classref: Sync with current source

Also fix hyperlink references to same class as per the guidelines.
[ci skip]
This commit is contained in:
Rémi Verschelde 2017-10-22 12:56:11 +02:00
parent 14b1741cbf
commit fc09e14366
75 changed files with 240 additions and 225 deletions

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@ -171,12 +171,12 @@
<constant name="TRACKER_ANCHOR" value="4">
Our tracker tracks the location and size of an AR anchor.
</constant>
<constant name="TRACKER_UNKNOWN" value="128">
Used internally if we haven't set the tracker type yet.
</constant>
<constant name="TRACKER_ANY_KNOWN" value="127">
Used internally to filter trackers of any known type.
</constant>
<constant name="TRACKER_UNKNOWN" value="128">
Used internally if we haven't set the tracker type yet.
</constant>
<constant name="TRACKER_ANY" value="255">
Used internally to select all trackers.
</constant>

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@ -88,7 +88,7 @@
<return type="Array">
</return>
<description>
Returns a list of intersecting [Area]s.
Returns a list of intersecting [code]Area[/code]s.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">

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@ -88,7 +88,7 @@
<return type="Array">
</return>
<description>
Returns a list of intersecting [Area2D]s.
Returns a list of intersecting [code]Area2D[/code]s.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">

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@ -75,7 +75,7 @@
<return type="int">
</return>
<description>
Return the amount of surfaces that the [ArrayMesh] holds.
Return the amount of surfaces that the [code]ArrayMesh[/code] holds.
</description>
</method>
<method name="regen_normalmaps">

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@ -72,8 +72,7 @@
<member name="cutoff_hz" type="float" setter="set_cutoff" getter="get_cutoff">
Threshold frequency for the filter.
</member>
<member name="dB" type="int" setter="set_db" getter="get_db" enum="AudioEffectFilter.FilterDB">
The volume in decibels of the filter.
<member name="db" type="int" setter="set_db" getter="get_db" enum="AudioEffectFilter.FilterDB">
</member>
<member name="gain" type="float" setter="set_gain" getter="get_gain">
Gain amount of the frequences after the filter.

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@ -38,7 +38,7 @@
<argument index="2" name="kerning" type="int">
</argument>
<description>
Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
Adds a kerning pair to the [code]BitmapFont[/code] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
</description>
</method>
<method name="add_texture">
@ -47,7 +47,7 @@
<argument index="0" name="texture" type="Texture">
</argument>
<description>
Adds a texture to the [BitmapFont].
Adds a texture to the [code]BitmapFont[/code].
</description>
</method>
<method name="clear">

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@ -384,9 +384,9 @@
</member>
</members>
<constants>
<constant name="ANCHOR_MODE_DRAG_CENTER" value="1">
</constant>
<constant name="ANCHOR_MODE_FIXED_TOP_LEFT" value="0">
</constant>
<constant name="ANCHOR_MODE_DRAG_CENTER" value="1">
</constant>
</constants>
</class>

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@ -652,6 +652,9 @@
<constant name="BLEND_MODE_PREMULT_ALPHA" value="4">
Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
</constant>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="29" enum="">
Canvas item transform has changed. Only received if requested.
</constant>
<constant name="NOTIFICATION_DRAW" value="30" enum="">
CanvasItem is requested to draw.
</constant>
@ -664,8 +667,5 @@
<constant name="NOTIFICATION_EXIT_CANVAS" value="33" enum="">
Canvas item has exited the canvas.
</constant>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="29" enum="">
Canvas item transform has changed. Only received if requested.
</constant>
</constants>
</class>

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@ -4,7 +4,7 @@
Canvas drawing layer.
</brief_description>
<description>
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).
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [code]CanvasLayer[/code] 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 [code]CanvasLayer[/code] 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>
</tutorials>

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@ -15,14 +15,14 @@
<return type="float">
</return>
<description>
Return the height of the [CapsuleShape2D].
Return the height of the [code]CapsuleShape2D[/code].
</description>
</method>
<method name="get_radius" qualifiers="const">
<return type="float">
</return>
<description>
Return the radius of the [CapsuleShape2D].
Return the radius of the [code]CapsuleShape2D[/code].
</description>
</method>
<method name="set_height">
@ -31,7 +31,7 @@
<argument index="0" name="height" type="float">
</argument>
<description>
Set the height of the [CapsuleShape2D].
Set the height of the [code]CapsuleShape2D[/code].
</description>
</method>
<method name="set_radius">
@ -40,7 +40,7 @@
<argument index="0" name="radius" type="float">
</argument>
<description>
Set the radius of the [CapsuleShape2D].
Set the radius of the [code]CapsuleShape2D[/code].
</description>
</method>
</methods>

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@ -5,7 +5,7 @@
</brief_description>
<description>
Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
The main difference between a [ConvexPolygonShape2D] and a [code]ConcavePolygonShape2D[/code] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
</description>
<tutorials>
</tutorials>

