doc: Make docs.godotengine.org links point to 3.2 branch

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Rémi Verschelde 2020-10-19 15:55:33 +02:00
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[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/3.2/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html</link>
</tutorials>
<methods>
<method name="AABB">

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_controller_name" qualifiers="const">

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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].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_hand" qualifiers="const">

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The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="center_on_hmd">

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[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.
</description>
<tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>

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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
</tutorials>
<methods>
<method name="is_playing" qualifiers="const">

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_track">

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Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_input">

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>

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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>

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- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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You can set the extents of the axis using the [member min_space] and [member max_space].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_blend_point">

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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">

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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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<description>
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>

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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">

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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_current_node" qualifiers="const">

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<description>
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="&quot;&quot;">
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/latest/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/3.2/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]:
[codeblock]
$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
[/codeblock]

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Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
</tutorials>
<methods>

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This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>

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Updating the target properties of animations occurs at process time.
</description>
<tutorials>
<link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
<link title="Animation tutorial index">https://docs.godotengine.org/en/3.2/tutorials/animation/index.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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Note: 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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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See [AnimationTree] for a more full-featured replacement of this node.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">

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If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. 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 also [member collision_mask]. 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.
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. 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 also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this area scans to determine collision detection. 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.
The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.

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2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
</description>
<tutorials>
<link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link>
<link title="Using Area2D">https://docs.godotengine.org/en/3.2/tutorials/physics/using_area_2d.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
@ -101,10 +101,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. 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 also [member collision_mask]. 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.
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. 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 also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this area scans to determine collision detection. 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.
The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.

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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/content/procedural_geometry/arraymesh.html</link>
</tutorials>
<methods>
<method name="add_blend_shape">

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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.
</description>
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
<link title="Audio buses">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>

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Allows frequencies other than the [member cutoff_hz] to pass.
</description>
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
<link title="Audio buses">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>

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<description>
</description>
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
<link title="Audio buses">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>

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<description>
</description>
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
<link title="Audio buses">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>

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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.
</description>
<tutorials>
<link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link>
<link title="Recording with microphone">https://docs.godotengine.org/en/3.2/tutorials/audio/recording_with_microphone.html</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
</tutorials>
<methods>

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@ -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.
</description>
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
<link title="Audio buses">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html</link>
<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>

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@ -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.
</description>
<tutorials>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link title="Audio streams">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html</link>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>

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@ -7,7 +7,7 @@
Plays an audio stream non-positionally.
</description>
<tutorials>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link title="Audio streams">https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>

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@ -7,7 +7,7 @@
Plays audio that dampens with distance from screen center.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">

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@ -8,7 +8,7 @@
By default, audio is heard from the camera position. This can be changed by adding a [Listener] node to the scene and enabling it by calling [method Listener.make_current] on it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">

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@ -8,7 +8,7 @@
[b]Note:[/b] This node has many known bugs and will be [url=https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper]rewritten for Godot 4.0[/url]. See [url=https://github.com/godotengine/godot/issues/30929]GitHub issue #30929[/url].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/3d/baked_lightmaps.html</link>
</tutorials>
<methods>
<method name="bake">

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@ -10,9 +10,9 @@
For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/3.2/tutorials/math/index.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>

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@ -8,7 +8,7 @@
See also [Particles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<methods>
<method name="convert_from_particles">

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@ -12,8 +12,8 @@
[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].
</description>
<tutorials>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
</tutorials>
<methods>

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@ -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).
</description>
<tutorials>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html</link>
<link title="Canvas layers">https://docs.godotengine.org/en/3.2/tutorials/2d/canvas_layers.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>

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@ -7,7 +7,7 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>

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@ -90,7 +90,7 @@
If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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/latest/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/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The camera's collision margin. The camera can't get closer than this distance to a colliding object.

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@ -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.
</description>
<tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

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@ -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.
</description>
<tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>

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@ -14,8 +14,8 @@
[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.
</description>
<tutorials>
<link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="GUI tutorial index">https://docs.godotengine.org/en/3.2/tutorials/gui/index.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
</tutorials>
<methods>
@ -890,7 +890,7 @@
</member>
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
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/latest/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/3.2/tutorials/viewports/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.
</member>
<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2( 0, 0 )">

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@ -73,7 +73,7 @@
[/codeblock]
</description>
<tutorials>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>

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@ -7,7 +7,7 @@
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

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@ -24,7 +24,7 @@
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
<link>https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<methods>
<method name="change_dir">

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@ -49,7 +49,7 @@
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<methods>
<method name="get_import_options" qualifiers="virtual">

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@ -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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="add_autoload_singleton">

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@ -26,7 +26,7 @@
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
<link>https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="get_source_file" qualifiers="const">

