doc: Sync classref with current source

This commit is contained in:
Rémi Verschelde 2018-12-15 01:39:02 +01:00
parent a0519c7c31
commit 4629152d68
2 changed files with 23 additions and 24 deletions

View file

@ -172,8 +172,8 @@
Path to an image used for boot splash.
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="">
This directory is used for storing persistent data (user:// filesystem). If a custom name is set, then system paths will be used to store this on Desktop (AppData on Windows, user ~/.config on Unixes, etc), else the Godot config folder is used. This name needs to be unique, and it's recommended to set it to something before publishing.
the "use_custom_user_dir" setting must be enabled for this to take effect.
This user directory is used for storing persistent data ([code]user://[/code] filesystem). By default (no custom name defined), [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/icon" type="String" setter="" getter="">
Icon used for the project, set when project loads. Exporters will use this icon when possible to.
@ -181,11 +181,11 @@
<member name="application/config/name" type="String" setter="" getter="">
Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
Allow the project to save to its own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect.
</member>
<member name="application/config/project_settings_override" type="String" setter="" getter="">
Specifies a file to override project settings. For example: user://custom_settings.cfg.
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
Allow the project to save to its own custom user dir (see [member custom_user_dir_name]). This setting only works for desktop platforms. A name must be set in the [member custom_user_dir_name] setting for this to take effect.
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="">
Disable printing to stderr on exported build.
@ -583,10 +583,10 @@
Log all output to a file.
</member>
<member name="logging/file_logging/log_path" type="String" setter="" getter="">
Path to logs withint he project. Using an user:// based path is recommended.
Path to logs withint he project. Using an [code]user://[/code] based path is recommended.
</member>
<member name="logging/file_logging/max_log_files" type="int" setter="" getter="">
Amount of log files (used for rotation)/
Amount of log files (used for rotation).
</member>
<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="">
Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.

View file

@ -11,13 +11,6 @@
<demos>
</demos>
<methods>
<method name="is_root_shape" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if this is a root shape and is thus the object that is rendered.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
@ -36,6 +29,13 @@
Returns an individual bit on the collision mask.
</description>
</method>
<method name="is_root_shape" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if this is a root shape and is thus the object that is rendered.
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
@ -63,14 +63,6 @@
<member name="calculate_tangents" type="bool" setter="set_calculate_tangents" getter="is_calculating_tangents">
Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child.
</member>
<member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape.Operation">
The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
</member>
<member name="snap" type="float" setter="set_snap" getter="get_snap">
</member>
<member name="use_collision" type="bool" setter="set_use_collision" getter="is_using_collision">
Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
@ -79,7 +71,14 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this CSG shape scans for collisions.
</member>
</members>
<member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape.Operation">
The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
</member>
<member name="snap" type="float" setter="set_snap" getter="get_snap">
</member>
<member name="use_collision" type="bool" setter="set_use_collision" getter="is_using_collision">
Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden.
</member>
</members>
<constants>
<constant name="OPERATION_UNION" value="0" enum="Operation">