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@ -46,7 +46,7 @@
<member name="swing_span" type="float" setter="_set_swing_span" getter="_get_swing_span">
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected allong the swing axis.
Could be defined as looseness in the [ConeTwistJoint].
Could be defined as looseness in the [code]ConeTwistJoint[/code].
If below 0.05, this behaviour is locked. Default value: [code]PI/4[/code].
</member>
<member name="twist_span" type="float" setter="_set_twist_span" getter="_get_twist_span">
@ -58,7 +58,7 @@
<constant name="PARAM_SWING_SPAN" value="0">
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected allong the swing axis.
Could be defined as looseness in the [ConeTwistJoint].
Could be defined as looseness in the [code]ConeTwistJoint[/code].
If below 0.05, this behaviour is locked. Default value: [code]PI/4[/code].
</constant>
<constant name="PARAM_TWIST_SPAN" value="1">

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@ -4,7 +4,7 @@
Base node for containers.
</brief_description>
<description>
Base node for containers. A [Container] contains other controls and automatically arranges them in a certain way.
Base node for containers. A [code]Container[/code] contains other controls and automatically arranges them in a certain way.
A Control can inherit this to create custom container classes.
</description>
<tutorials>

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@ -1113,18 +1113,18 @@
</constant>
<constant name="PRESET_MODE_MINSIZE" value="0">
</constant>
<constant name="PRESET_MODE_KEEP_HEIGHT" value="2">
</constant>
<constant name="PRESET_MODE_KEEP_WIDTH" value="1">
</constant>
<constant name="PRESET_MODE_KEEP_HEIGHT" value="2">
</constant>
<constant name="PRESET_MODE_KEEP_SIZE" value="3">
</constant>
<constant name="SIZE_EXPAND" value="2">
Tells the parent [Container] to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See [member size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="SIZE_FILL" value="1">
Tells the parent [Container] to expand the bounds of this node to fill all the available space without pushing any other node. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="SIZE_EXPAND" value="2">
Tells the parent [Container] to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See [member size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="SIZE_EXPAND_FILL" value="3">
Sets the node's size flags to both fill and expand. See the 2 constants above for more information.
</constant>

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@ -5,7 +5,7 @@
</brief_description>
<description>
Convex Polygon Shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
The main difference between a [code]ConvexPolygonShape2D[/code] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
</description>
<tutorials>
</tutorials>

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@ -82,6 +82,12 @@
</description>
</method>
</methods>
<members>
<member name="lossy_storage_quality" type="float" setter="set_lossy_storage_quality" getter="get_lossy_storage_quality">
</member>
<member name="storage_mode" type="int" setter="set_storage" getter="get_storage" enum="CubeMap.Storage">
</member>
</members>
<constants>
<constant name="STORAGE_RAW" value="0">
</constant>

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@ -59,7 +59,7 @@
<return type="Array">
</return>
<description>
Return the list of keys in the [Dictionary].
Return the list of keys in the [code]Dictionary[/code].
</description>
</method>
<method name="size">
@ -73,7 +73,7 @@
<return type="Array">
</return>
<description>
Return the list of values in the [Dictionary].
Return the list of values in the [code]Dictionary[/code].
</description>
</method>
</methods>

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@ -366,6 +366,8 @@
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE" value="5">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="6">
</constant>
<constant name="CONTAINER_PROPERTY_EDITOR_BOTTOM" value="7">
</constant>
<constant name="DOCK_SLOT_LEFT_UL" value="0">

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@ -4,7 +4,7 @@
Access to basic engine properties.
</brief_description>
<description>
The [Engine] class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
The [code]Engine[/code] class allows you to query and modify the game's run-time parameters, such as frames per second, time scale, and others.
</description>
<tutorials>
</tutorials>

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@ -5,7 +5,7 @@
</brief_description>
<description>
In GDScript, functions are not [i]first-class objects[/i]. This means it is impossible to store them directly as variables, return them from another function, or pass them as arguments.
However, by creating a [FuncRef] using the [method @GDScript.funcref] function, a reference to a function in a given object can be created, passed around and called.
However, by creating a [code]FuncRef[/code] using the [method @GDScript.funcref] function, a reference to a function in a given object can be created, passed around and called.
</description>
<tutorials>
</tutorials>

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@ -195,6 +195,8 @@
</constant>
<constant name="SUBDIV_256" value="2">
</constant>
<constant name="SUBDIV_512" value="3">
</constant>
<constant name="SUBDIV_MAX" value="4">
</constant>
</constants>

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@ -16,7 +16,7 @@
<return type="void">
</return>
<description>
Cloces the current connection, allows for reusal of [HTTPClient].
Cloces the current connection, allows for reusal of [code]HTTPClient[/code].
</description>
</method>
<method name="connect_to_host">
@ -84,7 +84,7 @@
<return type="bool">
</return>
<description>
Return whether this [HTTPClient] has a response available.
Return whether this [code]HTTPClient[/code] has a response available.
</description>
</method>
<method name="is_blocking_mode_enabled" qualifiers="const">
@ -98,7 +98,7 @@
<return type="bool">
</return>
<description>
Return whether this [HTTPClient] has a response that is chunked.
Return whether this [code]HTTPClient[/code] has a response that is chunked.
</description>
</method>
<method name="poll">