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@ -7,7 +7,7 @@
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/spatial_gizmos.html</link>
</tutorials>
<methods>
<method name="add_material">

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@ -12,8 +12,8 @@
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.
</description>
<tutorials>
<link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
<link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
<link title="Environment and post-processing">https://docs.godotengine.org/en/3.2/tutorials/3d/environment_and_post_processing.html</link>
<link title="Light transport in game engines">https://docs.godotengine.org/en/3.2/tutorials/3d/high_dynamic_range.html</link>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
<link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

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@ -20,11 +20,11 @@
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/latest/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/3.2/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.
</description>
<tutorials>
<link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
<link title="File system">https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>

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@ -8,7 +8,7 @@
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].
</description>
<tutorials>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
<link title="GI probes">https://docs.godotengine.org/en/3.2/tutorials/3d/gi_probes.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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@ -11,8 +11,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/networking/http_client_class.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="close">

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@ -67,8 +67,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/networking/http_request_class.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="cancel_request">

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@ -330,7 +330,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/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/3.2/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
</description>
</method>
<method name="load_jpg_from_buffer">

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@ -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 &gt; Project Settings[/b], or with the [InputMap] class.
</description>
<tutorials>
<link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
<link title="Inputs tutorial index">https://docs.godotengine.org/en/3.2/tutorials/inputs/index.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>

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@ -7,8 +7,8 @@
Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>

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@ -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 &gt; Project Settings[/b] menu. See [method Node._input].
</description>
<tutorials>
<link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
<link title="InputEvent: Actions">https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html#actions</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>

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@ -7,7 +7,7 @@
Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
<method name="get_scancode_with_modifiers" qualifiers="const">

View file

@ -7,7 +7,7 @@
Stores general mouse events information.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Contains mouse click information. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<methods>
</methods>

View file

@ -8,7 +8,7 @@
[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.
</description>
<tutorials>
<link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link title="Mouse and input coordinates">https://docs.godotengine.org/en/3.2/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>

View file

@ -7,7 +7,7 @@
Contains screen drag information. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

View file

@ -8,7 +8,7 @@
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

View file

@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials>
<methods>
<method name="action_add_event">

View file

@ -5,10 +5,10 @@
</brief_description>
<description>
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/latest/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/3.2/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
<link>https://docs.godotengine.org/en/3.2/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials>
<methods>
<method name="eval">

View file

@ -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.
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/3.2/tutorials/physics/kinematic_character_2d.html</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>

View file

@ -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.
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
<link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/3.2/tutorials/physics/kinematic_character_2d.html</link>
<link title="Using KinematicBody2D">https://docs.godotengine.org/en/3.2/tutorials/physics/using_kinematic_body_2d.html</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials>

View file

@ -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.
</description>
<tutorials>
<link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
<link title="3D lights and shadows">https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

View file

@ -8,7 +8,7 @@
[b]Note:[/b] Light2D can also be used as a mask.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

View file

@ -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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

View file

@ -7,7 +7,7 @@
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".
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/2d/2d_meshes.html</link>
</tutorials>
<methods>
</methods>

View file

@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">

View file

@ -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).
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/3d/using_multi_mesh_instance.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
</methods>

View file

@ -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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/threads/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="lock">

View file

@ -7,7 +7,7 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
</description>
<tutorials>
<link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
<link title="High-level multiplayer">https://docs.godotengine.org/en/3.2/tutorials/networking/high_level_multiplayer.html</link>
<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
</tutorials>
<methods>

View file

@ -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.
</description>
<tutorials>
<link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
<link title="Scenes and nodes">https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scenes_and_nodes.html</link>
<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
</tutorials>
<methods>
@ -135,7 +135,7 @@
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/latest/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://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.
</description>
</method>
<method name="add_child_below_node">

View file

@ -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.
</description>
<tutorials>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
</tutorials>
<methods>

View file

@ -636,7 +636,7 @@
<argument index="0" name="tag_name" type="String">
</argument>
<description>
Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on 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/latest/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 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/3.2/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
</description>
</method>

View file

@ -20,7 +20,7 @@
[b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object].
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
<method name="_get" qualifiers="virtual">

View file

@ -8,7 +8,7 @@
[b]Note:[/b] Due to current rendering engine limitations, only 8 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 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

View file

@ -8,7 +8,7 @@
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.
</description>
<tutorials>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

View file

@ -8,7 +8,7 @@
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.
</description>
<tutorials>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>

View file

@ -7,7 +7,7 @@
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].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_central_force">

View file

@ -7,7 +7,7 @@
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link>https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">

View file

@ -27,7 +27,7 @@
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647">
The physics layer(s) the query will take into account (as a bitmask). 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.
The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
The list of objects or object [RID]s that will be excluded from collisions.

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