diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 3ca7e0716b..380abed083 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -1280,6 +1280,10 @@ General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc. + + + + Horizontal left alignment, usually for text-derived classes. diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fa6cf372ce..fa0c3b167a 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -93,7 +93,7 @@ Threshold at which the alpha scissor will discard values. - + The strength of the anisotropy effect. @@ -105,19 +105,19 @@ If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture]. - + Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic. - + If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture]. Texture that defines the amount of ambient occlusion for a given point on the object. - + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. - + The color used by the backlight effect. Represents the light passing through an object. @@ -137,13 +137,13 @@ The material's blend mode. [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. - + Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect. If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough. - + Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat. @@ -158,7 +158,7 @@ Texture that specifies the color of the detail overlay. - + Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options. @@ -171,7 +171,7 @@ Texture that specifies the per-pixel normal of the detail overlay. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - + Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. @@ -183,30 +183,30 @@ If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. - + Distance at which the object appears fully opaque. [b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. - + Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. [b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. - + The emitted light's color. See [member emission_enabled]. If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting. - + The emitted light's strength. See [member emission_enabled]. - + Use [code]UV2[/code] to read from the [member emission_texture]. - + Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options. @@ -221,23 +221,23 @@ Grows object vertices in the direction of their normals. - + If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. [b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled. - + - + - + - + @@ -260,7 +260,7 @@ If [code]true[/code], normal mapping is enabled. - + The strength of the normal map's effect. @@ -281,7 +281,7 @@ The point size in pixels. See [member use_point_size]. - + Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. @@ -290,16 +290,16 @@ If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. - + The strength of the refraction effect. Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. - + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. - + Sets the strength of the rim lighting effect. @@ -308,7 +308,7 @@ Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim]. - + The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. @@ -332,24 +332,24 @@ If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. - + If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. - + The strength of the subsurface scattering effect. Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. - + - + - + - + - + diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 322cff4e43..1e9d089962 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -98,6 +98,13 @@ Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden. + + + + + Override this method to provide the name that will appear in the gizmo visibility menu. + + @@ -131,13 +138,6 @@ Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable). - - - - - Override this method to provide the name that will appear in the gizmo visibility menu. - - diff --git a/doc/classes/GLTFState.xml b/doc/classes/GLTFState.xml index a8e96ec8a9..8255cd73d0 100644 --- a/doc/classes/GLTFState.xml +++ b/doc/classes/GLTFState.xml @@ -109,6 +109,12 @@ + + + + + + @@ -219,6 +225,14 @@ + + + + + + + + diff --git a/doc/classes/GLTFTexture.xml b/doc/classes/GLTFTexture.xml index c7f94ab0da..be2210331f 100644 --- a/doc/classes/GLTFTexture.xml +++ b/doc/classes/GLTFTexture.xml @@ -9,7 +9,7 @@ - + diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3aa3e12e74..bdf01a3dcf 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -469,7 +469,7 @@ Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu. - + Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 681cfcd4ce..443890438f 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -136,11 +136,11 @@ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - + The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. - + If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time. diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 72a42202c7..e1f6830eb2 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -88,6 +88,14 @@ The timer will be automatically freed after its time elapses. + + + + + + + + diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 6232a4e146..088bcd1c3c 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -412,7 +412,7 @@ [/gdscript] [csharp] int[] result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0); - if (result.Length > 0) + if (result.Length > 0) { // Result found. int lineNumber = result[(int)TextEdit.SearchResult.Line];