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@ -21,7 +21,7 @@
<argument index="2" name="dst" type="Vector2">
</argument>
<description>
Alpha-blends a "src_rect" [Rect2] from "src" [Image] to this [Image] on coordinates "dest".
Alpha-blends a "src_rect" [Rect2] from "src" [code]Image[/code] to this [code]Image[/code] on coordinates "dest".
</description>
</method>
<method name="blend_rect_mask">
@ -36,7 +36,7 @@
<argument index="3" name="dst" type="Vector2">
</argument>
<description>
Alpha-blends a "src_rect" [Rect2] from "src" [Image] to this [Image] using a "mask" [Image] on coordinates "dest". Alpha channels are required for both "src" and "mask", dest pixels and src pixels will blend if the corresponding mask pixel's alpha value is not 0. "src" [Image] and "mask" [Image] *must* have the same size (width and height) but they can have different formats
Alpha-blends a "src_rect" [Rect2] from "src" [code]Image[/code] to this [code]Image[/code] using a "mask" [code]Image[/code] on coordinates "dest". Alpha channels are required for both "src" and "mask", dest pixels and src pixels will blend if the corresponding mask pixel's alpha value is not 0. "src" [code]Image[/code] and "mask" [code]Image[/code] *must* have the same size (width and height) but they can have different formats
</description>
</method>
<method name="blit_rect">
@ -49,7 +49,7 @@
<argument index="2" name="dst" type="Vector2">
</argument>
<description>
Copy a "src_rect" [Rect2] from "src" [Image] to this [Image] on coordinates "dest".
Copy a "src_rect" [Rect2] from "src" [code]Image[/code] to this [code]Image[/code] on coordinates "dest".
</description>
</method>
<method name="blit_rect_mask">
@ -64,7 +64,7 @@
<argument index="3" name="dst" type="Vector2">
</argument>
<description>
Blits a "src_rect" [Rect2] from "src" [Image] to this [Image] using a "mask" [Image] on coordinates "dest". Alpha channel is required for "mask", will copy src pixel onto dest if the corresponding mask pixel's alpha value is not 0. "src" [Image] and "mask" [Image] *must* have the same size (width and height) but they can have different formats
Blits a "src_rect" [Rect2] from "src" [code]Image[/code] to this [code]Image[/code] using a "mask" [code]Image[/code] on coordinates "dest". Alpha channel is required for "mask", will copy src pixel onto dest if the corresponding mask pixel's alpha value is not 0. "src" [code]Image[/code] and "mask" [code]Image[/code] *must* have the same size (width and height) but they can have different formats
</description>
</method>
<method name="clear_mipmaps">
@ -166,7 +166,7 @@
<argument index="0" name="color" type="Color">
</argument>
<description>
Fills an [Image] with a specified [Color]
Fills an [code]Image[/code] with a specified [Color]
</description>
</method>
<method name="fix_alpha_edges">
@ -197,21 +197,21 @@
<return type="PoolByteArray">
</return>
<description>
Return the raw data of the [Image].
Return the raw data of the [code]Image[/code].
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format">
</return>
<description>
Return the format of the [Image], one of [Image].FORMAT_*.
Return the format of the [code]Image[/code], one of [code]Image[/code].FORMAT_*.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="int">
</return>
<description>
Return the height of the [Image].
Return the height of the [code]Image[/code].
</description>
</method>
<method name="get_mipmap_offset" qualifiers="const">
@ -238,7 +238,7 @@
<argument index="0" name="rect" type="Rect2">
</argument>
<description>
Return a new [Image] that is a copy of "area" in this [Image].
Return a new [code]Image[/code] that is a copy of "area" in this [code]Image[/code].
</description>
</method>
<method name="get_size" qualifiers="const">
@ -251,14 +251,14 @@
<return type="Rect2">
</return>
<description>
Return the area of this [Image] that is used/visibly colored/opaque.
Return the area of this [code]Image[/code] that is used/visibly colored/opaque.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int">
</return>
<description>
Return the width of the [Image].
Return the width of the [code]Image[/code].
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
@ -291,7 +291,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Load an [Image].
Load an [code]Image[/code].
</description>
</method>
<method name="lock">
@ -338,7 +338,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Save this [Image] as a png.
Save this [code]Image[/code] as a png.
</description>
</method>
<method name="set_pixel">

