From 0d1d7191781b1f0e0517ba8eb3b134320de72ca8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 19 Feb 2021 13:35:31 +0100 Subject: [PATCH] doc: Sync classref with current source And fix various bogus bindings following previous PRs. --- core/core_bind.cpp | 2 +- core/input/input.cpp | 10 +- core/io/resource_loader.cpp | 4 + core/io/resource_loader.h | 2 + core/object/undo_redo.cpp | 2 +- doc/classes/AnimationPlayer.xml | 8 +- doc/classes/AnimationTree.xml | 9 +- doc/classes/BakedLightmapData.xml | 6 +- doc/classes/Camera2D.xml | 8 +- doc/classes/CharFXTransform.xml | 2 +- doc/classes/ClippedCamera3D.xml | 8 +- doc/classes/DisplayServer.xml | 2 +- doc/classes/EditorInspector.xml | 8 - doc/classes/EditorPlugin.xml | 4 + doc/classes/EditorSceneImporterMesh.xml | 2 +- doc/classes/EditorSettings.xml | 10 + doc/classes/Environment.xml | 6 +- doc/classes/GIProbe.xml | 2 +- doc/classes/GLTFSkeleton.xml | 2 +- doc/classes/GLTFState.xml | 6 +- doc/classes/GraphNode.xml | 14 +- doc/classes/Image.xml | 12 + doc/classes/Input.xml | 10 + doc/classes/InputEvent.xml | 8 + doc/classes/InputMap.xml | 2 + doc/classes/LineEdit.xml | 4 +- doc/classes/Node.xml | 32 +- doc/classes/Node3D.xml | 4 +- doc/classes/Object.xml | 8 +- doc/classes/PhysicsServer2D.xml | 106 ++-- doc/classes/PhysicsServer3D.xml | 258 +++++---- doc/classes/PopupMenu.xml | 4 + doc/classes/ProjectSettings.xml | 676 ++++++++++++++---------- doc/classes/RenderingDevice.xml | 2 +- doc/classes/RenderingServer.xml | 7 +- doc/classes/ResourceFormatLoader.xml | 11 + doc/classes/ResourceLoader.xml | 10 +- doc/classes/SceneTree.xml | 4 + doc/classes/Sky.xml | 6 +- doc/classes/SoftBody3D.xml | 12 +- doc/classes/SpriteBase3D.xml | 2 +- doc/classes/TextServer.xml | 2 +- doc/classes/Timer.xml | 8 +- doc/classes/Transform.xml | 2 +- doc/classes/Tree.xml | 8 + doc/classes/UndoRedo.xml | 2 +- doc/classes/Window.xml | 4 +- modules/gltf/gltf_skeleton.cpp | 2 +- modules/gltf/gltf_state.cpp | 6 +- scene/3d/baked_lightmap.cpp | 2 +- scene/main/timer.cpp | 24 +- scene/main/timer.h | 10 +- scene/main/window.cpp | 4 +- servers/display_server.cpp | 2 +- servers/physics_server_3d.cpp | 2 +- servers/rendering/rendering_device.cpp | 2 +- servers/text_server.cpp | 2 +- 57 files changed, 822 insertions(+), 555 deletions(-) diff --git a/core/core_bind.cpp b/core/core_bind.cpp index b446f4c827..8a6d048909 100644 --- a/core/core_bind.cpp +++ b/core/core_bind.cpp @@ -135,7 +135,7 @@ void _ResourceLoader::_bind_methods() { ClassDB::bind_method(D_METHOD("load_threaded_get_status", "path", "progress"), &_ResourceLoader::load_threaded_get_status, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("load_threaded_get", "path"), &_ResourceLoader::load_threaded_get); - ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "no_cache"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(CACHE_MODE_REUSE)); + ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "cache_mode"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(CACHE_MODE_REUSE)); ClassDB::bind_method(D_METHOD("get_recognized_extensions_for_type", "type"), &_ResourceLoader::get_recognized_extensions_for_type); ClassDB::bind_method(D_METHOD("set_abort_on_missing_resources", "abort"), &_ResourceLoader::set_abort_on_missing_resources); ClassDB::bind_method(D_METHOD("get_dependencies", "path"), &_ResourceLoader::get_dependencies); diff --git a/core/input/input.cpp b/core/input/input.cpp index 90d96e3876..94a18b5b4f 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -97,11 +97,11 @@ void Input::_bind_methods() { ClassDB::bind_method(D_METHOD("is_key_pressed", "keycode"), &Input::is_key_pressed); ClassDB::bind_method(D_METHOD("is_mouse_button_pressed", "button"), &Input::is_mouse_button_pressed); ClassDB::bind_method(D_METHOD("is_joy_button_pressed", "device", "button"), &Input::is_joy_button_pressed); - ClassDB::bind_method(D_METHOD("is_action_pressed", "action", "exact"), &Input::is_action_pressed, DEFVAL(false)); - ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action", "exact"), &Input::is_action_just_pressed, DEFVAL(false)); - ClassDB::bind_method(D_METHOD("is_action_just_released", "action", "exact"), &Input::is_action_just_released, DEFVAL(false)); - ClassDB::bind_method(D_METHOD("get_action_strength", "action", "exact"), &Input::get_action_strength, DEFVAL(false)); - ClassDB::bind_method(D_METHOD("get_action_raw_strength", "action", "exact"), &Input::get_action_strength, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("is_action_pressed", "action", "exact_match"), &Input::is_action_pressed, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action", "exact_match"), &Input::is_action_just_pressed, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("is_action_just_released", "action", "exact_match"), &Input::is_action_just_released, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("get_action_strength", "action", "exact_match"), &Input::get_action_strength, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("get_action_raw_strength", "action", "exact_match"), &Input::get_action_strength, DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_axis", "negative_action", "positive_action"), &Input::get_axis); ClassDB::bind_method(D_METHOD("get_vector", "negative_x", "positive_x", "negative_y", "positive_y", "deadzone"), &Input::get_vector, DEFVAL(-1.0f)); ClassDB::bind_method(D_METHOD("add_joy_mapping", "mapping", "update_existing"), &Input::add_joy_mapping, DEFVAL(false)); diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp index b34a083f1e..cba9a47187 100644 --- a/core/io/resource_loader.cpp +++ b/core/io/resource_loader.cpp @@ -174,6 +174,10 @@ void ResourceFormatLoader::_bind_methods() { ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::STRING, "get_resource_type", PropertyInfo(Variant::STRING, "path"))); ClassDB::add_virtual_method(get_class_static(), MethodInfo("get_dependencies", PropertyInfo(Variant::STRING, "path"), PropertyInfo(Variant::STRING, "add_types"))); ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::INT, "rename_dependencies", PropertyInfo(Variant::STRING, "path"), PropertyInfo(Variant::STRING, "renames"))); + + BIND_ENUM_CONSTANT(CACHE_MODE_IGNORE); + BIND_ENUM_CONSTANT(CACHE_MODE_REUSE); + BIND_ENUM_CONSTANT(CACHE_MODE_REPLACE); } /////////////////////////////////// diff --git a/core/io/resource_loader.h b/core/io/resource_loader.h index 38a756c52f..914d988caa 100644 --- a/core/io/resource_loader.h +++ b/core/io/resource_loader.h @@ -66,6 +66,8 @@ public: virtual ~ResourceFormatLoader() {} }; +VARIANT_ENUM_CAST(ResourceFormatLoader::CacheMode) + typedef void (*ResourceLoadErrorNotify)(void *p_ud, const String &p_text); typedef void (*DependencyErrorNotify)(void *p_ud, const String &p_loading, const String &p_which, const String &p_type); diff --git a/core/object/undo_redo.cpp b/core/object/undo_redo.cpp index 3b1165b8f6..e8735e335c 100644 --- a/core/object/undo_redo.cpp +++ b/core/object/undo_redo.cpp @@ -532,7 +532,7 @@ void UndoRedo::_bind_methods() { ClassDB::bind_method(D_METHOD("get_history_count"), &UndoRedo::get_history_count); ClassDB::bind_method(D_METHOD("get_current_action"), &UndoRedo::get_current_action); - ClassDB::bind_method(D_METHOD("get_action_name"), &UndoRedo::get_action_name); + ClassDB::bind_method(D_METHOD("get_action_name", "id"), &UndoRedo::get_action_name); ClassDB::bind_method(D_METHOD("clear_history", "increase_version"), &UndoRedo::clear_history, DEFVAL(true)); ClassDB::bind_method(D_METHOD("get_current_action_name"), &UndoRedo::get_current_action_name); diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index bebff61671..e5ba1d58f7 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -254,7 +254,7 @@ The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. - + The process notification in which to update animations. @@ -299,13 +299,13 @@ - + Process animation during the physics process. This is especially useful when animating physics bodies. - + Process animation during the idle process. - + Do not process animation. Use [method advance] to process the animation manually. diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 262b5addb7..7e70e0a31b 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -45,8 +45,7 @@ The path to the [AnimationPlayer] used for animating. - - The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes. + The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. @@ -57,13 +56,13 @@ - + The animations will progress during the physics frame (i.e. [method Node._physics_process]). - + The animations will progress during the idle frame (i.e. [method Node._process]). - + The animations will only progress manually (see [method advance]). diff --git a/doc/classes/BakedLightmapData.xml b/doc/classes/BakedLightmapData.xml index 026477782a..904555c48e 100644 --- a/doc/classes/BakedLightmapData.xml +++ b/doc/classes/BakedLightmapData.xml @@ -12,11 +12,11 @@ - + - + - + diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index 2a4e726d43..d40567bdcb 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -168,8 +168,8 @@ The camera's offset, useful for looking around or camera shake animations. - - The camera's process callback. See [enum Camera2DProcessMode]. + + The camera's process callback. See [enum Camera2DProcessCallback]. If [code]true[/code], the camera rotates with the target. @@ -191,10 +191,10 @@ The camera's position takes into account vertical/horizontal offsets and the screen size. - + The camera updates with the [code]_physics_process[/code] callback. - + The camera updates with the [code]_process[/code] callback. diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index b4cb110337..850098f741 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -17,7 +17,7 @@ The color the character will be drawn with. - The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS]. + The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused depending on the value of the [RichTextLabel]'s [member Node.process_mode]. [b]Note:[/b] Time still passes while the [RichTextLabel] is hidden. diff --git a/doc/classes/ClippedCamera3D.xml b/doc/classes/ClippedCamera3D.xml index de90247536..9116af19c3 100644 --- a/doc/classes/ClippedCamera3D.xml +++ b/doc/classes/ClippedCamera3D.xml @@ -95,15 +95,15 @@ The camera's collision margin. The camera can't get closer than this distance to a colliding object. - - The camera's process callback. See [enum ProcessMode]. + + The camera's process callback. See [enum ClipProcessCallback]. - + The camera updates with the [code]_physics_process[/code] callback. - + The camera updates with the [code]_process[/code] callback. diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index a4b5e28797..91e90d051d 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -492,7 +492,7 @@ - + diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml index 6f03165a97..d85f95baff 100644 --- a/doc/classes/EditorInspector.xml +++ b/doc/classes/EditorInspector.xml @@ -10,14 +10,6 @@ - - - - - Refreshes the inspector. - [b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.) - - diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index be21ad65c5..d55314ed5d 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -675,6 +675,10 @@ Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins. + + + + diff --git a/doc/classes/EditorSceneImporterMesh.xml b/doc/classes/EditorSceneImporterMesh.xml index 1c903bd889..58b7104667 100644 --- a/doc/classes/EditorSceneImporterMesh.xml +++ b/doc/classes/EditorSceneImporterMesh.xml @@ -29,7 +29,7 @@ - + diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 6088ae7a43..016d0128eb 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -160,6 +160,16 @@ Returns the default value of the setting specified by [code]name[/code]. This is the value that would be applied when clicking the Revert button in the Editor Settings. + + + + + + + + + + diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index a986ec35c6..821aa91d21 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -169,6 +169,8 @@ + + @@ -187,8 +189,6 @@ - - @@ -272,7 +272,7 @@ - Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color]. + Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/defaults/default_clear_color]. Clears the background using a custom clear color. diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 52d3698201..dd51248fd9 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -5,7 +5,7 @@ [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/gi_probes/quality]. + 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/global_illumination/gi_probes/quality]. https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html diff --git a/doc/classes/GLTFSkeleton.xml b/doc/classes/GLTFSkeleton.xml index e27c838648..9680c27705 100644 --- a/doc/classes/GLTFSkeleton.xml +++ b/doc/classes/GLTFSkeleton.xml @@ -10,7 +10,7 @@ - + diff --git a/doc/classes/GLTFState.xml b/doc/classes/GLTFState.xml index f7763efdb1..a8e96ec8a9 100644 --- a/doc/classes/GLTFState.xml +++ b/doc/classes/GLTFState.xml @@ -16,7 +16,7 @@ - + @@ -24,7 +24,7 @@ - + @@ -80,7 +80,7 @@ - + diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 3a126d89e9..279c4c4c94 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -260,13 +260,6 @@ Emitted when the GraphNode is moved. - - - - - Emitted when any GraphNode's slot is updated. - - Emitted when the GraphNode is requested to be displayed over other ones. Happens on focusing (clicking into) the GraphNode. @@ -279,6 +272,13 @@ Emitted when the GraphNode is requested to be resized. Happens on dragging the resizer handle (see [member resizable]). + + + + + Emitted when any GraphNode's slot is updated. + + diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 3dba5d13aa..bad8127c03 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -12,6 +12,18 @@ https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html + + + + + + + + + + + + diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index cfb3e8d981..1f872db6c6 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -59,6 +59,8 @@ + + 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. @@ -68,6 +70,8 @@ + + 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. @@ -214,6 +218,8 @@ + + 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. @@ -224,6 +230,8 @@ + + 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. @@ -233,6 +241,8 @@ + + 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. diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 8c6063bd67..28c4773f51 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -35,6 +35,8 @@ + + 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]. @@ -44,6 +46,8 @@ + + Returns [code]true[/code] if this input event matches a pre-defined action of any type. @@ -55,6 +59,8 @@ + + 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]. @@ -64,6 +70,8 @@ + + Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag]. diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 49d29b3a53..0fb18d8e81 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -100,6 +100,8 @@ + + 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. diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index a6dcabb168..360f5c451e 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -392,8 +392,8 @@ Font color when editing is disabled. - - 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). + + Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of 'M' characters (i.e. this amount of 'M' characters can be displayed without scrolling). Default background for the [LineEdit]. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 5f0d6462e2..ead5045d4b 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -179,7 +179,7 @@ - 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. + Returns [code]true[/code] if the node can process while the scene tree is paused (see [member process_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. @@ -245,6 +245,12 @@ Returns an array of references to node's children. + + + + + + @@ -757,6 +763,14 @@ Sets the folded state of the node in the Scene dock. + + + + + + + + @@ -868,8 +882,7 @@ 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. - - Pause mode. How the node will behave if the [SceneTree] is paused. + 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. @@ -1017,14 +1030,15 @@ Notification received when text server is changed. - - Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default. + - - Stops processing when the [SceneTree] is paused. + - - Continue to process regardless of the [SceneTree] pause state. + + + + + Duplicate the node's signals. diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 8b56050058..5c29c0d48f 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -103,7 +103,7 @@ - + Rotates itself so that the local -Z axis points towards the [code]target[/code] position. @@ -118,7 +118,7 @@ - + Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index f55b8597dd..ad3ce8e93e 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -533,11 +533,11 @@ If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes. - + - Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. + Notify the editor that the property list has changed by emitting the [signal property_list_changed] signal, so that editor plugins can take the new values into account. @@ -680,6 +680,10 @@ + + + + Emitted whenever the object's script is changed. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 6a1508b0e3..1fa82adb7a 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -850,21 +850,6 @@ - - - - - - - - - - - - - Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. - - @@ -907,21 +892,18 @@ Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states. - - + + - - - - - - - - - + - Creates a groove joint between two bodies. If not specified, the bodies are assumed to be the joint itself. + + + + + + @@ -944,6 +926,54 @@ Returns a joint's type (see [enum JointType]). + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -963,19 +993,6 @@ - - - - - - - - - - - Creates a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself. - - @@ -1233,15 +1250,18 @@ Constant to set/get whether the body can sleep. - + Constant to create pin joints. - + Constant to create groove joints. - + Constant to create damped spring joints. + + Represents the size of the [enum JointType] enum. + diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 5fd3ef5db2..9a7926e937 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -129,15 +129,6 @@ Returns the transform matrix for an area. - - - - - - - If [code]true[/code], area collides with rays. - - @@ -421,12 +412,7 @@ - - - - - Creates a physics body. The first parameter can be any value from [enum BodyMode] constants, for the type of body created. Additionally, the body can be created in sleeping state to save processing time. @@ -582,15 +568,6 @@ Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). - - - - - - - If [code]true[/code], the body can be detected by rays. - - @@ -815,6 +792,24 @@ Sets a body state (see [enum BodyState] constants). + + + + + + + + + + + + + + + + + + @@ -839,6 +834,24 @@ Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants). + + + + + + + + + + + + + + + + + + @@ -848,7 +861,7 @@ Destroys any of the objects created by PhysicsServer3D. If the [RID] passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console. - + @@ -861,7 +874,7 @@ Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants). - + @@ -913,6 +926,12 @@ Returns an Info defined by the [enum ProcessInfo] input given. + + + + + + @@ -961,79 +980,18 @@ Sets a hinge_joint parameter (see [enum HingeJointParam] constants). - - + + - - - - - - - + - Creates a [ConeTwistJoint3D]. - + - - - - - - - - - Creates a [Generic6DOFJoint3D]. - - - - - - - - - - - - - - - Creates a [HingeJoint3D]. - - - - - - - - - - - - - - - Creates a [PinJoint3D]. - - - - - - - - - - - - - - - Creates a [SliderJoint3D]. @@ -1054,6 +1012,86 @@ Returns the type of the Joint3D. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -1129,6 +1167,18 @@ Sets a pin_joint parameter (see [enum PinJointParam] constants). + + + + + + + + + + + + @@ -1138,15 +1188,6 @@ Activates or deactivates the 3D physics engine. - - - - - - - Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape]. - - @@ -1260,23 +1301,32 @@ Sets the value for a space parameter. A list of available parameters is on the [enum SpaceParameter] constants. + + + + + + - + The [Joint3D] is a [PinJoint3D]. - + The [Joint3D] is a [HingeJoint3D]. - + The [Joint3D] is a [SliderJoint3D]. - + The [Joint3D] is a [ConeTwistJoint3D]. - + The [Joint3D] is a [Generic6DOFJoint3D]. + + Represents the size of the [enum JointType] enum. + The strength with which the pinned objects try to stay in positional relation to each other. The higher, the stronger. diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index d810774b25..51ec509a14 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -744,6 +744,10 @@ 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]. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e075ca46cf..b056eff658 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -289,31 +289,31 @@ Path to the main scene file that will be loaded when the project runs. - + Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing. - + Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing. - + Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene. - + Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used. - + If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS. - + Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system. - + 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. - - Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices. + + Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices. - + Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing. @@ -331,6 +331,18 @@ Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing. + + If [code]true[/code], logs all output to files. + + + Desktop override for [member debug/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms. + + + Path to logs within the project. Using an [code]user://[/code] path is recommended. + + + Specifies the maximum amount of log files allowed (used for rotation). + If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards. @@ -469,21 +481,12 @@ Position offset for tooltips, relative to the mouse cursor's hotspot. - - Specifies the tablet driver to use. If left empty, the default driver will be used. - - - Override for [member input_devices/pen_tablet/driver] on Windows. - If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there. If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms. - - Force layout direction and text writing direction to RTL for all locales. - Default orientation on mobile devices. @@ -519,9 +522,6 @@ Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. - - Specifies the [TextServer] to use. If left empty, the default will be used. - If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5). @@ -529,12 +529,18 @@ If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.) [b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it. - - 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. + + When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. - + + What to use to separate node name from number. This is mostly an editor setting. + + 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. + + 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. + Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. @@ -569,6 +575,10 @@ Default [InputEventAction] to discard a modal or pending input. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + + + Default [InputEventAction] to move down in the UI. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. @@ -577,6 +587,12 @@ Default [InputEventAction] to go to the end position of a [Control] (e.g. last item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_END] on typical desktop UI systems. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + + + + + Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next]. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. @@ -585,6 +601,10 @@ Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous]. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + + + Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. @@ -593,6 +613,8 @@ Default [InputEventAction] to move left in the UI. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. @@ -601,6 +623,10 @@ Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + + + Default [InputEventAction] to move right in the UI. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. @@ -609,10 +635,102 @@ Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]). [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default [InputEventAction] to move up in the UI. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + + Specifies the tablet driver to use. If left empty, the default driver will be used. + + + Override for [member input_devices/pen_tablet/driver] on Windows. + If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen. @@ -622,6 +740,18 @@ Default delay for touch events. This only affects iOS devices. + + The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used. + + + If non-empty, this locale will be used when running the project from the editor. + + + Force layout direction and text writing direction to RTL for all locales. + + + Specifies the [TextServer] to use. If left empty, the default will be used. + Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0". @@ -862,24 +992,6 @@ Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9". - - The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used. - - - If non-empty, this locale will be used when running the project from the editor. - - - If [code]true[/code], logs all output to files. - - - Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms. - - - Path to logs within the project. Using an [code]user://[/code] path is recommended. - - - Specifies the maximum amount of log files allowed (used for rotation). - @@ -933,12 +1045,6 @@ The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. - - When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. - - - What