This method only exists to perform in-memory changes to the resource. Use available [code]set_*[/code] methods to add theme items. + + @@ -20,7 +28,7 @@ - + Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/code]. @@ -28,7 +36,7 @@ - + Clears the constant at [code]name[/code] if the theme has [code]node_type[/code]. @@ -36,7 +44,7 @@ - + Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/code]. @@ -44,7 +52,7 @@ - + Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]. @@ -52,7 +60,7 @@ - + Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/code]. @@ -61,11 +69,18 @@ - + Clears the theme item of [code]data_type[/code] at [code]name[/code] if the theme has [code]node_type[/code]. + + + + + Unmarks [code]theme_type[/code] as being a variation of another theme type. See [method set_type_variation]. + + @@ -82,14 +97,14 @@ - + Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/code]. - + Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s name, for use in [method get_color], if the theme has [code]node_type[/code]. @@ -103,14 +118,14 @@ - + Returns the constant at [code]name[/code] if the theme has [code]node_type[/code]. - + Returns all the constants as a [PoolStringArray] filled with each constant's name, for use in [method get_constant], if the theme has [code]node_type[/code]. @@ -124,14 +139,14 @@ - + - Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/code]. + Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/code]. If such item does not exist and [member default_font] is set on the theme, the default font will be returned. - + Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s name, for use in [method get_font], if the theme has [code]node_type[/code]. @@ -145,14 +160,14 @@ - + Returns the icon [Texture] at [code]name[/code] if the theme has [code]node_type[/code]. - + Returns all the icons as a [PoolStringArray] filled with each [Texture]'s name, for use in [method get_icon], if the theme has [code]node_type[/code]. @@ -166,7 +181,7 @@ - + Returns the [StyleBox] at [code]name[/code] if the theme has [code]node_type[/code]. Valid [code]name[/code]s may be found using [method get_stylebox_list]. Valid [code]node_type[/code]s may be found using [method get_stylebox_types]. @@ -174,7 +189,7 @@ - + Returns all the [StyleBox]s as a [PoolStringArray] filled with each [StyleBox]'s name, for use in [method get_stylebox], if the theme has [code]node_type[/code]. Valid [code]node_type[/code]s may be found using [method get_stylebox_types]. @@ -190,7 +205,7 @@ - + Returns the theme item of [code]data_type[/code] at [code]name[/code] if the theme has [code]node_type[/code]. Valid [code]name[/code]s may be found using [method get_theme_item_list] or a data type specific method. Valid [code]node_type[/code]s may be found using [method get_theme_item_types] or a data type specific method. @@ -199,7 +214,7 @@ - + Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] filled with each theme items's name, for use in [method get_theme_item] or a data type specific method, if the theme has [code]node_type[/code]. Valid [code]node_type[/code]s may be found using [method get_theme_item_types] or a data type specific method. @@ -214,16 +229,30 @@ - + Returns all the theme types as a [PoolStringArray] filled with unique type names, for use in other [code]get_*[/code] functions of this theme. [b]Note:[/b] [code]node_type[/code] has no effect and will be removed in future version. + + + + + Returns the name of the base theme type if [code]theme_type[/code] is a valid variation type. Returns an empty string otherwise. + + + + + + + Returns a list of all type variations for the given [code]base_type[/code]. + + - + Returns [code]true[/code] if [Color] with [code]name[/code] is in [code]node_type[/code]. Returns [code]false[/code] if the theme does not have [code]node_type[/code]. @@ -232,7 +261,7 @@ - + Returns [code]true[/code] if constant with [code]name[/code] is in [code]node_type[/code]. Returns [code]false[/code] if the theme does not have [code]node_type[/code]. @@ -247,7 +276,7 @@ - + Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]node_type[/code]. Returns [code]false[/code] if the theme does not have [code]node_type[/code]. @@ -256,7 +285,7 @@ - + Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in [code]node_type[/code]. Returns [code]false[/code] if the theme does not have [code]node_type[/code]. @@ -265,7 +294,7 @@ - + Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in [code]node_type[/code]. Returns [code]false[/code] if the theme does not have [code]node_type[/code]. @@ -275,12 +304,20 @@ - + Returns [code]true[/code] if a theme item of [code]data_type[/code] with [code]name[/code] is in [code]node_type[/code]. Returns [code]false[/code] if the theme does not have [code]node_type[/code]. + + + + + + Returns [code]true[/code] if [code]theme_type[/code] is marked as a variation of [code]base_type[/code]. + + @@ -289,11 +326,18 @@ [b]Note:[/b] This modifies the current theme. If you want to merge two themes together without modifying either one, create a new empty theme and merge the other two into it one after another. + + + + + Removes the theme type, gracefully discarding defined theme items. If the type is a variation, this information is also erased. If the type is a base for type variations, those variations lose their base. + + - + Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/code] is already taken, this method fails. @@ -302,7 +346,7 @@ - + Renames the constant at [code]old_name[/code] to [code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/code] is already taken, this method fails. @@ -311,7 +355,7 @@ - + Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/code] is already taken, this method fails. @@ -320,7 +364,7 @@ - + Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/code] is already taken, this method fails. @@ -329,7 +373,7 @@ - + Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/code] is already taken, this method fails. @@ -339,7 +383,7 @@ - + Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to [code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/code] is already taken, this method fails. @@ -347,7 +391,7 @@ - + Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in [code]node_type[/code]. @@ -357,7 +401,7 @@ - + Sets the theme's constant to [code]constant[/code] at [code]name[/code] in [code]node_type[/code]. @@ -367,7 +411,7 @@ - + Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in [code]node_type[/code]. @@ -377,7 +421,7 @@ - + Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] in [code]node_type[/code]. @@ -387,7 +431,7 @@ - + Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in [code]node_type[/code]. @@ -398,7 +442,7 @@ - + Sets the theme item of [code]data_type[/code] to [code]value[/code] at [code]name[/code] in [code]node_type[/code]. @@ -406,6 +450,17 @@ Creates [code]node_type[/code] if the theme does not have it. + + + + + + Marks [code]theme_type[/code] as a variation of [code]base_type[/code]. + This adds [code]theme_type[/code] as a suggested option for [member Control.theme_type_variation] on a [Control] that is of the [code]base_type[/code] class. + Variations can also be nested, i.e. [code]base_type[/code] can be another variation. If a chain of variations ends with a [code]base_type[/code] matching the class of the [Control], the whole chain is going to be suggested as options. + [b]Note:[/b] Suggestions only show up if this theme resource is set as the project default theme. See [member ProjectSettings.gui/theme/custom]. + + diff --git a/gdnative-bindings/docs/Thread.xml b/gdnative-bindings/docs/Thread.xml index c71115ea4..44668d746 100644 --- a/gdnative-bindings/docs/Thread.xml +++ b/gdnative-bindings/docs/Thread.xml @@ -1,5 +1,5 @@ - + A unit of execution in a process. @@ -8,8 +8,8 @@ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. - https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html - https://docs.godotengine.org/en/3.4/tutorials/threads/thread_safe_apis.html + https://docs.godotengine.org/en/3.5/tutorials/performance/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.5/tutorials/performance/threads/thread_safe_apis.html https://godotengine.org/asset-library/asset/676 diff --git a/gdnative-bindings/docs/TileMap.xml b/gdnative-bindings/docs/TileMap.xml index dedeb9f9c..c9c1de710 100644 --- a/gdnative-bindings/docs/TileMap.xml +++ b/gdnative-bindings/docs/TileMap.xml @@ -1,5 +1,5 @@ - + Node for 2D tile-based maps. @@ -8,7 +8,7 @@ When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method Physics2DDirectSpaceState.intersect_shape], [method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc. - https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.5/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 @@ -133,7 +133,7 @@ - Sets the tile index for the cell given by a Vector2. + Sets the tile index for the given cell. An index of [code]-1[/code] clears the cell. Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile. [b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons. @@ -154,10 +154,11 @@ + - Sets the tile index for the given cell. + Sets the tile index for the cell given by a Vector2. An index of [code]-1[/code] clears the cell. - Optionally, the tile can also be flipped or transposed. + Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile. [b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons. If you need these to be immediately updated, you can call [method update_dirty_quadrants]. @@ -214,6 +215,9 @@ + + If [code]true[/code], this TileMap bakes a navigation region. + If [code]true[/code], the cell's UVs will be clipped. @@ -246,10 +250,10 @@ Friction value for static body collisions (see [code]collision_use_kinematic[/code]). - The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.5/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. @@ -265,6 +269,9 @@ The TileMap orientation mode. See [enum Mode] for possible values. + + The navigation layers the TileMap generates its navigation regions in. + The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s). diff --git a/gdnative-bindings/docs/TileSet.xml b/gdnative-bindings/docs/TileSet.xml index 98fb1b1d1..d402d2d06 100644 --- a/gdnative-bindings/docs/TileSet.xml +++ b/gdnative-bindings/docs/TileSet.xml @@ -1,5 +1,5 @@ - + Tile library for tilemaps. @@ -8,7 +8,7 @@ Tiles are referenced by a unique integer ID. - https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.5/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 @@ -427,6 +427,7 @@ Sets the tile's modulation color. + [b]Note:[/b] Modulation is performed by setting the tile's vertex color. To access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] property). diff --git a/gdnative-bindings/docs/Time.xml b/gdnative-bindings/docs/Time.xml new file mode 100644 index 000000000..c3e4a4e39 --- /dev/null +++ b/gdnative-bindings/docs/Time.xml @@ -0,0 +1,245 @@ + + + + Time singleton for working with time. + + + The Time singleton allows converting time between various formats and also getting time information from the system. + This class conforms with as many of the ISO 8601 standards as possible. All dates follow the Proleptic Gregorian calendar. As such, the day before [code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the year before that (2 BC) being [code]-1[/code], etc. + Conversion methods assume "the same timezone", and do not handle timezone conversions or DST automatically. Leap seconds are also not handled, they must be done manually if desired. Suffixes such as "Z" are not handled, you need to strip them away manually. + When getting time information from the system, the time can either be in the local timezone or UTC depending on the [code]utc[/code] parameter. However, the [method get_unix_time_from_system] method always returns the time in UTC. + [b]Important:[/b] The [code]_from_system[/code] methods use the system clock