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@ -23,7 +23,7 @@
<argument index="3" name="flags" type="int" default="7">
</argument>
<description>
Create a new [ImageTexture] with "width" and "height".
Create a new [code]ImageTexture[/code] with "width" and "height".
"format" one of [Image].FORMAT_*.
"flags" one or more of [Texture].FLAG_*.
</description>
@ -36,28 +36,28 @@
<argument index="1" name="flags" type="int" default="7">
</argument>
<description>
Create a new [ImageTexture] from an [Image] with "flags" from [Texture].FLAG_*.
Create a new [code]ImageTexture[/code] from an [Image] with "flags" from [Texture].FLAG_*.
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format">
</return>
<description>
Return the format of the [ImageTexture], one of [Image].FORMAT_*.
Return the format of the [code]ImageTexture[/code], one of [Image].FORMAT_*.
</description>
</method>
<method name="get_lossy_storage_quality" qualifiers="const">
<return type="float">
</return>
<description>
Return the storage quality for [ImageTexture].STORAGE_COMPRESS_LOSSY.
Return the storage quality for [code]ImageTexture[/code].STORAGE_COMPRESS_LOSSY.
</description>
</method>
<method name="get_storage" qualifiers="const">
<return type="int" enum="ImageTexture.Storage">
</return>
<description>
Return the storage type. One of [ImageTexture].STORAGE_*.
Return the storage type. One of [code]ImageTexture[/code].STORAGE_*.
</description>
</method>
<method name="load">
@ -66,7 +66,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Load an [ImageTexture].
Load an [code]ImageTexture[/code].
</description>
</method>
<method name="set_data">
@ -75,7 +75,7 @@
<argument index="0" name="image" type="Image">
</argument>
<description>
Set the [Image] of this [ImageTexture].
Set the [Image] of this [code]ImageTexture[/code].
</description>
</method>
<method name="set_lossy_storage_quality">
@ -84,7 +84,7 @@
<argument index="0" name="quality" type="float">
</argument>
<description>
Set the storage quality in case of [ImageTexture].STORAGE_COMPRESS_LOSSY.
Set the storage quality in case of [code]ImageTexture[/code].STORAGE_COMPRESS_LOSSY.
</description>
</method>
<method name="set_size_override">
@ -102,7 +102,7 @@
<argument index="0" name="mode" type="int" enum="ImageTexture.Storage">
</argument>
<description>
Set the storage type. One of [ImageTexture].STORAGE_*.
Set the storage type. One of [code]ImageTexture[/code].STORAGE_*.
</description>
</method>
</methods>

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@ -4,7 +4,7 @@
Input event type for actions.
</brief_description>
<description>
Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu [code]Project > Project Settings > Input Map[/Code]. See [method Node._input].
Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu [code]Project &gt; Project Settings &gt; Input Map[/Code]. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html#actions

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventJoypadMotion" inherits="InputEvent" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Input event type for gamepad joysticks and other motions. For buttons see [InputEventJoypadMotion].
Input event type for gamepad joysticks and other motions. For buttons see [code]InputEventJoypadMotion[/code].
</brief_description>
<description>
Stores information about joystick motions. One [code]InputEventJoypadMotion[/code] represents one axis at a time.

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@ -4,7 +4,7 @@
Singleton that manages [InputEventAction].
</brief_description>
<description>
Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project > Project Settings > Input Map[/Code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project &gt; Project Settings &gt; Input Map[/Code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html#inputmap
@ -51,7 +51,7 @@
<argument index="0" name="action" type="String">
</argument>
<description>
Adds an (empty) action to the [InputMap]. An [InputEvent] can then be added to this action with [method action_add_event].
Adds an (empty) action to the [code]InputMap[/code]. An [InputEvent] can then be added to this action with [method action_add_event].
</description>
</method>
<method name="erase_action">

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@ -4,7 +4,7 @@
Data class wrapper for decoded JSON.
</brief_description>
<description>
Returned by [method JSON.parse], [JSONParseResult] contains decoded JSON or error information if JSON source not successfully parsed. You can check if JSON source was successfully parsed with [code]if json_result.error == 0[/code].
Returned by [method JSON.parse], [code]JSONParseResult[/code] contains decoded JSON or error information if JSON source not successfully parsed. You can check if JSON source was successfully parsed with [code]if json_result.error == 0[/code].
</description>
<tutorials>
</tutorials>

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@ -86,7 +86,7 @@
<argument index="4" name="floor_max_angle" type="float" default="0.785398">
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.

View file

@ -86,7 +86,7 @@
<argument index="4" name="floor_max_angle" type="float" default="0.785398">
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.