to use to separate node name from number. This is mostly an editor setting. - Size of the hash table used for the broad-phase 2D hash grid algorithm. @@ -988,22 +1094,18 @@ Sets which physics engine to use for 2D physics. "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented. + + Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. - - Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. - [b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it. - Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. - - Sets whether the 3D physics world will be created with support for [SoftBody3D] physics. Only applies to the Bullet physics engine. - The default angular 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. @@ -1044,6 +1146,15 @@ Sets which physics engine to use for 3D physics. "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative. + + Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + + + + + + + Enables [member Viewport.physics_object_picking] on the root viewport. @@ -1055,276 +1166,269 @@ Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS. [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. - + - - Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. + - - [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. + - + - + - + + Sets the number of MSAA samples to use (as a power of two). 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. - + + Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. + Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled]. - + - + - + - + - - - - - - - - - - - - - - - - - - - - - - - - - + Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother. - + Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the fastest. Circle is the most realistic, but also the most expensive to compute. - + If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples. - + Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this. - + 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. - - - Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support. - - - Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. - - - Lower-end override for [member rendering/quality/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. - - - The video driver to use ("GLES2" or "Vulkan"). + + The video driver to use (currently only "Vulkan" is implemented). [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument. [b]FIXME:[/b] No longer valid after DisplayServer split: In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time. - + - - If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction. + - - Sets the number of cone samples taken when rendering objects affected by [GIProbe]s. - - - Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth. - - - Lower-end override for [member rendering/quality/glow/upscale_mode] on mobile devices, due to performance concerns or driver support. - - - Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long. - - - 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]. - - - Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support. - - - - - - - - - Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM. - - - Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower. - - - Lower-end override for [member rendering/quality/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support. - - - Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed. - - - Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail. - - - Lower-end override for [member rendering/quality/reflections/ggx_samples] on mobile devices, due to performance concerns or driver support. - - - Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM. - - - If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/quality/reflections/roughness_layers] times more memory. - - - Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. - - - Sets the number of MSAA samples to use (as a power of two). 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. - [b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend. - - - Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. - Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter_enabled]. - - - - - - - - - - - Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better. - - - If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model. - - - Lower-end override for [member rendering/quality/shading/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support. - - - If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley. - - - 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. - - - Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. - - - - - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - - - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - - - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - - - Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - - - Size for shadow atlas (used for OmniLights and SpotLights). See documentation. - - - Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. - - - Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. - - - Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. - - - Quality target to use when [member rendering/quality/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. - - - Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. - - - Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances. - - - Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances. - - - If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. - - - Lower-end override for [member rendering/quality/ssao/half_size] on mobile devices, due to performance concerns. - - - Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/quality/ssao/adaptive_target] setting. - - - Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. - - - Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer. - - - Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light. - - - Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. - - - 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. - - - - - - - - - - - - + Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. - + + Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. - + + [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. - + + Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth. - + + Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support. + + + Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long. + + + Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better. + + + Quality target to use when [member rendering/environment/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. + + + Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. + + + Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances. + + + Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances. + + + If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. + + + Lower-end override for [member rendering/environment/ssao/half_size] on mobile devices, due to performance concerns. + + + Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting. + + + Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. + + + Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer. + + + Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light. + + + + + + + + + + + If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction. + + + Sets the number of cone samples taken when rendering objects affected by [GIProbe]s. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM. + + + Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower. + + + Lower-end override for [member rendering/reflections/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support. + + + Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed. + + + Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail. + + + Lower-end override for [member rendering/reflections/sky_reflections/ggx_samples] on mobile devices, due to performance concerns or driver support. + + + Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM. + + + If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/reflections/sky_reflections/roughness_layers] times more memory. + + + Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. + + + If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model. + + + Lower-end override for [member rendering/shading/overrides/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support. + + + If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley. + + + Lower-end override for [member rendering/shading/overrides/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. + + + Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support. + + + + + 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. + + + Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. + + + Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. + + + Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + + + + + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + + + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + + + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + + + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. + + + Size for shadow atlas (used for OmniLights and SpotLights). See documentation. + + + Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. + + + Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. + + + Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + + + Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. + + + 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. + + If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. - + If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. - + If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. - + If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. - + If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 84e307b852..841d2bde72 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -490,7 +490,7 @@ - + diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index efc751bb94..dfd4a5c2d5 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1802,7 +1802,7 @@ Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh. - + @@ -2549,7 +2549,7 @@ Sets a shader's default texture. Overwrites the texture given by name. - + @@ -2559,7 +2559,6 @@ - Allocates the GPU buffers for this skeleton. @@ -3453,7 +3452,7 @@ - Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. + Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples]. Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index ad0c438f98..2683156ec5 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -57,8 +57,13 @@ + + + + Loads a resource when the engine finds this loader to be compatible. If the loaded resource is the result of an import, [code]original_path[/code] will target the source file. Returns a [Resource] object on success, or an [enum Error] constant in case of failure. + The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details. @@ -75,5 +80,11 @@ + + + + + + diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml index c55a51c7ae..c81b21333f 100644 --- a/doc/classes/ResourceLoader.xml +++ b/doc/classes/ResourceLoader.xml @@ -58,13 +58,13 @@ - + Loads a resource at the given [code]path[/code], caching the result for further access. The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted. An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image]. - If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists. + The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details. Returns an empty resource if no [ResourceFormatLoader] could handle the file. GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios. @@ -127,5 +127,11 @@ The resource was loaded successfully and can be accessed via [method load_threaded_get]. + + + + + + diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index cfe6e4f738..830fe6ef4d 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -361,6 +361,10 @@ Emitted whenever the [SceneTree] hierarchy changed (children being moved or renamed, etc.). + + + + diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml index a77515b3e6..d9553a3be3 100644 --- a/doc/classes/Sky.xml +++ b/doc/classes/Sky.xml @@ -52,13 +52,13 @@ Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY]. - Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. + Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples]. - Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/quality/reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly. + Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly. - Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/quality/reflections/fast_filter_high_quality]. + Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality]. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]. diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index d3ab955570..04e201e1bd 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -77,7 +77,7 @@ - + The physics layers this SoftBody3D is in. @@ -87,11 +87,11 @@ The physics layers this SoftBody3D scans for collisions. 