that the user can manually set. [b]Never use[/b] this method for precise time calculation since its results are subject to automatic adjustments by the user or the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease). + + + + + + + + + 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). + The returned values are in the system's local time when [code]utc[/code] is false, otherwise they are in UTC. + + + + + + + Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code]. + + + + + + + Returns the current date as an ISO 8601 date string (YYYY-MM-DD). + The returned values are in the system's local time when [code]utc[/code] is false, otherwise they are in UTC. + + + + + + + Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD). + + + + + + + + Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to 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]. + If [code]weekday[/code] is false, then the [code]weekday[/code] entry is excluded (the calculation is relatively expensive). + [b]Note:[/b] Any decimal fraction in the time string will be ignored silently. + + + + + + + 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]. + + + + + + + Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code]. + The returned Dictionary's values will be the same as the [method get_datetime_dict_from_system] if the Unix timestamp is the current time, with the exception of Daylight Savings Time as it cannot be determined from the epoch. + + + + + + + + Converts the given dictionary of keys to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS). + The given dictionary can be populated with the following keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code]. Any other entries (including [code]dst[/code]) are ignored. + If the dictionary is empty, [code]0[/code] is returned. If some keys are omitted, they default to the equivalent values for the Unix epoch timestamp 0 (1970-01-01 at 00:00:00). + If [code]use_space[/code] is true, use a space instead of the letter T in the middle. + + + + + + + + Returns the current date and time as an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS). + The returned values are in the system's local time when [code]utc[/code] is false, otherwise they are in UTC. + If [code]use_space[/code] is true, use a space instead of the letter T in the middle. + + + + + + + + Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS). + If [code]use_space[/code] is true, use a space instead of the letter T in the middle. + + + + + + + Converts the given timezone offset in minutes to a timezone offset string. For example, -480 returns "-08:00", 345 returns "+05:45", and 0 returns "+00:00". + + + + + + Returns the amount of time passed in milliseconds since the engine started. + Will always be positive or 0 and uses a 64-bit value (it will wrap after roughly 500 million years). + + + + + + Returns the amount of time passed in microseconds since the engine started. + Will always be positive or 0 and uses a 64-bit value (it will wrap after roughly half a million years). + + + + + + + Returns the current time as a dictionary of keys: [code]hour[/code], [code]minute[/code], and [code]second[/code]. + The returned values are in the system's local time when [code]utc[/code] is false, otherwise they are in UTC. + + + + + + + Converts the given time to a dictionary of keys: [code]hour[/code], [code]minute[/code], and [code]second[/code]. + + + + + + + Returns the current time as an ISO 8601 time string (HH:MM:SS). + The returned values are in the system's local time when [code]utc[/code] is false, otherwise they are in UTC. + + + + + + + Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS). + + + + + + Returns the current time zone as a dictionary of keys: [code]bias[/code] and [code]name[/code]. The [code]bias[/code] value is the offset from UTC in minutes, since not all time zones are multiples of an hour from UTC. + + + + + + + Converts a dictionary of time values to a Unix timestamp. + The given dictionary can be populated with the following keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code]. Any other entries (including [code]dst[/code]) are ignored. + If the dictionary is empty, [code]0[/code] is returned. If some keys are omitted, they default to the equivalent values for the Unix epoch timestamp 0 (1970-01-01 at 00:00:00). + You can pass the output from [method get_datetime_dict_from_unix_time] directly into this function and get the same as what was put in. + [b]Note:[/b] Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime dictionary. + + + + + + + Converts the given ISO 8601 date and/or time string to a Unix timestamp. The string can contain a date only, a time only, or both. + [b]Note:[/b] Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime string. + [b]Note:[/b] Any decimal fraction in the time string will be ignored silently. + + + + + + Returns the current Unix timestamp in seconds based on the system time in UTC. This method is implemented by the operating system and always returns the time in UTC. + [b]Note:[/b] Unlike other methods that use integer timestamps, this method returns the timestamp as a [float] for sub-second precision. + + + + + + The month of January, represented numerically as [code]01[/code]. + + + The month of February, represented numerically as [code]02[/code]. + + + The month of March, represented numerically as [code]03[/code]. + + + The month of April, represented numerically as [code]04[/code]. + + + The month of May, represented numerically as [code]05[/code]. + + + The month of June, represented numerically as [code]06[/code]. + + + The month of July, represented numerically as [code]07[/code]. + + + The month of August, represented numerically as [code]08[/code]. + + + The month of September, represented numerically as [code]09[/code]. + + + The month of October, represented numerically as [code]10[/code]. + + + The month of November, represented numerically as [code]11[/code]. + + + The month of December, represented numerically as [code]12[/code]. + + + The day of the week Sunday, represented numerically as [code]0[/code]. + + + The day of the week Monday, represented numerically as [code]1[/code]. + + + The day of the week Tuesday, represented numerically as [code]2[/code]. + + + The day of the week Wednesday, represented numerically as [code]3[/code]. + + + The day of the week Thursday, represented numerically as [code]4[/code]. + + + The day of the week Friday, represented numerically as [code]5[/code]. + + + The day of the week Saturday, represented numerically as [code]6[/code]. + + + diff --git a/gdnative-bindings/docs/Timer.xml b/gdnative-bindings/docs/Timer.xml index ac7fe9dae..299e820bf 100644 --- a/gdnative-bindings/docs/Timer.xml +++ b/gdnative-bindings/docs/Timer.xml @@ -1,5 +1,5 @@ - + A countdown timer. diff --git a/gdnative-bindings/docs/ToolButton.xml b/gdnative-bindings/docs/ToolButton.xml index f7075d3e7..6c35ab21e 100644 --- a/gdnative-bindings/docs/ToolButton.xml +++ b/gdnative-bindings/docs/ToolButton.xml @@ -1,5 +1,5 @@ - + Flat button helper class. @@ -15,20 +15,11 @@ - + - - [StyleBox] used when the [ToolButton] is disabled. - - - [StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - - - [Font] of the [ToolButton]'s text. - Default text [Color] of the [ToolButton]. @@ -44,12 +35,21 @@ Text [Color] used when the [ToolButton] is being pressed. - - [StyleBox] used when the [ToolButton] is being hovered. - The horizontal space between [ToolButton]'s icon and text. + + [Font] of the [ToolButton]'s text. + + + [StyleBox] used when the [ToolButton] is disabled. + + + [StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. + + + [StyleBox] used when the [ToolButton] is being hovered. + Default [StyleBox] for the [ToolButton]. diff --git a/gdnative-bindings/docs/TouchScreenButton.xml b/gdnative-bindings/docs/TouchScreenButton.xml index 688e286ba..4e780d213 100644 --- a/gdnative-bindings/docs/TouchScreenButton.xml +++ b/gdnative-bindings/docs/TouchScreenButton.xml @@ -1,5 +1,5 @@ - + Button for touch screen devices for gameplay use. diff --git a/gdnative-bindings/docs/Transform.xml b/gdnative-bindings/docs/Transform.xml index 1a86190d1..98ff868e1 100644 --- a/gdnative-bindings/docs/Transform.xml +++ b/gdnative-bindings/docs/Transform.xml @@ -1,5 +1,5 @@ - + 3D transformation (3×4 matrix). @@ -8,9 +8,9 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/matrices_and_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/583 @@ -66,13 +66,13 @@ - Interpolates the transform to other Transform by weight amount (on the range of 0.0 to 1.0). + Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0). - Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling). + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling). @@ -95,29 +95,29 @@ - Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors. + Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1). - + - Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector. + Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector. - Scales basis and origin of the transform by the given scale factor, using matrix multiplication. + Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication. - Translates the transform by the given offset, relative to the transform's basis vectors. + Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors. Unlike [method rotated] and [method scaled], this does not use matrix multiplication. @@ -132,7 +132,7 @@ - Inverse-transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by this transform. + Inverse-transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by this transform, under the assumption that the transformation is composed of rotation and translation (no scaling). Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For affine transformations (e.g. with scaling) see [method affine_inverse] method. diff --git a/gdnative-bindings/docs/Transform2D.xml b/gdnative-bindings/docs/Transform2D.xml index 603d9bfdb..87ed653b0 100644 --- a/gdnative-bindings/docs/Transform2D.xml +++ b/gdnative-bindings/docs/Transform2D.xml @@ -1,5 +1,5 @@ - + 2D transformation (2×3 matrix). @@ -8,8 +8,8 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/matrices_and_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/583 @@ -107,23 +107,24 @@ - + - Rotates the transform by the given angle (in radians), using matrix multiplication. + Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication. - Scales the transform by the given scale factor, using matrix multiplication. + Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication. + [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. - Translates the transform by the given offset, relative to the transform's basis vectors. + Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors. Unlike [method rotated] and [method scaled], this does not use matrix multiplication. @@ -138,7 +139,7 @@ - Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform. + Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform, under the assumption that the transformation is composed of rotation and translation (no scaling). Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For affine transformations (e.g. with scaling) see [method affine_inverse] method. diff --git a/gdnative-bindings/docs/Translation.xml b/gdnative-bindings/docs/Translation.xml index b9d48f762..ab32463bc 100644 --- a/gdnative-bindings/docs/Translation.xml +++ b/gdnative-bindings/docs/Translation.xml @@ -1,5 +1,5 @@ - + Language Translation. @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. - https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.5/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.5/tutorials/i18n/locales.html diff --git a/gdnative-bindings/docs/TranslationServer.xml b/gdnative-bindings/docs/TranslationServer.xml index 9c4f8a5c6..2d33e33c6 100644 --- a/gdnative-bindings/docs/TranslationServer.xml +++ b/gdnative-bindings/docs/TranslationServer.xml @@ -1,5 +1,5 @@ - + Server that manages all translations. @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. - https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.5/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.5/tutorials/i18n/locales.html diff --git a/gdnative-bindings/docs/Tree.xml b/gdnative-bindings/docs/Tree.xml index 096ecf265..1e248763e 100644 --- a/gdnative-bindings/docs/Tree.xml +++ b/gdnative-bindings/docs/Tree.xml @@ -1,5 +1,5 @@ - + Control to show a tree of items. @@ -17,16 +17,11 @@ subchild1.set_text(0, "Subchild1") [/codeblock] To iterate over all the [TreeItem] objects in a [Tree] object, use [method TreeItem.get_next] and [method TreeItem.get_children] after getting the root through [method get_root]. You can use [method Object.free] on a [TreeItem] to remove it from the [Tree]. + [b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec]. - - - - Returns [code]true[/code] if the column titles are being shown. - - @@ -38,7 +33,7 @@ - Creates an item in the tree and adds it as a child of [code]parent[/code]. + Creates an item in the tree and adds it as a child of [code]parent[/code], which can be either a valid [TreeItem] or [code]null[/code]. If [code]parent[/code] is [code]null[/code], the root item will be the parent, or the new item will be the root itself if the tree is empty. The new item will be the [code]idx[/code]th child of parent, or it will be the last child if there are not enough siblings. @@ -57,6 +52,13 @@ [b]Note:[/b] Despite the name of this method, the focus cursor itself is only visible in [constant SELECT_MULTI] mode. + + + + + Returns the button id at [code]position[/code], or -1 if no button is there. + + @@ -99,7 +101,7 @@ Returns the currently edited item. Can be used with [signal item_edited] to get the item that was modified. [codeblock] func _ready(): - $Tree.item_edited.connect(on_Tree_item_edited) + $Tree.connect("item_edited", self, "on_Tree_item_edited") func on_Tree_item_edited(): print($Tree.get_edited()) # This item just got edited (e.g. checked). @@ -117,7 +119,7 @@ - Returns the rectangle area for the specified item. If [code]column[/code] is specified, only get the position and size of that column, otherwise get the rectangle containing all columns. + Returns the rectangle area for the specified [TreeItem]. If [code]column[/code] is specified, only get the position and size of that column, otherwise get the rectangle containing all columns. @@ -131,7 +133,7 @@ - Returns the next selected item after the given one, or [code]null[/code] if the end is reached. + Returns the next selected [TreeItem] after the given one, or [code]null[/code] if the end is reached. If [code]from[/code] is [code]null[/code], this returns the first selected item. @@ -173,7 +175,7 @@ - Causes the [Tree] to jump to the specified item. + Causes the [Tree] to jump to the specified [TreeItem]. @@ -200,13 +202,6 @@ Sets the title of a column. - - - - - If [code]true[/code], column titles are visible. - - @@ -215,6 +210,9 @@ If [code]true[/code], a right mouse button click can select items. + + If [code]true[/code], column titles are visible. + The number of columns. @@ -222,14 +220,14 @@ The drop mode as an OR combination of flags. See [enum DropModeFlags] constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. Setting this during [method Control.can_drop_data] is recommended. This controls the drop sections, i.e. the decision and drawing of possible drop locations based on the mouse position. - + If [code]true[/code], the folding arrow is hidden. If [code]true[/code], the tree's root is hidden. - + Allows single or multiple selection. See the [enum SelectMode] constants. @@ -355,57 +353,12 @@ - - The arrow icon used when a foldable item is not collapsed. - - - The arrow icon used when a foldable item is collapsed. - - - Default [StyleBox] for the [Tree], i.e. used when the control is not being focused. - - - [StyleBox] used when the [Tree] is being focused. - - - The horizontal space between each button in a cell. - - - [StyleBox] used when a button in the tree is pressed. - - - The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is checked. - - - [StyleBox] used for the cursor, when the [Tree] is being focused. - - - [StyleBox] used for the cursor, when the [Tree] is not being focused. - - - Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell. - Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's hovered. - - [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's hovered. - - - [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's pressed. - - - Draws the guidelines if not zero, this acts as a boolean. The guideline is a horizontal line drawn at the bottom of each item. - - - Draws the relationship lines if not zero, this acts as a boolean. Relationship lines are drawn at the start of child items to show hierarchy. - [Color] used to draw possible drop locations. See [enum DropModeFlags] constants for further description of drop locations. - - [Font] of the item's text. - Default text [Color] of the item. @@ -415,36 +368,90 @@ [Color] of the guideline. + + [Color] of the relationship lines. + + + Default text [Color] of the title button. + + + The horizontal space between each button in a cell. + + + Draws the guidelines if not zero, this acts as a boolean. The guideline is a horizontal line drawn at the bottom of each item. + + + Draws the relationship lines if not zero, this acts as a boolean. Relationship lines are drawn at the start of child items to show hierarchy. + The horizontal space between item cells. This is also used as the margin at the start of an item when folding is disabled. The horizontal margin at the start of an item. This is used when folding is enabled for the item. - - [Color] of the relationship lines. - The maximum distance between the mouse cursor and the control's border to trigger border scrolling when dragging. The speed of border scrolling. + + The vertical padding inside each item, i.e. the distance between the item's content and top/bottom border. + + + [Font] of the item's text. + + + [Font] of the title button's text. + + + The arrow icon used when a foldable item is not collapsed. + + + The arrow icon used when a foldable item is collapsed. + + + The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is checked. + The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell. + + The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is unchecked. + + + The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell. + + + Default [StyleBox] for the [Tree], i.e. used when the control is not being focused. + + + [StyleBox] used when the [Tree] is being focused. + + + [StyleBox] used when a button in the tree is pressed. + + + [StyleBox] used for the cursor, when the [Tree] is being focused. + + + [StyleBox] used for the cursor, when the [Tree] is not being focused. + + + Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell. + + + [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's hovered. + + + [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's pressed. + [StyleBox] for the selected items, used when the [Tree] is not being focused. [StyleBox] for the selected items, used when the [Tree] is being focused. - - Default text [Color] of the title button. - - - [Font] of the title button's text. - [StyleBox] used when the title button is being hovered. @@ -454,14 +461,5 @@ [StyleBox] used when the title button is being pressed. - - The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is unchecked. - - - The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell. - - - The vertical padding inside each item, i.e. the distance between the item's content and top/bottom border. - diff --git a/gdnative-bindings/docs/TreeItem.xml b/gdnative-bindings/docs/TreeItem.xml index 6fda52cb7..ab1fc14ff 100644 --- a/gdnative-bindings/docs/TreeItem.xml +++ b/gdnative-bindings/docs/TreeItem.xml @@ -1,5 +1,5 @@ - + Control for a single item inside a [Tree]. @@ -14,11 +14,11 @@ - + - Adds a button with [Texture] [code]button[/code] at column [code]column[/code]. The [code]button_idx[/code] index is used to identify the button when calling other methods. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code]. + Adds a button with [Texture] [code]button[/code] at column [code]column[/code]. The [code]id[/code] is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately before this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code]. @@ -65,11 +65,27 @@ Returns the [Texture] of the button at index [code]button_idx[/code] in column [code]column[/code]. + + + + + + Returns the button index if there is a button with id [code]id[/code] in column [code]column[/code], otherwise returns -1. + + - Returns the number of buttons in column [code]column[/code]. May be used to get the most recently added button's index, if no index was specified. + Returns the number of buttons in column [code]column[/code]. + + + + + + + + Returns the id for the button at index [code]button_idx[/code] in column [code]column[/code]. @@ -152,14 +168,14 @@ - Returns the next TreeItem in the tree or a null object if there is none. + Returns the next sibling TreeItem in the tree or a null object if there is none. - Returns the next visible TreeItem in the tree or a null object if there is none. + Returns the next visible sibling TreeItem in the tree or a null object if there is none. If [code]wrap[/code] is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns [code]null[/code]. @@ -172,14 +188,14 @@ - Returns the previous TreeItem in the tree or a null object if there is none. + Returns the previous sibling TreeItem in the tree or a null object if there is none. - Returns the previous visible TreeItem in the tree or a null object if there is none. + Returns the previous visible sibling TreeItem in the tree or a null object if there is none. If [code]wrap[/code] is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns [code]null[/code]. diff --git a/gdnative-bindings/docs/TriangleMesh.xml b/gdnative-bindings/docs/TriangleMesh.xml index 367606186..b44ff4e3d 100644 --- a/gdnative-bindings/docs/TriangleMesh.xml +++ b/gdnative-bindings/docs/TriangleMesh.xml @@ -1,5 +1,5 @@ - + Internal mesh type. diff --git a/gdnative-bindings/docs/Tween.xml b/gdnative-bindings/docs/Tween.xml index ab5f2127e..d0118bac2 100644 --- a/gdnative-bindings/docs/Tween.xml +++ b/gdnative-bindings/docs/Tween.xml @@ -1,5 +1,5 @@ - + Smoothly animates a node's properties over time. @@ -17,6 +17,8 @@ Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (e.g. [code]position:x[/code]), where it would only apply to that particular component. Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [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] Tween methods will return [code]false[/code] if the requested operation cannot be completed. + [b]Note:[/b] For an alternative method of tweening, that doesn't require using nodes, see [SceneTreeTween]. @@ -69,6 +71,9 @@ + + + Calls [code]callback[/code] of [code]object[/code] after [code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. @@ -83,6 +88,9 @@ + + + Calls [code]callback[/code] of [code]object[/code] after [code]duration[/code] on the main thread (similar to [method Object.call_deferred]). [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. @@ -143,7 +151,7 @@ - Resets a tween to its initial value (the one given, not the one before the tween), given its object and property/method pair. By default, all tweens are removed, unless [code]key[/code] is specified. + Resets a tween to its initial value (the one given, not the one before the tween), given its object and property/method pair. By default, all tweens are reset, unless [code]key[/code] is specified. diff --git a/gdnative-bindings/docs/Tweener.xml b/gdnative-bindings/docs/Tweener.xml new file mode 100644 index 000000000..45bb9bd99 --- /dev/null +++ b/gdnative-bindings/docs/Tweener.xml @@ -0,0 +1,22 @@ + + + + Abstract class for all Tweeners used by [SceneTreeTween]. + + + Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A [Tweener] can't be created manually, you need to use a dedicated method from [SceneTreeTween]. + + + + + + + + + Emitted when the [Tweener] has just finished its job. + + + + + + diff --git a/gdnative-bindings/docs/UDPServer.xml b/gdnative-bindings/docs/UDPServer.xml index 42891ba62..b9067305a 100644 --- a/gdnative-bindings/docs/UDPServer.xml +++ b/gdnative-bindings/docs/UDPServer.xml @@ -1,5 +1,5 @@ - + Helper class to implement a UDP server. diff --git a/gdnative-bindings/docs/UndoRedo.xml b/gdnative-bindings/docs/UndoRedo.xml index 46206dd62..0abb2c881 100644 --- a/gdnative-bindings/docs/UndoRedo.xml +++ b/gdnative-bindings/docs/UndoRedo.xml @@ -1,5 +1,5 @@ - + Helper to manage undo/redo operations in the editor or custom tools. diff --git a/gdnative-bindings/docs/VBoxContainer.xml b/gdnative-bindings/docs/VBoxContainer.xml index b0df9ebad..964989a53 100644 --- a/gdnative-bindings/docs/VBoxContainer.xml +++ b/gdnative-bindings/docs/VBoxContainer.xml @@ -1,5 +1,5 @@ - + Vertical box container. @@ -7,6 +7,7 @@ Vertical box container. See [BoxContainer]. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html https://godotengine.org/asset-library/asset/676 diff --git a/gdnative-bindings/docs/VFlowContainer.xml b/gdnative-bindings/docs/VFlowContainer.xml new file mode 100644 index 000000000..9c2871e69 --- /dev/null +++ b/gdnative-bindings/docs/VFlowContainer.xml @@ -0,0 +1,23 @@ + + + + Vertical flow container. + + + Vertical version of [FlowContainer]. + + + + + + + + + + The horizontal separation of children nodes. + + + The vertical separation of children nodes. + + + diff --git a/gdnative-bindings/docs/VScrollBar.xml b/gdnative-bindings/docs/VScrollBar.xml index 809793cbb..a487cee8d 100644 --- a/gdnative-bindings/docs/VScrollBar.xml +++ b/gdnative-bindings/docs/VScrollBar.xml @@ -1,5 +1,5 @@ - + Vertical scroll bar. @@ -11,8 +11,8 @@ - - + + @@ -26,15 +26,6 @@ Displayed when the decrement button is being pressed. - - Used as texture for the grabber, the draggable element representing current scroll. - - - Used when the mouse hovers over the grabber. - - - Used when the grabber is being dragged. - Icon used as a button to scroll the [ScrollBar] down. Supports custom step using the [member ScrollBar.custom_step] property. @@ -44,6 +35,15 @@ Displayed when the increment button is being pressed. + + Used as texture for the grabber, the draggable element representing current scroll. + + + Used when the mouse hovers over the grabber. + + + Used when the grabber is being dragged. + Used as background of this [ScrollBar]. diff --git a/gdnative-bindings/docs/VSeparator.xml b/gdnative-bindings/docs/VSeparator.xml index 30cb02dad..9507e4cee 100644 --- a/gdnative-bindings/docs/VSeparator.xml +++ b/gdnative-bindings/docs/VSeparator.xml @@ -1,5 +1,5 @@ - + Vertical version of [Separator]. diff --git a/gdnative-bindings/docs/VSlider.xml b/gdnative-bindings/docs/VSlider.xml index e5b5f738a..51b4d9a8e 100644 --- a/gdnative-bindings/docs/VSlider.xml +++ b/gdnative-bindings/docs/VSlider.xml @@ -1,5 +1,5 @@ - + Vertical slider. @@ -12,8 +12,8 @@ - - + + @@ -21,22 +21,22 @@ The texture for the grabber (the draggable element). - - The background of the area below the grabber. - - - The texture for the grabber when it's disabled. The texture for the grabber when it's focused. - - The background for the whole slider. Determines the width of the [code]grabber_area[/code]. - The texture for the ticks, visible when [member Slider.tick_count] is greater than 0. + + The background of the area below the grabber. + + + + + The background for the whole slider. Determines the width of the [code]grabber_area[/code]. + diff --git a/gdnative-bindings/docs/VSplitContainer.xml b/gdnative-bindings/docs/VSplitContainer.xml index 2629cab14..d46569e2f 100644 --- a/gdnative-bindings/docs/VSplitContainer.xml +++ b/gdnative-bindings/docs/VSplitContainer.xml @@ -1,5 +1,5 @@ - + Vertical split container. @@ -7,6 +7,7 @@ Vertical split container. See [SplitContainer]. This goes from top to bottom. + https://docs.godotengine.org/en/3.5/tutorials/ui/gui_containers.html @@ -16,13 +17,13 @@ Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible. - + + The space between sides of the container. The icon used for the grabber drawn in the middle area. - - The space between sides of the container. + diff --git a/gdnative-bindings/docs/Variant.xml b/gdnative-bindings/docs/Variant.xml index 7ebf25c44..51d57a97f 100644 --- a/gdnative-bindings/docs/Variant.xml +++ b/gdnative-bindings/docs/Variant.xml @@ -1,5 +1,5 @@ - + The most important data type in Godot. @@ -50,7 +50,7 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. - https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html + https://docs.godotengine.org/en/3.5/development/cpp/variant_class.html diff --git a/gdnative-bindings/docs/Vector2.xml b/gdnative-bindings/docs/Vector2.xml index fd9125dd8..4fb26f437 100644 --- a/gdnative-bindings/docs/Vector2.xml +++ b/gdnative-bindings/docs/Vector2.xml @@ -1,5 +1,5 @@ - + Vector used for 2D math. @@ -8,9 +8,9 @@ [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.5/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/2d @@ -52,7 +52,7 @@ Returns the angle between the line connecting the two points and the X axis, in radians. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url] + [url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url] @@ -71,13 +71,14 @@ - Returns the vector with all components rounded up (towards positive infinity). + Returns a new vector with all components rounded up (towards positive infinity). + Deprecated, please use [method limit_length] instead. Returns the vector with a maximum length by limiting its length to [code]length[/code]. @@ -85,7 +86,9 @@ - Returns the cross product of this vector and [code]with[/code]. + Returns the 2D analog of the cross product for this vector and [code]with[/code]. + This is the signed area of the parallelogram formed by the two vectors. If the second vector is clockwise from the first vector, then the cross product is the positive area. If counter-clockwise, the cross product is the negative area. + [b]Note:[/b] Cross product is not defined in 2D mathematically. This method embeds the 2D vectors in the XY plane of 3D space and uses their cross product's Z component as the analog. @@ -133,7 +136,7 @@ - Returns the vector with all components rounded down (towards negative infinity). + Returns a new vector with all components rounded down (towards negative infinity). @@ -162,6 +165,13 @@ This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. + + + + + Returns the vector with a maximum length by limiting its length to [code]length[/code]. + + @@ -175,7 +185,7 @@ - Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. + Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value. @@ -202,33 +212,33 @@ - Returns the vector projected onto the vector [code]b[/code]. + Returns this vector projected onto the vector [code]b[/code]. - Returns the vector reflected from a plane defined by the given normal. + Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code]. - + - Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad]. + Returns the vector rotated by [code]angle[/code] (in radians). See also [method @GDScript.deg2rad]. - Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. + Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. - Returns the vector with each component set to one or negative one, depending on the signs of the components. If a component is zero, it returns positive one. + Returns a new vector with each component set to one or negative one, depending on the signs of the components. If a component is zero, it returns positive one. diff --git a/gdnative-bindings/docs/Vector3.xml b/gdnative-bindings/docs/Vector3.xml index b2bb03e20..3072ac072 100644 --- a/gdnative-bindings/docs/Vector3.xml +++ b/gdnative-bindings/docs/Vector3.xml @@ -1,16 +1,16 @@ - + Vector used for 3D math. - 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. + 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/3.4/tutorials/math/index.html - https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.5/tutorials/math/index.html + https://docs.godotengine.org/en/3.5/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.5/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/3d @@ -65,7 +65,7 @@ - Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. + Performs a cubic interpolation between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. @@ -138,6 +138,13 @@ This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. + + + + + Returns the vector with a maximum length by limiting its length to [code]length[/code]. + + @@ -163,7 +170,7 @@ - Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. + Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value. @@ -197,7 +204,7 @@ - Returns this vector projected onto another vector [code]b[/code]. + Returns this vector projected onto the vector [code]b[/code]. @@ -210,21 +217,21 @@ - + - Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. + Rotates this vector around a given axis by [code]angle[/code] (in radians). The axis must be a normalized vector. - Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. + Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. - Returns a vector with each component set to one or negative one, depending on the signs of this vector's components. If a component is zero, it returns positive one. + Returns a new vector with each component set to one or negative one, depending on the signs of the components. If a component is zero, it returns positive one. diff --git a/gdnative-bindings/docs/VehicleBody.xml b/gdnative-bindings/docs/VehicleBody.xml index 7fedcb110..076cc0a09 100644 --- a/gdnative-bindings/docs/VehicleBody.xml +++ b/gdnative-bindings/docs/VehicleBody.xml @@ -1,5 +1,5 @@ - + Physics body that simulates the behavior of a car. @@ -18,15 +18,15 @@ Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. - Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing. - + The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be rotated. - + diff --git a/gdnative-bindings/docs/VehicleWheel.xml b/gdnative-bindings/docs/VehicleWheel.xml index 8da132983..e89881d35 100644 --- a/gdnative-bindings/docs/VehicleWheel.xml +++ b/gdnative-bindings/docs/VehicleWheel.xml @@ -1,5 +1,5 @@ - + Physics object that simulates the behavior of a wheel. @@ -11,6 +11,13 @@ https://godotengine.org/asset-library/asset/524 + + + + Returns the contacting body node if valid in the tree, as [Spatial]. At the moment, [GridMap] is not supported so the node will be always of type [PhysicsBody]. + Returns [code]null[/code] if the wheel is not in contact with a surface, or the contact body is not a [PhysicsBody]. + + @@ -41,7 +48,7 @@ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5. - Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the wheel reversing. diff --git a/gdnative-bindings/docs/VideoPlayer.xml b/gdnative-bindings/docs/VideoPlayer.xml index 1bee73077..ac0678a9b 100644 --- a/gdnative-bindings/docs/VideoPlayer.xml +++ b/gdnative-bindings/docs/VideoPlayer.xml @@ -1,5 +1,5 @@ - + Control for playing video streams. diff --git a/gdnative-bindings/docs/VideoStream.xml b/gdnative-bindings/docs/VideoStream.xml index cf075c352..cc0073f52 100644 --- a/gdnative-bindings/docs/VideoStream.xml +++ b/gdnative-bindings/docs/VideoStream.xml @@ -1,5 +1,5 @@ - + Base resource for video streams. diff --git a/gdnative-bindings/docs/Viewport.xml b/gdnative-bindings/docs/Viewport.xml index 72ae06bbb..d407f312d 100644 --- a/gdnative-bindings/docs/Viewport.xml +++ b/gdnative-bindings/docs/Viewport.xml @@ -1,5 +1,5 @@ - + Creates a sub-view into the screen. @@ -10,10 +10,11 @@ Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. Also, viewports can be assigned to different screens in case the devices have multiple screens. Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. + [b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear to be upside down. Enabling [member render_target_v_flip] will display the Viewport with the correct orientation. - https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/3.4/tutorials/viewports/index.html + https://docs.godotengine.org/en/3.5/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.5/tutorials/rendering/index.html https://godotengine.org/asset-library/asset/127 https://godotengine.org/asset-library/asset/128 https://godotengine.org/asset-library/asset/129 @@ -25,13 +26,13 @@ - Returns the 3D world of the viewport, or if none the world of the parent viewport. + Returns the first valid [World] for this viewport, searching the [member world] property of itself and any Viewport ancestor. - Returns the 2D world of the viewport. + Returns the first valid [World2D] for this viewport, searching the [member world_2d] property of itself and any Viewport ancestor. @@ -55,7 +56,7 @@ - Returns the mouse position relative to the viewport. + Returns the mouse's position in this [Viewport] using the coordinate system of this [Viewport]. @@ -113,10 +114,17 @@ Returns [code]true[/code] if there are visible modals on-screen. + + + + Returns [code]true[/code] if the drag operation is successful. + + Returns [code]true[/code] if the viewport is currently performing a drag operation. + Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node.NOTIFICATION_DRAG_END] when you prefer polling the value. @@ -182,7 +190,7 @@ - Warps the mouse to a position relative to the viewport. + Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport]. @@ -224,8 +232,9 @@ - If [code]true[/code], the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it does not store the full range of a floating point number. + If [code]true[/code], the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot, HDR uses half floating-point precision (16-bit) by default. To use full floating-point precision (32-bit), enable [member use_32_bpc_depth]. [b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or [constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D. + [b]Note:[/b] Only available on the GLES3 backend. If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. For the GLES2 driver this will convert the sRGB output to linear, this should only be used for VR plugins that require input in linear color space! @@ -234,7 +243,7 @@ The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems. - If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property. + If [code]true[/code], the viewport will use a unique copy of the [World] defined in [member world]. If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. @@ -250,7 +259,7 @@ The update mode when viewport used as a render target. - If [code]true[/code], the result of rendering will be flipped vertically. + If [code]true[/code], the result of rendering will be flipped vertically. Since Viewports in Godot 3.x render upside-down, it's recommended to set this to [code]true[/code] in most situations. The subdivision amount of the first quadrant on the shadow atlas. @@ -266,7 +275,7 @@ The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2. - [b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually. + [b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] directional shadows won't be visible. Since user-created viewports default to a value of [code]0[/code], this value must be set above [code]0[/code] manually (typically at least [code]256[/code]). If set to a value greater than [code]0.0[/code], contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around [code]0.5[/code] generally give the best results. See also [member fxaa]. @@ -282,6 +291,12 @@ The rendering mode of viewport. + [b]Note:[/b] If set to [constant USAGE_2D] or [constant USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since HDR is not supported for 2D. + + + If [code]true[/code], allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when [member hdr] is also enabled. + [b]Note:[/b] Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable [member debanding] instead. + [b]Note:[/b] Only available on the GLES3 backend. The custom [World] which can be used as 3D environment source. diff --git a/gdnative-bindings/docs/ViewportContainer.xml b/gdnative-bindings/docs/ViewportContainer.xml index 03f4953cb..99810cdd7 100644 --- a/gdnative-bindings/docs/ViewportContainer.xml +++ b/gdnative-bindings/docs/ViewportContainer.xml @@ -1,5 +1,5 @@ - + Control for holding [Viewport]s. diff --git a/gdnative-bindings/docs/ViewportTexture.xml b/gdnative-bindings/docs/ViewportTexture.xml index c3415147f..b940c35e6 100644 --- a/gdnative-bindings/docs/ViewportTexture.xml +++ b/gdnative-bindings/docs/ViewportTexture.xml @@ -1,5 +1,5 @@ - + Texture which displays the content of a [Viewport]. @@ -16,8 +16,8 @@ - - + + The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture. diff --git a/gdnative-bindings/docs/VisibilityEnabler.xml b/gdnative-bindings/docs/VisibilityEnabler.xml index f3ee1a702..6e6af642b 100644 --- a/gdnative-bindings/docs/VisibilityEnabler.xml +++ b/gdnative-bindings/docs/VisibilityEnabler.xml @@ -1,12 +1,12 @@ - + Enables certain nodes only when approximately visible. The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself. If you just want to receive notifications, use [VisibilityNotifier] instead. - [b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]. + [b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account (unless you are using [Portal]s). The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]. [b]Note:[/b] VisibilityEnabler will not affect nodes added after scene initialization. diff --git a/gdnative-bindings/docs/VisibilityEnabler2D.xml b/gdnative-bindings/docs/VisibilityEnabler2D.xml index a738d5a93..115f7a242 100644 --- a/gdnative-bindings/docs/VisibilityEnabler2D.xml +++ b/gdnative-bindings/docs/VisibilityEnabler2D.xml @@ -1,5 +1,5 @@ - + Enables certain nodes only when approximately visible. @@ -59,10 +59,10 @@ This enabler will stop [Particles2D] nodes. - This enabler will stop the parent's _process function. + This enabler will stop the parent's [method Node._process] function. - This enabler will stop the parent's _physics_process function. + This enabler will stop the parent's [method Node._physics_process] function. This enabler will stop [AnimatedSprite] nodes animations. diff --git a/gdnative-bindings/docs/VisibilityNotifier.xml b/gdnative-bindings/docs/VisibilityNotifier.xml index 5ed308993..bb1022c7c 100644 --- a/gdnative-bindings/docs/VisibilityNotifier.xml +++ b/gdnative-bindings/docs/VisibilityNotifier.xml @@ -1,12 +1,12 @@ - + Detects approximately when the node is visible on screen. The VisibilityNotifier detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera]'s view. If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler] instead. - [b]Note:[/b] VisibilityNotifier uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]. + [b]Note:[/b] VisibilityNotifier uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account (unless you are using [Portal]s). The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]. @@ -23,6 +23,10 @@ The VisibilityNotifier's bounding box. + + In addition to checking whether a node is on screen or within a [Camera]'s view, VisibilityNotifier can also optionally check whether a node is within a specified maximum distance when using a [Camera] with perspective projection. This is useful for throttling the performance requirements of nodes that are far away. + [b]Note:[/b] This feature will be disabled if set to 0.0. + diff --git a/gdnative-bindings/docs/VisibilityNotifier2D.xml b/gdnative-bindings/docs/VisibilityNotifier2D.xml index bded2398c..83c931992 100644 --- a/gdnative-bindings/docs/VisibilityNotifier2D.xml +++ b/gdnative-bindings/docs/VisibilityNotifier2D.xml @@ -1,5 +1,5 @@ - + Detects approximately when the node is visible on screen. diff --git a/gdnative-bindings/docs/VisualInstance.xml b/gdnative-bindings/docs/VisualInstance.xml index dfd7e0880..b77ad1ae4 100644 --- a/gdnative-bindings/docs/VisualInstance.xml +++ b/gdnative-bindings/docs/VisualInstance.xml @@ -1,5 +1,5 @@ - + Parent of all visual 3D nodes. diff --git a/gdnative-bindings/docs/VisualServer.xml b/gdnative-bindings/docs/VisualServer.xml index 655115589..281cb8c93 100644 --- a/gdnative-bindings/docs/VisualServer.xml +++ b/gdnative-bindings/docs/VisualServer.xml @@ -1,5 +1,5 @@ - + Server for anything visible. @@ -15,7 +15,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. - https://docs.godotengine.org/en/3.4/tutorials/optimization/using_servers.html + https://docs.godotengine.org/en/3.5/tutorials/performance/using_servers.html @@ -1178,8 +1178,10 @@ + Returns [code]true[/code] if changes have been made to the VisualServer's data. [method draw] is usually called if this happens. + As changes are registered as either high or low priority (e.g. dynamic shaders), this function takes an optional argument to query either low or high priority changes, or any changes. @@ -1374,6 +1376,14 @@ Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for more details. + + + + + + Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to [member GeometryInstance.material_overlay]. + + @@ -1751,7 +1761,7 @@ - Returns the default value for the param if available. Otherwise returns an empty [Variant]. + Returns the default value for the param if available. Returns [code]null[/code] otherwise. @@ -2525,6 +2535,15 @@ Sets the default clear color which is used when a specific clear color has not been selected. + + + + + If asynchronous shader compilation is enabled, this controls whether [constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed. + For instance, you may want to enable this temporarily before taking a screenshot. This ensures everything is visible even if shaders with async mode [i]hidden[/i] are not ready yet. + Reflection probes use this internally to ensure they capture everything regardless the shaders are ready or not. + + @@ -2820,6 +2839,29 @@ Sets the texture's path. + + + + + + Creates an update link between two textures, similar to how [ViewportTexture]s operate. When the base texture is the texture of a [Viewport], every time the viewport renders a new frame, the proxy texture automatically receives an update. + For example, this code links a generic [ImageTexture] to the texture output of the [Viewport] using the VisualServer API: + [codeblock] + func _ready(): + var viewport_rid = get_viewport().get_viewport_rid() + var viewport_texture_rid = VisualServer.viewport_get_texture(viewport_rid) + + var proxy_texture = ImageTexture.new() + var viewport_texture_image_data = VisualServer.texture_get_data(viewport_texture_rid) + + proxy_texture.create_from_image(viewport_texture_image_data) + var proxy_texture_rid = proxy_texture.get_rid() + VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid) + + $TextureRect.texture = proxy_texture + [/codeblock] + + @@ -2873,7 +2915,7 @@ get_viewport().set_attach_to_screen_rect(Rect2()) $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600)) [/codeblock] - Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, [method viewport_set_render_direct_to_screen]. + Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see [method viewport_set_render_direct_to_screen]. @@ -2986,7 +3028,8 @@ - If [code]true[/code], the viewport renders to hdr. + If [code]true[/code], the viewport renders to high dynamic range (HDR) instead of standard dynamic range (SDR). See also [method viewport_set_use_32_bpc_depth]. + [b]Note:[/b] Only available on the GLES3 backend. @@ -3096,6 +3139,15 @@ Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for options. + + + + + + If [code]true[/code], allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used on the same [Viewport] to set HDR to [code]true[/code]. + [b]Note:[/b] Only available on the GLES3 backend. + + @@ -3677,28 +3729,34 @@ The amount of shader rebinds in the frame. - + + The peak amount of shaders that have been under compilation in the frame. + This is useful to know when asynchronous shader compilation has finished for the current shaders on screen. + [b]Note:[/b] For complete certainty, only assume there are no outstanding compilations when this value is zero for at least two frames in a row. + Unimplemented in the GLES2 rendering backend, always returns 0. + + The amount of surface changes in the frame. - + The amount of draw calls in frame. - + The amount of 2d items in the frame. - + The amount of 2d draw calls in frame. - + Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0. - + The amount of video memory used, i.e. texture and vertex memory combined. - + The amount of texture memory used. - + The amount of vertex memory used. @@ -3789,19 +3847,20 @@ Shows the glow effect by itself without the underlying scene. - Output color as they came in. + Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors. - Use the Reinhard tonemapper. + Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. - Use the filmic tonemapper. + Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD]. - Use the ACES tonemapper. + Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. + [b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]. - Use the ACES Fitted tonemapper. + Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. Lowest quality of screen space ambient occlusion. @@ -3824,5 +3883,14 @@ Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO. + + Used to query for any changes that request a redraw, whatever the priority. + + + Registered changes which have low priority can be optionally prevented from causing editor redraws. Examples might include dynamic shaders (typically using the [code]TIME[/code] built-in). + + + Registered changes which can cause a redraw default to high priority. + diff --git a/gdnative-bindings/docs/VisualShader.xml b/gdnative-bindings/docs/VisualShader.xml index 53897c52e..bb0195a0d 100644 --- a/gdnative-bindings/docs/VisualShader.xml +++ b/gdnative-bindings/docs/VisualShader.xml @@ -1,5 +1,5 @@ - + A custom shader program with a visual editor. diff --git a/gdnative-bindings/docs/VisualShaderNode.xml b/gdnative-bindings/docs/VisualShaderNode.xml index 63d8cb143..deb5a1dcb 100644 --- a/gdnative-bindings/docs/VisualShaderNode.xml +++ b/gdnative-bindings/docs/VisualShaderNode.xml @@ -1,5 +1,5 @@ - + Base class for nodes in a visual shader graph. @@ -7,7 +7,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader. - https://docs.godotengine.org/en/3.4/tutorials/shading/visual_shaders.html + https://docs.godotengine.org/en/3.5/tutorials/shaders/visual_shaders.html diff --git a/gdnative-bindings/docs/VisualShaderNodeBooleanConstant.xml b/gdnative-bindings/docs/VisualShaderNodeBooleanConstant.xml index 40d2daeeb..07dcf30d8 100644 --- a/gdnative-bindings/docs/VisualShaderNodeBooleanConstant.xml +++ b/gdnative-bindings/docs/VisualShaderNodeBooleanConstant.xml @@ -1,5 +1,5 @@ - + A boolean constant to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeBooleanUniform.xml b/gdnative-bindings/docs/VisualShaderNodeBooleanUniform.xml index d1848a441..aa1abaefc 100644 --- a/gdnative-bindings/docs/VisualShaderNodeBooleanUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeBooleanUniform.xml @@ -1,5 +1,5 @@ - + A boolean uniform to be used within the visual shader graph. @@ -10,6 +10,14 @@ + + + A default value to be assigned within the shader. + + + Enables usage of the [member default_value]. + + diff --git a/gdnative-bindings/docs/VisualShaderNodeColorConstant.xml b/gdnative-bindings/docs/VisualShaderNodeColorConstant.xml index 180cb789d..d49ba58b4 100644 --- a/gdnative-bindings/docs/VisualShaderNodeColorConstant.xml +++ b/gdnative-bindings/docs/VisualShaderNodeColorConstant.xml @@ -1,5 +1,5 @@ - + A [Color] constant to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeColorFunc.xml b/gdnative-bindings/docs/VisualShaderNodeColorFunc.xml index 7277b4358..b60534333 100644 --- a/gdnative-bindings/docs/VisualShaderNodeColorFunc.xml +++ b/gdnative-bindings/docs/VisualShaderNodeColorFunc.xml @@ -1,5 +1,5 @@ - + A [Color] function to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeColorOp.xml b/gdnative-bindings/docs/VisualShaderNodeColorOp.xml index 9b6bb9a00..a5928387d 100644 --- a/gdnative-bindings/docs/VisualShaderNodeColorOp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeColorOp.xml @@ -1,5 +1,5 @@ - + A [Color] operator to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeColorUniform.xml b/gdnative-bindings/docs/VisualShaderNodeColorUniform.xml index dff50985c..22b0ff808 100644 --- a/gdnative-bindings/docs/VisualShaderNodeColorUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeColorUniform.xml @@ -1,5 +1,5 @@ - + A [Color] uniform to be used within the visual shader graph. @@ -10,6 +10,14 @@ + + + A default value to be assigned within the shader. + + + Enables usage of the [member default_value]. + + diff --git a/gdnative-bindings/docs/VisualShaderNodeCompare.xml b/gdnative-bindings/docs/VisualShaderNodeCompare.xml index 2d2c76e16..030449b08 100644 --- a/gdnative-bindings/docs/VisualShaderNodeCompare.xml +++ b/gdnative-bindings/docs/VisualShaderNodeCompare.xml @@ -1,5 +1,5 @@ - + A comparison function for common types within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeCubeMap.xml b/gdnative-bindings/docs/VisualShaderNodeCubeMap.xml index 069ca3f70..777156d2e 100644 --- a/gdnative-bindings/docs/VisualShaderNodeCubeMap.xml +++ b/gdnative-bindings/docs/VisualShaderNodeCubeMap.xml @@ -1,5 +1,5 @@ - + A [CubeMap] sampling node to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeCubeMapUniform.xml b/gdnative-bindings/docs/VisualShaderNodeCubeMapUniform.xml index b3994936d..df7ddb168 100644 --- a/gdnative-bindings/docs/VisualShaderNodeCubeMapUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeCubeMapUniform.xml @@ -1,5 +1,5 @@ - + A [CubeMap] uniform node to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeCustom.xml b/gdnative-bindings/docs/VisualShaderNodeCustom.xml index 96ba5d580..ed9c4020a 100644 --- a/gdnative-bindings/docs/VisualShaderNodeCustom.xml +++ b/gdnative-bindings/docs/VisualShaderNodeCustom.xml @@ -1,5 +1,5 @@ - + Virtual class to define custom [VisualShaderNode]s for use in the Visual Shader Editor. @@ -13,7 +13,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/visual_shader_plugins.html + https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/visual_shader_plugins.html diff --git a/gdnative-bindings/docs/VisualShaderNodeDeterminant.xml b/gdnative-bindings/docs/VisualShaderNodeDeterminant.xml index 06da932e0..6a8fdb169 100644 --- a/gdnative-bindings/docs/VisualShaderNodeDeterminant.xml +++ b/gdnative-bindings/docs/VisualShaderNodeDeterminant.xml @@ -1,5 +1,5 @@ - + Calculates the determinant of a [Transform] within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeDotProduct.xml b/gdnative-bindings/docs/VisualShaderNodeDotProduct.xml index 02423a651..099bcd0cb 100644 --- a/gdnative-bindings/docs/VisualShaderNodeDotProduct.xml +++ b/gdnative-bindings/docs/VisualShaderNodeDotProduct.xml @@ -1,5 +1,5 @@ - + Calculates a dot product of two vectors within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeExpression.xml b/gdnative-bindings/docs/VisualShaderNodeExpression.xml index 25f4c5d1c..b2bdfff0f 100644 --- a/gdnative-bindings/docs/VisualShaderNodeExpression.xml +++ b/gdnative-bindings/docs/VisualShaderNodeExpression.xml @@ -1,5 +1,5 @@ - + A custom visual shader graph expression written in Godot Shading Language. diff --git a/gdnative-bindings/docs/VisualShaderNodeFaceForward.xml b/gdnative-bindings/docs/VisualShaderNodeFaceForward.xml index a7a676833..bc3391588 100644 --- a/gdnative-bindings/docs/VisualShaderNodeFaceForward.xml +++ b/gdnative-bindings/docs/VisualShaderNodeFaceForward.xml @@ -1,5 +1,5 @@ - + Returns the vector that points in the same direction as a reference vector within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeFresnel.xml b/gdnative-bindings/docs/VisualShaderNodeFresnel.xml index 0b48d9c25..9941f53d6 100644 --- a/gdnative-bindings/docs/VisualShaderNodeFresnel.xml +++ b/gdnative-bindings/docs/VisualShaderNodeFresnel.xml @@ -1,5 +1,5 @@ - + A Fresnel effect to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeGlobalExpression.xml b/gdnative-bindings/docs/VisualShaderNodeGlobalExpression.xml index 6c3cc82b8..4795a2618 100644 --- a/gdnative-bindings/docs/VisualShaderNodeGlobalExpression.xml +++ b/gdnative-bindings/docs/VisualShaderNodeGlobalExpression.xml @@ -1,5 +1,5 @@ - + A custom global visual shader graph expression written in Godot Shading Language. diff --git a/gdnative-bindings/docs/VisualShaderNodeGroupBase.xml b/gdnative-bindings/docs/VisualShaderNodeGroupBase.xml index 052b9b6b1..06a7c419f 100644 --- a/gdnative-bindings/docs/VisualShaderNodeGroupBase.xml +++ b/gdnative-bindings/docs/VisualShaderNodeGroupBase.xml @@ -1,5 +1,5 @@ - + Base class for a family of nodes with variable amount of input and output ports within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeIf.xml b/gdnative-bindings/docs/VisualShaderNodeIf.xml index 5be4a0bcc..1dabde7a4 100644 --- a/gdnative-bindings/docs/VisualShaderNodeIf.xml +++ b/gdnative-bindings/docs/VisualShaderNodeIf.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/VisualShaderNodeInput.xml b/gdnative-bindings/docs/VisualShaderNodeInput.xml index 96cb9121d..db514cb1c 100644 --- a/gdnative-bindings/docs/VisualShaderNodeInput.xml +++ b/gdnative-bindings/docs/VisualShaderNodeInput.xml @@ -1,12 +1,12 @@ - + Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). - https://docs.godotengine.org/en/3.4/tutorials/shading/shading_reference/index.html + https://docs.godotengine.org/en/3.5/tutorials/shaders/shader_reference/index.html diff --git a/gdnative-bindings/docs/VisualShaderNodeIs.xml b/gdnative-bindings/docs/VisualShaderNodeIs.xml index da75bc30f..ac60cce35 100644 --- a/gdnative-bindings/docs/VisualShaderNodeIs.xml +++ b/gdnative-bindings/docs/VisualShaderNodeIs.xml @@ -1,5 +1,5 @@ - + A boolean comparison operator to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeOuterProduct.xml b/gdnative-bindings/docs/VisualShaderNodeOuterProduct.xml index b0299069e..4a1fd8840 100644 --- a/gdnative-bindings/docs/VisualShaderNodeOuterProduct.xml +++ b/gdnative-bindings/docs/VisualShaderNodeOuterProduct.xml @@ -1,5 +1,5 @@ - + Calculates an outer product of two vectors within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeOutput.xml b/gdnative-bindings/docs/VisualShaderNodeOutput.xml index 4d535752e..b46913d85 100644 --- a/gdnative-bindings/docs/VisualShaderNodeOutput.xml +++ b/gdnative-bindings/docs/VisualShaderNodeOutput.xml @@ -1,5 +1,5 @@ - + Represents the output shader parameters within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarClamp.xml b/gdnative-bindings/docs/VisualShaderNodeScalarClamp.xml index 4bc03bc74..6ea23a09a 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarClamp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarClamp.xml @@ -1,5 +1,5 @@ - + Clamps a scalar value within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarConstant.xml b/gdnative-bindings/docs/VisualShaderNodeScalarConstant.xml index 8c29f8520..231548f4d 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarConstant.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarConstant.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarDerivativeFunc.xml b/gdnative-bindings/docs/VisualShaderNodeScalarDerivativeFunc.xml index 33127c86e..234e74a36 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarDerivativeFunc.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarDerivativeFunc.xml @@ -1,5 +1,5 @@ - + Calculates a scalar derivative within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarFunc.xml b/gdnative-bindings/docs/VisualShaderNodeScalarFunc.xml index 6ab7786a6..2d5d56e92 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarFunc.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarFunc.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarInterp.xml b/gdnative-bindings/docs/VisualShaderNodeScalarInterp.xml index f6e4a9871..14bd96f84 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarInterp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarInterp.xml @@ -1,5 +1,5 @@ - + Linearly interpolates between two scalars within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarOp.xml b/gdnative-bindings/docs/VisualShaderNodeScalarOp.xml index 822306e6d..826a930e6 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarOp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarOp.xml @@ -1,5 +1,5 @@ - + diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarSmoothStep.xml b/gdnative-bindings/docs/VisualShaderNodeScalarSmoothStep.xml index 6a16bfab8..476828553 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarSmoothStep.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarSmoothStep.xml @@ -1,5 +1,5 @@ - + Calculates a scalar SmoothStep function within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarSwitch.xml b/gdnative-bindings/docs/VisualShaderNodeScalarSwitch.xml index e5f9d5087..0f3d97d9c 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarSwitch.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarSwitch.xml @@ -1,5 +1,5 @@ - + A boolean/scalar function for use within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeScalarUniform.xml b/gdnative-bindings/docs/VisualShaderNodeScalarUniform.xml index 4df4a0db6..783ca538e 100644 --- a/gdnative-bindings/docs/VisualShaderNodeScalarUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeScalarUniform.xml @@ -1,5 +1,5 @@ - + @@ -8,6 +8,38 @@ + + + A default value to be assigned within the shader. + + + Enables usage of the [member default_value]. + + + A hint applied to the uniform, which controls the values it can take when set through the inspector. + + + Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP]. + + + Maximum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP]. + + + Step (increment) value for the range hint with step. Used if [member hint] is set to [constant HINT_RANGE_STEP]. + + + + No hint used. + + + A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code. + + + A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code. + + + Represents the size of the [enum Hint] enum. + diff --git a/gdnative-bindings/docs/VisualShaderNodeSwitch.xml b/gdnative-bindings/docs/VisualShaderNodeSwitch.xml index 06df4dadf..184d36d0a 100644 --- a/gdnative-bindings/docs/VisualShaderNodeSwitch.xml +++ b/gdnative-bindings/docs/VisualShaderNodeSwitch.xml @@ -1,5 +1,5 @@ - + A boolean/vector function for use within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTexture.xml b/gdnative-bindings/docs/VisualShaderNodeTexture.xml index fc4f1046f..dde786e67 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTexture.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTexture.xml @@ -1,5 +1,5 @@ - + Performs a texture lookup within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTextureUniform.xml b/gdnative-bindings/docs/VisualShaderNodeTextureUniform.xml index 6ad857afe..b9e1abfe5 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTextureUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTextureUniform.xml @@ -1,5 +1,5 @@ - + Performs a uniform texture lookup within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTextureUniformTriplanar.xml b/gdnative-bindings/docs/VisualShaderNodeTextureUniformTriplanar.xml index 8ab1390d2..00f2f7f29 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTextureUniformTriplanar.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTextureUniformTriplanar.xml @@ -1,5 +1,5 @@ - + Performs a uniform texture lookup with triplanar within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformCompose.xml b/gdnative-bindings/docs/VisualShaderNodeTransformCompose.xml index 61502a1e9..ef102f8d5 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformCompose.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformCompose.xml @@ -1,5 +1,5 @@ - + Composes a [Transform] from four [Vector3]s within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformConstant.xml b/gdnative-bindings/docs/VisualShaderNodeTransformConstant.xml index 8d0ab905b..b500e57e2 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformConstant.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformConstant.xml @@ -1,5 +1,5 @@ - + A [Transform] constant for use within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformDecompose.xml b/gdnative-bindings/docs/VisualShaderNodeTransformDecompose.xml index ef727b209..fb87295f3 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformDecompose.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformDecompose.xml @@ -1,5 +1,5 @@ - + Decomposes a [Transform] into four [Vector3]s within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformFunc.xml b/gdnative-bindings/docs/VisualShaderNodeTransformFunc.xml index b687ef904..f312c5190 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformFunc.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformFunc.xml @@ -1,5 +1,5 @@ - + Computes a [Transform] function within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformMult.xml b/gdnative-bindings/docs/VisualShaderNodeTransformMult.xml index e87605de1..1541c1f5a 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformMult.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformMult.xml @@ -1,5 +1,5 @@ - + Multiplies [Transform] by [Transform] within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformUniform.xml b/gdnative-bindings/docs/VisualShaderNodeTransformUniform.xml index 09083e116..8e6285d4b 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformUniform.xml @@ -1,5 +1,5 @@ - + A [Transform] uniform for use within the visual shader graph. @@ -10,6 +10,14 @@ + + + A default value to be assigned within the shader. + + + Enables usage of the [member default_value]. + + diff --git a/gdnative-bindings/docs/VisualShaderNodeTransformVecMult.xml b/gdnative-bindings/docs/VisualShaderNodeTransformVecMult.xml index bbbd952fd..bc6371ce2 100644 --- a/gdnative-bindings/docs/VisualShaderNodeTransformVecMult.xml +++ b/gdnative-bindings/docs/VisualShaderNodeTransformVecMult.xml @@ -1,5 +1,5 @@ - + Multiplies a [Transform] and a [Vector3] within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeUniform.xml b/gdnative-bindings/docs/VisualShaderNodeUniform.xml index b777c9c94..72501c8b2 100644 --- a/gdnative-bindings/docs/VisualShaderNodeUniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeUniform.xml @@ -1,5 +1,5 @@ - + A base type for the uniforms within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeUniformRef.xml b/gdnative-bindings/docs/VisualShaderNodeUniformRef.xml index b7bdfc5c1..679eef8ee 100644 --- a/gdnative-bindings/docs/VisualShaderNodeUniformRef.xml +++ b/gdnative-bindings/docs/VisualShaderNodeUniformRef.xml @@ -1,5 +1,5 @@ - + A reference to an existing [VisualShaderNodeUniform]. diff --git a/gdnative-bindings/docs/VisualShaderNodeVec3Constant.xml b/gdnative-bindings/docs/VisualShaderNodeVec3Constant.xml index 66b0bdbff..f786fcea7 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVec3Constant.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVec3Constant.xml @@ -1,5 +1,5 @@ - + A [Vector3] constant to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVec3Uniform.xml b/gdnative-bindings/docs/VisualShaderNodeVec3Uniform.xml index b33e5d460..7f226103c 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVec3Uniform.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVec3Uniform.xml @@ -1,5 +1,5 @@ - + A [Vector3] uniform to be used within the visual shader graph. @@ -10,6 +10,14 @@ + + + A default value to be assigned within the shader. + + + Enables usage of the [member default_value]. + + diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorClamp.xml b/gdnative-bindings/docs/VisualShaderNodeVectorClamp.xml index d35387018..a26b5f9f0 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorClamp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorClamp.xml @@ -1,5 +1,5 @@ - + Clamps a vector value within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorCompose.xml b/gdnative-bindings/docs/VisualShaderNodeVectorCompose.xml index 2190e42db..062898a8d 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorCompose.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorCompose.xml @@ -1,5 +1,5 @@ - + Composes a [Vector3] from three scalars within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorDecompose.xml b/gdnative-bindings/docs/VisualShaderNodeVectorDecompose.xml index 50335a37a..076901ef1 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorDecompose.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorDecompose.xml @@ -1,5 +1,5 @@ - + Decomposes a [Vector3] into three scalars within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorDerivativeFunc.xml b/gdnative-bindings/docs/VisualShaderNodeVectorDerivativeFunc.xml index 06f2d8c5d..392bfbc2c 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorDerivativeFunc.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorDerivativeFunc.xml @@ -1,5 +1,5 @@ - + Calculates a vector derivative within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorDistance.xml b/gdnative-bindings/docs/VisualShaderNodeVectorDistance.xml index 618e9ce87..c4788b478 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorDistance.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorDistance.xml @@ -1,5 +1,5 @@ - + Returns the distance between two points. To be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorFunc.xml b/gdnative-bindings/docs/VisualShaderNodeVectorFunc.xml index 5eb3939d9..0242b6760 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorFunc.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorFunc.xml @@ -1,5 +1,5 @@ - + A vector function to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorInterp.xml b/gdnative-bindings/docs/VisualShaderNodeVectorInterp.xml index 77fd4c61b..731bbfb20 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorInterp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorInterp.xml @@ -1,5 +1,5 @@ - + Linearly interpolates between two vectors within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorLen.xml b/gdnative-bindings/docs/VisualShaderNodeVectorLen.xml index 0a196dbf3..aa8beb911 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorLen.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorLen.xml @@ -1,5 +1,5 @@ - + Returns the length of a [Vector3] within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorOp.xml b/gdnative-bindings/docs/VisualShaderNodeVectorOp.xml index 7aee0fefd..ff443ed70 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorOp.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorOp.xml @@ -1,5 +1,5 @@ - + A vector operator to be used within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorRefract.xml b/gdnative-bindings/docs/VisualShaderNodeVectorRefract.xml index 3cbafb84e..7a928a844 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorRefract.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorRefract.xml @@ -1,5 +1,5 @@ - + Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorScalarMix.xml b/gdnative-bindings/docs/VisualShaderNodeVectorScalarMix.xml index fc405d383..951aeb6a1 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorScalarMix.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorScalarMix.xml @@ -1,5 +1,5 @@ - + Linearly interpolates between two vectors using a scalar. For use within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorScalarSmoothStep.xml b/gdnative-bindings/docs/VisualShaderNodeVectorScalarSmoothStep.xml index e51c67135..83ce62f00 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorScalarSmoothStep.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorScalarSmoothStep.xml @@ -1,5 +1,5 @@ - + Calculates a vector SmoothStep function using scalar within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorScalarStep.xml b/gdnative-bindings/docs/VisualShaderNodeVectorScalarStep.xml index 66505957e..a8b76317e 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorScalarStep.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorScalarStep.xml @@ -1,5 +1,5 @@ - + Calculates a vector Step function within the visual shader graph. diff --git a/gdnative-bindings/docs/VisualShaderNodeVectorSmoothStep.xml b/gdnative-bindings/docs/VisualShaderNodeVectorSmoothStep.xml index 7602ebf9f..446b3b87b 100644 --- a/gdnative-bindings/docs/VisualShaderNodeVectorSmoothStep.xml +++ b/gdnative-bindings/docs/VisualShaderNodeVectorSmoothStep.xml @@ -1,5 +1,5 @@ - + Calculates a vector SmoothStep function within the visual shader graph. diff --git a/gdnative-bindings/docs/WeakRef.xml b/gdnative-bindings/docs/WeakRef.xml index d70f40ed3..a0c995467 100644 --- a/gdnative-bindings/docs/WeakRef.xml +++ b/gdnative-bindings/docs/WeakRef.xml @@ -1,5 +1,5 @@ - + Holds an [Object], but does not contribute to the reference count if the object is a reference. @@ -12,7 +12,7 @@ - Returns the [Object] this weakref is referring to. + Returns the [Object] this weakref is referring to. Returns [code]null[/code] if that object no longer exists. diff --git a/gdnative-bindings/docs/WindowDialog.xml b/gdnative-bindings/docs/WindowDialog.xml index f41ec9f97..0bdaa31a5 100644 --- a/gdnative-bindings/docs/WindowDialog.xml +++ b/gdnative-bindings/docs/WindowDialog.xml @@ -1,5 +1,5 @@ - + Base class for window dialogs. @@ -28,32 +28,32 @@ - - The icon for the close button. + + The color of the title text. The horizontal offset of the close button. - - The icon used for the close button when it's hovered with the mouse cursor. - The vertical offset of the close button. - - The style for both the content background of the [WindowDialog] and the title bar. The title bar is created with a top border and an expand margin using the [code]panel[/code] stylebox. - The thickness of the border that can be dragged when scaling the window (if [member resizable] is enabled). - - The color of the title text. + + The vertical offset of the title text. The font used to draw the title. - - The vertical offset of the title text. + + The icon for the close button. + + + The icon used for the close button when it's hovered with the mouse cursor. + + + The style for both the content background of the [WindowDialog] and the title bar. The title bar is created with a top border and an expand margin using the [code]panel[/code] stylebox. diff --git a/gdnative-bindings/docs/World.xml b/gdnative-bindings/docs/World.xml index 680b76fc1..7ae0732b7 100644 --- a/gdnative-bindings/docs/World.xml +++ b/gdnative-bindings/docs/World.xml @@ -1,13 +1,13 @@ - + Class that has everything pertaining to a world. - Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. + Class that has everything pertaining to a world. A physics space, a visual scenario, a navigation map and a sound space. Spatial nodes register their resources into the current world. - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -19,7 +19,10 @@ The World's [Environment]. - The World's fallback_environment will be used if the World's [Environment] fails or is missing. + The World's fallback environment will be used if [member environment] fails or is missing. + + + The [RID] of this world's navigation map. Used by the [NavigationServer]. The World's visual scenario. diff --git a/gdnative-bindings/docs/World2D.xml b/gdnative-bindings/docs/World2D.xml index 8d0dd9aeb..2cf824ca3 100644 --- a/gdnative-bindings/docs/World2D.xml +++ b/gdnative-bindings/docs/World2D.xml @@ -1,13 +1,13 @@ - + Class that has everything pertaining to a 2D world. - Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. + Class that has everything pertaining to a 2D world. A physics space, a visual scenario, a navigation map and a sound space. 2D nodes register their resources into the current 2D world. - https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.5/tutorials/physics/ray-casting.html @@ -18,6 +18,9 @@ Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [code]_physics_process(delta)[/code] in the main thread. + + The [RID] of this world's navigation map. Used by the [Navigation2DServer]. + The [RID] of this world's physics space resource. Used by the [Physics2DServer] for 2D physics, treating it as both a space and an area. diff --git a/gdnative-bindings/docs/WorldEnvironment.xml b/gdnative-bindings/docs/WorldEnvironment.xml index f040ed024..8fd95b475 100644 --- a/gdnative-bindings/docs/WorldEnvironment.xml +++ b/gdnative-bindings/docs/WorldEnvironment.xml @@ -1,5 +1,5 @@ - + Default environment properties for the entire scene (post-processing effects, lighting and background settings). @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. - https://docs.godotengine.org/en/3.4/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.5/tutorials/3d/environment_and_post_processing.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/gdnative-bindings/docs/X509Certificate.xml b/gdnative-bindings/docs/X509Certificate.xml index 45afd096d..50eba2840 100644 --- a/gdnative-bindings/docs/X509Certificate.xml +++ b/gdnative-bindings/docs/X509Certificate.xml @@ -1,12 +1,11 @@ - + An X509 certificate (e.g. for SSL). The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other [Resource]. They can be used as the server certificate in [method StreamPeerSSL.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an SSL server via [method StreamPeerSSL.connect_to_stream]. - [b]Note:[/b] Not available in HTML5 exports. diff --git a/gdnative-bindings/docs/XMLParser.xml b/gdnative-bindings/docs/XMLParser.xml index 09c9aed88..7025a463a 100644 --- a/gdnative-bindings/docs/XMLParser.xml +++ b/gdnative-bindings/docs/XMLParser.xml @@ -1,5 +1,5 @@ - + Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/XML]XML[/url] files. diff --git a/gdnative-bindings/docs/YSort.xml b/gdnative-bindings/docs/YSort.xml index 6c015ed5e..187d439a1 100644 --- a/gdnative-bindings/docs/YSort.xml +++ b/gdnative-bindings/docs/YSort.xml @@ -1,5 +1,5 @@ - + Sort all child nodes based on their Y positions. diff --git a/gdnative-bindings/docs/bool.xml b/gdnative-bindings/docs/bool.xml index 365c8c085..60bf6348d 100644 --- a/gdnative-bindings/docs/bool.xml +++ b/gdnative-bindings/docs/bool.xml @@ -1,5 +1,5 @@ - + Boolean built-in type. diff --git a/gdnative-bindings/docs/float.xml b/gdnative-bindings/docs/float.xml index 8cefe70a7..837be50c6 100644 --- a/gdnative-bindings/docs/float.xml +++ b/gdnative-bindings/docs/float.xml @@ -1,5 +1,5 @@ - + Float built-in type. diff --git a/gdnative-bindings/docs/int.xml b/gdnative-bindings/docs/int.xml index c913a08d5..8dbad719f 100644 --- a/gdnative-bindings/docs/int.xml +++ b/gdnative-bindings/docs/int.xml @@ -1,5 +1,5 @@ - + Integer built-in type. diff --git a/gdnative-core/Cargo.toml b/gdnative-core/Cargo.toml index c34ef2197..2a4946a41 100644 --- a/gdnative-core/Cargo.toml +++ b/gdnative-core/Cargo.toml @@ -9,7 +9,7 @@ version = "0.10.1" license = "MIT" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [features] default = [] diff --git a/gdnative-core/src/init/macros.rs b/gdnative-core/src/init/macros.rs index 18dbca3eb..4ca97abaf 100644 --- a/gdnative-core/src/init/macros.rs +++ b/gdnative-core/src/init/macros.rs @@ -42,10 +42,11 @@ macro_rules! godot_nativescript_init { let info = engine.get_version_info(); if info.get("major").expect("major version") != Variant::new(3) - || info.get("minor").expect("minor version") != Variant::new(4) { + || info.get("minor").expect("minor version") != Variant::new(5) + || info.get("patch").expect("patch version") < Variant::new(1) { let string = info.get("string").expect("version str").to::().expect("version str type"); gdnative::log::godot_warn!( - "This godot-rust version is only compatible with Godot 3.4.x; detected version {}.\n\ + "This godot-rust version is only compatible with Godot >= 3.5.1 and < 3.6; detected version {}.\n\ GDNative mismatches may lead to subtle bugs, undefined behavior or crashes at runtime.\n\ Apply the 'custom-godot' feature if you want to use current godot-rust with another Godot engine version.", string diff --git a/gdnative-derive/Cargo.toml b/gdnative-derive/Cargo.toml index 26f9ed6c6..3cb030029 100644 --- a/gdnative-derive/Cargo.toml +++ b/gdnative-derive/Cargo.toml @@ -9,7 +9,7 @@ version = "0.10.1" license = "MIT" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [lib] proc-macro = true diff --git a/gdnative-sys/Cargo.toml b/gdnative-sys/Cargo.toml index 55740c027..bd3e500ed 100644 --- a/gdnative-sys/Cargo.toml +++ b/gdnative-sys/Cargo.toml @@ -10,7 +10,7 @@ build = "build.rs" license = "MIT" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [dependencies] libc = "0.2" diff --git a/gdnative/Cargo.toml b/gdnative/Cargo.toml index 9d17e6bfd..58184dd22 100644 --- a/gdnative/Cargo.toml +++ b/gdnative/Cargo.toml @@ -11,7 +11,7 @@ license = "MIT" workspace = ".." readme = "../README.md" edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [features] # Public diff --git a/gdnative/src/globalscope.rs b/gdnative/src/globalscope.rs index 7afcc688d..781ec7d29 100644 --- a/gdnative/src/globalscope.rs +++ b/gdnative/src/globalscope.rs @@ -20,6 +20,7 @@ //! [@GDScript]: https://docs.godotengine.org/en/stable/classes/class_@gdscript.html use crate::api::{Resource, ResourceLoader}; +use crate::core_types::NodePath; use crate::object::{memory::RefCounted, GodotObject, Ref, SubClass}; #[doc(inline)] @@ -50,14 +51,13 @@ pub use gdnative_core::globalscope::*; /// /// let scene = load::("res://path/to/Main.tscn").unwrap(); /// ``` -// TODO generalize parameter to `impl Into` once MSRV >= 1.63 #[inline] -pub fn load(path: &str) -> Option> +pub fn load(path: impl Into) -> Option> where T: SubClass + GodotObject, { let type_hint = T::class_name(); ResourceLoader::godot_singleton() - .load(path, type_hint, false) + .load(path.into(), type_hint, false) .and_then(|res| res.cast::()) } diff --git a/impl/proc-macros/Cargo.toml b/impl/proc-macros/Cargo.toml index 0e00e908e..d8ced0777 100644 --- a/impl/proc-macros/Cargo.toml +++ b/impl/proc-macros/Cargo.toml @@ -8,7 +8,7 @@ version = "0.10.1" license = "MIT" workspace = "../.." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" [lib] proc-macro = true diff --git a/test/Cargo.toml b/test/Cargo.toml index e1583dde6..d3a020d0b 100644 --- a/test/Cargo.toml +++ b/test/Cargo.toml @@ -3,7 +3,7 @@ name = "gdnative-test" version = "0.1.0" workspace = ".." edition = "2021" -rust-version = "1.56" +rust-version = "1.63" license = "MIT" publish = false diff --git a/test/src/lib.rs b/test/src/lib.rs index accc93851..3ceba0399 100644 --- a/test/src/lib.rs +++ b/test/src/lib.rs @@ -214,11 +214,16 @@ godot_itest! { test_from_instance_id { assert!(unsafe { Node::try_from_instance_id(instance_id).is_none() }); - let reconstructed = unsafe { Reference::from_instance_id(instance_id) }; - assert_eq!( - "bar", - String::from_variant(&reconstructed.get_meta("foo")).unwrap() - ); + // get_meta() got a new default parameter in Godot 3.5, which is a breaking change in Rust + // So we cannot run this automated test for older Godot versions in CI + #[cfg(not(feature = "custom-godot"))] + { + let reconstructed = unsafe { Reference::from_instance_id(instance_id) }; + assert_eq!( + "bar", + String::from_variant(&reconstructed.get_meta("foo", Variant::nil())).unwrap() + ); + } } assert!(unsafe { Reference::try_from_instance_id(instance_id).is_none() });