View file

@ -179,6 +179,8 @@
</constant>
<constant name="PARAM_SHADOW_BIAS" value="12">
</constant>
<constant name="PARAM_SHADOW_BIAS_SPLIT_SCALE" value="13">
</constant>
<constant name="PARAM_MAX" value="14">
</constant>
</constants>

View file

@ -17,14 +17,14 @@
<argument index="0" name="text" type="String">
</argument>
<description>
Append text at cursor, scrolling the [LineEdit] when needed.
Append text at cursor, scrolling the [code]LineEdit[/code] when needed.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clear the [LineEdit] text.
Clear the [code]LineEdit[/code] text.
</description>
</method>
<method name="cursor_get_blink_enabled" qualifiers="const">
@ -63,14 +63,14 @@
<return type="int" enum="LineEdit.Align">
</return>
<description>
Return the align mode of the [LineEdit].
Return the align mode of the [code]LineEdit[/code].
</description>
</method>
<method name="get_cursor_position" qualifiers="const">
<return type="int">
</return>
<description>
Return the cursor position inside the [LineEdit].
Return the cursor position inside the [code]LineEdit[/code].
</description>
</method>
<method name="get_expand_to_text_length" qualifiers="const">
@ -83,14 +83,14 @@
<return type="int">
</return>
<description>
Return the maximum amount of characters the [LineEdit] can edit. If 0 is returned, no limit exists.
Return the maximum amount of characters the [code]LineEdit[/code] can edit. If 0 is returned, no limit exists.
</description>
</method>
<method name="get_menu" qualifiers="const">
<return type="PopupMenu">
</return>
<description>
Return the [PopupMenu] of this [LineEdit].
Return the [PopupMenu] of this [code]LineEdit[/code].
</description>
</method>
<method name="get_placeholder" qualifiers="const">
@ -111,21 +111,21 @@
<return type="String">
</return>
<description>
Return the text in the [LineEdit].
Return the text in the [code]LineEdit[/code].
</description>
</method>
<method name="is_editable" qualifiers="const">
<return type="bool">
</return>
<description>
Return the [i]editable[/i] status of the [LineEdit] (see [method set_editable]).
Return the [i]editable[/i] status of the [code]LineEdit[/code] (see [method set_editable]).
</description>
</method>
<method name="is_secret" qualifiers="const">
<return type="bool">
</return>
<description>
Return the [i]secret[/i] status of the [LineEdit] (see [method set_secret]).
Return the [i]secret[/i] status of the [code]LineEdit[/code] (see [method set_secret]).
</description>
</method>
<method name="menu_option">
@ -145,7 +145,7 @@
<argument index="1" name="to" type="int" default="-1">
</argument>
<description>
Select the text inside [LineEdit] by the given character positions. [code]from[/code] is default to the beginning. [code]to[/code] is default to the end.
Select the text inside [code]LineEdit[/code] by the given character positions. [code]from[/code] is default to the beginning. [code]to[/code] is default to the end.
[codeblock]
select() # select all
select(5) # select from the fifth character to the end.
@ -166,7 +166,7 @@
<argument index="0" name="align" type="int" enum="LineEdit.Align">
</argument>
<description>
Set text alignment of the [LineEdit].
Set text alignment of the [code]LineEdit[/code].
</description>
</method>
<method name="set_cursor_position">
@ -175,7 +175,7 @@
<argument index="0" name="position" type="int">
</argument>
<description>
Set the cursor position inside the [LineEdit], causing it to scroll if needed.
Set the cursor position inside the [code]LineEdit[/code], causing it to scroll if needed.
</description>
</method>
<method name="set_editable">
@ -184,7 +184,7 @@
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Set the [i]editable[/i] status of the [LineEdit]. When disabled, existing text can't be modified and new text can't be added.
Set the [i]editable[/i] status of the [code]LineEdit[/code]. When disabled, existing text can't be modified and new text can't be added.
</description>
</method>
<method name="set_expand_to_text_length">
@ -201,7 +201,7 @@
<argument index="0" name="chars" type="int">
</argument>
<description>
Set the maximum amount of characters the [LineEdit] can edit, and cropping existing text in case it exceeds that limit. Setting 0 removes the limit.
Set the maximum amount of characters the [code]LineEdit[/code] can edit, and cropping existing text in case it exceeds that limit. Setting 0 removes the limit.
</description>
</method>
<method name="set_placeholder">
@ -228,7 +228,7 @@
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Set the [i]secret[/i] status of the [LineEdit]. When enabled, every character is displayed as "*".
Set the [i]secret[/i] status of the [code]LineEdit[/code]. When enabled, every character is displayed as "*".
</description>
</method>
<method name="set_text">
@ -237,7 +237,7 @@
<argument index="0" name="text" type="String">
</argument>
<description>
Set the text in the [LineEdit], clearing the existing one and the selection.
Set the text in the [code]LineEdit[/code], clearing the existing one and the selection.
</description>
</method>
</methods>
@ -277,7 +277,7 @@
<argument index="0" name="text" type="String">
</argument>
<description>
This signal is emitted when the user presses KEY_ENTER on the [LineEdit]. This signal is often used as an alternate confirmation mechanism in dialogs.
This signal is emitted when the user presses KEY_ENTER on the [code]LineEdit[/code]. This signal is often used as an alternate confirmation mechanism in dialogs.
</description>
</signal>
</signals>

View file

@ -40,7 +40,7 @@
<argument index="0" name="underline_mode" type="int" enum="LinkButton.UnderlineMode">
</argument>
<description>
Sets the underline mode for this button, the argument must be one of the [LinkButton] constants (see constants section).
Sets the underline mode for this button, the argument must be one of the [code]LinkButton[/code] constants (see constants section).
</description>
</method>
</methods>