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. - + - + [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. @@ -103,13 +103,13 @@ If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. - + Increasing this value will improve the resulting simulation, but can affect performance. Use with care. - + The SoftBody3D's mass. - + diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 44b08408c1..078520a095 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -102,7 +102,7 @@ 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. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/quality/screen_filters/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. + This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. 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. diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index 413a77a0e9..79ab6e28e7 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -695,7 +695,7 @@ - + Clears text buffer (removes text and inline objects). diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index ab75e21ce8..5265e75429 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -47,8 +47,8 @@ If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called. - - Processing mode. See [enum TimerProcessMode]. + + Processing callback. See [enum TimerProcessCallback]. The timer's remaining time in seconds. Returns 0 if the timer is inactive. @@ -66,10 +66,10 @@ - + Update the timer during the physics step at each frame (fixed framerate processing). - + Update the timer during the idle time at each frame. diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index cda69f6a64..d75b81eece 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -97,7 +97,7 @@ - + Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position. diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index 59b72b1ed6..f1e799898d 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -230,6 +230,14 @@ To tell whether a column of an item is selected, use [method TreeItem.is_selected]. + + + + + + + + diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 0e4a76a1a9..e8124d0e6a 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -131,7 +131,7 @@ - + Gets the action name from its index. diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index fbe1e275a9..b99a251a11 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -276,7 +276,7 @@ - + @@ -284,7 +284,7 @@ - + diff --git a/modules/gltf/gltf_skeleton.cpp b/modules/gltf/gltf_skeleton.cpp index 739779d3bd..d6c7a25eaf 100644 --- a/modules/gltf/gltf_skeleton.cpp +++ b/modules/gltf/gltf_skeleton.cpp @@ -41,7 +41,7 @@ void GLTFSkeleton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node); ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node); ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count); - ClassDB::bind_method(D_METHOD("get_bone_attachment"), &GLTFSkeleton::get_bone_attachment); + ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment); ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp index eedc743330..86f8f44612 100644 --- a/modules/gltf/gltf_state.cpp +++ b/modules/gltf/gltf_state.cpp @@ -51,8 +51,8 @@ void GLTFState::_bind_methods() { ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors); ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes); ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes); - ClassDB::bind_method(D_METHOD("get_animation_players_count"), &GLTFState::get_animation_players_count); - ClassDB::bind_method(D_METHOD("get_animation_player"), &GLTFState::get_animation_player); + ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count); + ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player); ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials); ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials); ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name); @@ -77,7 +77,7 @@ void GLTFState::_bind_methods() { ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node); ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations); ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations); - ClassDB::bind_method(D_METHOD("get_scene_node"), &GLTFState::get_scene_node); + ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node); ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp index 75907d4a84..578ea823f0 100644 --- a/scene/3d/baked_lightmap.cpp +++ b/scene/3d/baked_lightmap.cpp @@ -195,7 +195,7 @@ void BakedLightmapData::_bind_methods() { ClassDB::bind_method(D_METHOD("set_uses_spherical_harmonics", "uses_spherical_harmonics"), &BakedLightmapData::set_uses_spherical_harmonics); ClassDB::bind_method(D_METHOD("is_using_spherical_harmonics"), &BakedLightmapData::is_using_spherical_harmonics); - ClassDB::bind_method(D_METHOD("add_user", "path", "lightmap", "offset"), &BakedLightmapData::add_user); + ClassDB::bind_method(D_METHOD("add_user", "path", "uv_scale", "slice_index", "sub_instance"), &BakedLightmapData::add_user); ClassDB::bind_method(D_METHOD("get_user_count"), &BakedLightmapData::get_user_count); ClassDB::bind_method(D_METHOD("get_user_path", "user_idx"), &BakedLightmapData::get_user_path); ClassDB::bind_method(D_METHOD("clear_users"), &BakedLightmapData::clear_users); diff --git a/scene/main/timer.cpp b/scene/main/timer.cpp index 3661b6c394..4bc159f6aa 100644 --- a/scene/main/timer.cpp +++ b/scene/main/timer.cpp @@ -46,7 +46,7 @@ void Timer::_notification(int p_what) { } } break; case NOTIFICATION_INTERNAL_PROCESS: { - if (!processing || timer_process_mode == TIMER_PROCESS_PHYSICS || !is_processing_internal()) { + if (!processing || timer_process_callback == TIMER_PROCESS_PHYSICS || !is_processing_internal()) { return; } time_left -= get_process_delta_time(); @@ -63,7 +63,7 @@ void Timer::_notification(int p_what) { } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (!processing || timer_process_mode == TIMER_PROCESS_IDLE || !is_physics_processing_internal()) { + if (!processing || timer_process_callback == TIMER_PROCESS_IDLE || !is_physics_processing_internal()) { return; } time_left -= get_physics_process_delta_time(); @@ -143,12 +143,12 @@ float Timer::get_time_left() const { return time_left > 0 ? time_left : 0; } -void Timer::set_timer_process_mode(TimerProcessMode p_mode) { - if (timer_process_mode == p_mode) { +void Timer::set_timer_process_callback(TimerProcessCallback p_callback) { + if (timer_process_callback == p_callback) { return; } - switch (timer_process_mode) { + switch (timer_process_callback) { case TIMER_PROCESS_PHYSICS: if (is_physics_processing_internal()) { set_physics_process_internal(false); @@ -162,15 +162,15 @@ void Timer::set_timer_process_mode(TimerProcessMode p_mode) { } break; } - timer_process_mode = p_mode; + timer_process_callback = p_callback; } -Timer::TimerProcessMode Timer::get_timer_process_mode() const { - return timer_process_mode; +Timer::TimerProcessCallback Timer::get_timer_process_callback() const { + return timer_process_callback; } void Timer::_set_process(bool p_process, bool p_force) { - switch (timer_process_mode) { + switch (timer_process_callback) { case TIMER_PROCESS_PHYSICS: set_physics_process_internal(p_process && !paused); break; @@ -201,12 +201,12 @@ void Timer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_time_left"), &Timer::get_time_left); - ClassDB::bind_method(D_METHOD("set_timer_process_mode", "mode"), &Timer::set_timer_process_mode); - ClassDB::bind_method(D_METHOD("get_timer_process_mode"), &Timer::get_timer_process_mode); + ClassDB::bind_method(D_METHOD("set_timer_process_callback", "callback"), &Timer::set_timer_process_callback); + ClassDB::bind_method(D_METHOD("get_timer_process_callback"), &Timer::get_timer_process_callback); ADD_SIGNAL(MethodInfo("timeout")); - ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_mode", "get_timer_process_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "process_callback", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_callback", "get_timer_process_callback"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.001,4096,0.001,or_greater"), "set_wait_time", "get_wait_time"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "is_one_shot"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autostart"), "set_autostart", "has_autostart"); diff --git a/scene/main/timer.h b/scene/main/timer.h index 672290cf50..3d9e21d7fc 100644 --- a/scene/main/timer.h +++ b/scene/main/timer.h @@ -49,7 +49,7 @@ protected: static void _bind_methods(); public: - enum TimerProcessMode { + enum TimerProcessCallback { TIMER_PROCESS_PHYSICS, TIMER_PROCESS_IDLE, }; @@ -73,15 +73,15 @@ public: float get_time_left() const; - void set_timer_process_mode(TimerProcessMode p_mode); - TimerProcessMode get_timer_process_mode() const; + void set_timer_process_callback(TimerProcessCallback p_callback); + TimerProcessCallback get_timer_process_callback() const; Timer(); private: - TimerProcessMode timer_process_mode = TIMER_PROCESS_IDLE; + TimerProcessCallback timer_process_callback = TIMER_PROCESS_IDLE; void _set_process(bool p_process, bool p_force = false); }; -VARIANT_ENUM_CAST(Timer::TimerProcessMode); +VARIANT_ENUM_CAST(Timer::TimerProcessCallback); #endif // TIMER_H diff --git a/scene/main/window.cpp b/scene/main/window.cpp index 9a2ffab199..8198fa41c5 100644 --- a/scene/main/window.cpp +++ b/scene/main/window.cpp @@ -1345,8 +1345,8 @@ void Window::_bind_methods() { ClassDB::bind_method(D_METHOD("has_focus"), &Window::has_focus); ClassDB::bind_method(D_METHOD("grab_focus"), &Window::grab_focus); - ClassDB::bind_method(D_METHOD("set_ime_active"), &Window::set_ime_active); - ClassDB::bind_method(D_METHOD("set_ime_position"), &Window::set_ime_position); + ClassDB::bind_method(D_METHOD("set_ime_active", "active"), &Window::set_ime_active); + ClassDB::bind_method(D_METHOD("set_ime_position", "position"), &Window::set_ime_position); ClassDB::bind_method(D_METHOD("is_embedded"), &Window::is_embedded); diff --git a/servers/display_server.cpp b/servers/display_server.cpp index 833bae7447..2fa333cc05 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -477,7 +477,7 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("enable_for_stealing_focus", "process_id"), &DisplayServer::enable_for_stealing_focus); - ClassDB::bind_method(D_METHOD("native_video_play", "path", "volume", "audio_track", "subtitle_track"), &DisplayServer::native_video_play); + ClassDB::bind_method(D_METHOD("native_video_play", "path", "volume", "audio_track", "subtitle_track", "screen"), &DisplayServer::native_video_play); ClassDB::bind_method(D_METHOD("native_video_is_playing"), &DisplayServer::native_video_is_playing); ClassDB::bind_method(D_METHOD("native_video_stop"), &DisplayServer::native_video_stop); ClassDB::bind_method(D_METHOD("native_video_pause"), &DisplayServer::native_video_pause); diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 8fd0ddbfef..af25029f04 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -602,7 +602,7 @@ void PhysicsServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("hinge_joint_set_flag", "joint", "flag", "enabled"), &PhysicsServer3D::hinge_joint_set_flag); ClassDB::bind_method(D_METHOD("hinge_joint_get_flag", "joint", "flag"), &PhysicsServer3D::hinge_joint_get_flag); - ClassDB::bind_method(D_METHOD("joint_make_slider", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider); + ClassDB::bind_method(D_METHOD("joint_make_slider", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider); ClassDB::bind_method(D_METHOD("slider_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::slider_joint_set_param); ClassDB::bind_method(D_METHOD("slider_joint_get_param", "joint", "param"), &PhysicsServer3D::slider_joint_get_param); diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index 4b0eafe369..27a9353e4e 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -269,7 +269,7 @@ void RenderingDevice::_bind_methods() { ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create); - ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector()), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data", "use_restart_indices"), &RenderingDevice::index_buffer_create, DEFVAL(Vector()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create); ClassDB::bind_method(D_METHOD("shader_compile_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_from_source, DEFVAL(true)); diff --git a/servers/text_server.cpp b/servers/text_server.cpp index 755a17f86a..27fdd090f1 100644 --- a/servers/text_server.cpp +++ b/servers/text_server.cpp @@ -290,7 +290,7 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("create_shaped_text", "direction", "orientation"), &TextServer::create_shaped_text, DEFVAL(DIRECTION_AUTO), DEFVAL(ORIENTATION_HORIZONTAL)); - ClassDB::bind_method(D_METHOD("shaped_text_clear"), &TextServer::shaped_text_clear); + ClassDB::bind_method(D_METHOD("shaped_text_clear", "rid"), &TextServer::shaped_text_clear); ClassDB::bind_method(D_METHOD("shaped_text_set_direction", "shaped", "direction"), &TextServer::shaped_text_set_direction, DEFVAL(DIRECTION_AUTO)); ClassDB::bind_method(D_METHOD("shaped_text_get_direction", "shaped"), &TextServer::shaped_text_get_direction);