View file

@ -4,7 +4,7 @@
Main loop is the abstract main loop base class.
</brief_description>
<description>
Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a [MainLoop] has to be provided to OS, else the application will exit. This happens automatically (and a [SceneTree] is created), unless a main [Script] is supplied, which may or not create and return a [MainLoop].
Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a [code]MainLoop[/code] has to be provided to OS, else the application will exit. This happens automatically (and a [SceneTree] is created), unless a main [Script] is supplied, which may or not create and return a [code]MainLoop[/code].
</description>
<tutorials>
</tutorials>
@ -124,6 +124,8 @@
</constant>
<constant name="NOTIFICATION_WM_QUIT_REQUEST" value="6" enum="">
</constant>
<constant name="NOTIFICATION_WM_GO_BACK_REQUEST" value="7" enum="">
</constant>
<constant name="NOTIFICATION_WM_UNFOCUS_REQUEST" value="8" enum="">
</constant>
<constant name="NOTIFICATION_OS_MEMORY_WARNING" value="9" enum="">

View file

@ -15,21 +15,21 @@
<return type="void">
</return>
<description>
Lock this [Mutex], blocks until it is unlocked by the current owner.
Lock this [code]Mutex[/code], blocks until it is unlocked by the current owner.
</description>
</method>
<method name="try_lock">
<return type="int" enum="Error">
</return>
<description>
Try locking this [Mutex], does not block. Returns [OK] on success else [ERR_BUSY].
Try locking this [code]Mutex[/code], does not block. Returns [OK] on success else [ERR_BUSY].
</description>
</method>
<method name="unlock">
<return type="void">
</return>
<description>
Unlock this [Mutex], leaving it to others threads.
Unlock this [code]Mutex[/code], leaving it to others threads.
</description>
</method>
</methods>

View file

@ -31,7 +31,7 @@
<return type="bool">
</return>
<description>
Return whether this [NetworkedMultiplayerPeer] is refusing new connections.
Return whether this [code]NetworkedMultiplayerPeer[/code] is refusing new connections.
</description>
</method>
<method name="poll">
@ -46,7 +46,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
If [code]endable[/code] is true, this [NetworkedMultiplayerPeer] will refuse new connections.
If [code]endable[/code] is true, this [code]NetworkedMultiplayerPeer[/code] will refuse new connections.
</description>
</method>
<method name="set_target_peer">

View file

@ -13,7 +13,7 @@
Nodes can also process input events. When set, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with [method set_owner]. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method free] or [method queue_free], it will also free all its children.
[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 easily 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), with behaviour varying depending on the network mode ([method set_network_mode]) on the receiving peer. To identify which [Node] receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers).
[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 easily 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), with behaviour varying depending on the network mode ([method set_network_mode]) on the receiving peer. To identify which [code]Node[/code] receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers).
</description>
<tutorials>
</tutorials>
@ -100,7 +100,7 @@
<argument index="1" name="legible_unique_name" type="bool" default="false">
</argument>
<description>
Add a child [Node]. Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node.
Add a child [code]Node[/code]. Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node.
The optional boolean argument enforces creating child nodes with human-readable names, based on the name of the node being instanced instead of its type only.
</description>
</method>
@ -124,7 +124,7 @@
<argument index="1" name="persistent" type="bool" default="false">
</argument>
<description>
Add a node to a group. Groups are helpers to name and organize a subset of nodes, like for example "enemies" or "collectables". A [Node] can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see [method is_inside_tree]).
Add a node to a group. Groups are helpers to name and organize a subset of nodes, like for example "enemies" or "collectables". A [code]Node[/code] can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see [method is_inside_tree]).
</description>
</method>
<method name="can_process" qualifiers="const">
@ -140,7 +140,7 @@
<argument index="0" name="flags" type="int" default="15">
</argument>
<description>
Duplicate the node, returning a new [Node].
Duplicate the node, returning a new [code]Node[/code].
You can fine-tune the behavior using the [code]flags[/code], which are based on the DUPLICATE_* constants.
</description>
</method>
@ -177,7 +177,7 @@
<return type="Array">
</return>
<description>
Return an array of references ([Node]) to the child nodes.
Return an array of references ([code]Node[/code]) to the child nodes.
</description>
</method>
<method name="get_filename" qualifiers="const">
@ -261,7 +261,7 @@
<return type="Node">
</return>
<description>
Return the parent node of the current node, or an empty [Node] if the node lacks a parent.
Return the parent node of the current node, or an empty [code]Node[/code] if the node lacks a parent.
</description>
</method>
<method name="get_path" qualifiers="const">
@ -470,7 +470,7 @@
<argument index="2" name="parent_first" type="bool" default="false">
</argument>
<description>
Calls the method (if present) with the arguments given in "args" on this Node and recursively on all children. If the parent_first argument is true then the method will be called on the current [Node] first, then on all children. If it is false then the children will get called first.
Calls the method (if present) with the arguments given in "args" on this Node and recursively on all children. If the parent_first argument is true then the method will be called on the current [code]Node[/code] first, then on all children. If it is false then the children will get called first.
</description>
</method>
<method name="propagate_notification">
@ -509,7 +509,7 @@
<argument index="0" name="node" type="Node">
</argument>
<description>
Remove a child [Node]. Node is NOT deleted and will have to be deleted manually.
Remove a child [code]Node[/code]. Node is NOT deleted and will have to be deleted manually.
</description>
</method>
<method name="remove_from_group">
@ -672,7 +672,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
Set the name of the [Node]. Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed.
Set the name of the [code]Node[/code]. Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed.
</description>
</method>
<method name="set_network_master">
@ -806,6 +806,10 @@
</constant>
<constant name="NOTIFICATION_READY" value="13" enum="">
</constant>
<constant name="NOTIFICATION_PAUSED" value="14" enum="">
</constant>
<constant name="NOTIFICATION_UNPAUSED" value="15" enum="">
</constant>
<constant name="NOTIFICATION_PHYSICS_PROCESS" value="16" enum="">
Notification received every frame when the physics process flag is set (see [method set_physics_process]).
</constant>
@ -818,10 +822,6 @@
<constant name="NOTIFICATION_UNPARENTED" value="19" enum="">
Notification received when a node is unparented (parent removed it from the list of children).
</constant>
<constant name="NOTIFICATION_PAUSED" value="14" enum="">
</constant>
<constant name="NOTIFICATION_UNPAUSED" value="15" enum="">
</constant>
<constant name="NOTIFICATION_INSTANCED" value="20" enum="">
</constant>
<constant name="NOTIFICATION_DRAG_BEGIN" value="21" enum="">

View file

@ -5,8 +5,8 @@
</brief_description>
<description>
A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.
You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A [NodePath] is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource.
You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [code]NodePath[/code] or the literal syntax [code]@"path"[/code]. Exporting a [code]NodePath[/code] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A [code]NodePath[/code] is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource.
</description>
<tutorials>
</tutorials>

View file

@ -46,7 +46,7 @@
<return type="void">
</return>
<description>
Clear all the items in the [OptionButton].
Clear all the items in the [code]OptionButton[/code].
</description>
</method>
<method name="get_item_count" qualifiers="const">

View file

@ -15,7 +15,7 @@
<return type="void">
</return>
<description>
Close the UDP socket the [PacketPeerUDP] is currently listening on.
Close the UDP socket the [code]PacketPeerUDP[/code] is currently listening on.
</description>
</method>
<method name="get_packet_ip" qualifiers="const">
@ -36,7 +36,7 @@
<return type="bool">
</return>
<description>
Return whether this [PacketPeerUDP] is listening.
Return whether this [code]PacketPeerUDP[/code] is listening.
</description>
</method>
<method name="listen">
@ -49,7 +49,7 @@
<argument index="2" name="recv_buf_size" type="int" default="65536">
</argument>
<description>
Make this [PacketPeerUDP] listen on the "port" binding to "bind_address" with a buffer size "recv_buf_size".
Make this [code]PacketPeerUDP[/code] listen on the "port" binding to "bind_address" with a buffer size "recv_buf_size".
If "bind_address" is set as "*" (default), the peer will listen on all available addresses (both IPv4 and IPv6).
If "bind_address" is set as "0.0.0.0" (for IPv4) or "::" (for IPv6), the peer will listen on all available addresses matching that IP type.
If "bind_address" is set to any valid address (e.g. "192.168.1.101", "::1", etc), the peer will only listen on the interface with that addresses (or fail if no interface with the given address exists).

View file

@ -77,8 +77,6 @@
<constant name="RENDER_DRAW_CALLS_IN_FRAME" value="16">
Draw calls per frame. 3D only.
</constant>
<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20">
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="17">
Video memory used. Includes both texture and vertex memory.
</constant>
@ -88,6 +86,8 @@
<constant name="RENDER_VERTEX_MEM_USED" value="19">
Vertex memory used.
</constant>
<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20">
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="21">
Number of active [RigidBody2D] nodes in the game.
</constant>

View file

@ -130,11 +130,11 @@
<constant name="TYPE_MASK_CHARACTER_BODY" value="8">
Check for collisions with rigid bodies in character mode.
</constant>
<constant name="TYPE_MASK_AREA" value="16">
Check for collisions with areas.
</constant>
<constant name="TYPE_MASK_COLLISION" value="15">
Check for collisions with any kind of bodies (but not areas).
</constant>
<constant name="TYPE_MASK_AREA" value="16">
Check for collisions with areas.
</constant>
</constants>
</class>

View file

@ -978,6 +978,8 @@
<constant name="SHAPE_LINE" value="0">
This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
<constant name="SHAPE_RAY" value="1">
</constant>
<constant name="SHAPE_SEGMENT" value="2">
This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
</constant>

View file

@ -73,9 +73,9 @@
</constant>
<constant name="TYPE_MASK_CHARACTER_BODY" value="8">
</constant>
<constant name="TYPE_MASK_AREA" value="16">
</constant>
<constant name="TYPE_MASK_COLLISION" value="15">
</constant>
<constant name="TYPE_MASK_AREA" value="16">
</constant>
</constants>
</class>

View file

@ -1437,12 +1437,12 @@
<constant name="BODY_PARAM_GRAVITY_SCALE" value="3">
Constant to set/get a body's gravity multiplier.
</constant>
<constant name="BODY_PARAM_ANGULAR_DAMP" value="5">
Constant to set/get a body's angular dampening factor.
</constant>
<constant name="BODY_PARAM_LINEAR_DAMP" value="4">
Constant to set/get a body's linear dampening factor.
</constant>
<constant name="BODY_PARAM_ANGULAR_DAMP" value="5">
Constant to set/get a body's angular dampening factor.
</constant>
<constant name="BODY_PARAM_MAX" value="6">
This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0.
</constant>

View file

@ -31,7 +31,7 @@
<argument index="0" name="array" type="PoolByteArray">
</argument>
<description>
Append a [PoolByteArray] at the end of this array.
Append a [code]PoolByteArray[/code] at the end of this array.
</description>
</method>
<method name="compress">
@ -40,7 +40,7 @@
<argument index="0" name="compression_mode" type="int" default="0">
</argument>
<description>
Returns a new [PoolByteArray] with the data compressed. Set the compression mode using one of [File]'s COMPRESS_* constants.
Returns a new [code]PoolByteArray[/code] with the data compressed. Set the compression mode using one of [File]'s COMPRESS_* constants.
</description>
</method>
<method name="decompress">
@ -51,7 +51,7 @@
<argument index="1" name="compression_mode" type="int" default="0">
</argument>
<description>
Returns a new [PoolByteArray] with the data decompressed. Set buffer_size to the size of the uncompressed data. Set the compression mode using one of [File]'s COMPRESS_* constants.
Returns a new [code]PoolByteArray[/code] with the data decompressed. Set buffer_size to the size of the uncompressed data. Set the compression mode using one of [File]'s COMPRESS_* constants.
</description>
</method>
<method name="get_string_from_ascii">
@ -129,7 +129,7 @@
<argument index="1" name="to" type="int">
</argument>
<description>
Returns the slice of the [PoolByteArray] between indices (inclusive) as a new [PoolByteArray]. Any negative index is considered to be from the end of the array.
Returns the slice of the [code]PoolByteArray[/code] between indices (inclusive) as a new [code]PoolByteArray[/code]. Any negative index is considered to be from the end of the array.
</description>
</method>
</methods>

View file

@ -31,7 +31,7 @@
<argument index="0" name="array" type="PoolColorArray">
</argument>
<description>
Append a [PoolColorArray] at the end of this array.
Append a [code]PoolColorArray[/code] at the end of this array.
</description>
</method>
<method name="insert">

View file

@ -31,7 +31,7 @@
<argument index="0" name="array" type="PoolIntArray">
</argument>
<description>
Append an [PoolIntArray] at the end of this array.
Append an [code]PoolIntArray[/code] at the end of this array.
</description>
</method>
<method name="insert">

View file

@ -17,7 +17,7 @@
<argument index="0" name="from" type="Array">
</argument>
<description>
Construct a new [PoolVector2Array]. Optionally, you can pass in an Array that will be converted.
Construct a new [code]PoolVector2Array[/code]. Optionally, you can pass in an Array that will be converted.
</description>
</method>
<method name="append">
@ -31,7 +31,7 @@
<argument index="0" name="array" type="PoolVector2Array">
</argument>
<description>
Append an [PoolVector2Array] at the end of this array.
Append an [code]PoolVector2Array[/code] at the end of this array.
</description>
</method>
<method name="insert">

View file

@ -31,7 +31,7 @@
<argument index="0" name="array" type="PoolVector3Array">
</argument>
<description>
Append an [PoolVector3Array] at the end of this array.
Append an [code]PoolVector3Array[/code] at the end of this array.
</description>
</method>
<method name="insert">

View file

@ -156,7 +156,7 @@
<method name="set_collision_mask">
<return type="void">
</return>
<argument index="0" name="layer" type="int">
<argument index="0" name="mask" type="int">
</argument>
<description>
Set the mask to filter objects. Only objects in at least one collision layer enabled in the mask will be detected.

View file

@ -19,7 +19,7 @@
<argument index="1" name="size" type="Vector2">
</argument>
<description>
Construct a [Rect2] by position and size.
Construct a [code]Rect2[/code] by position and size.
</description>
</method>
<method name="Rect2">
@ -34,7 +34,7 @@
<argument index="3" name="height" type="float">
</argument>
<description>
Construct a [Rect2] by x, y, width and height.
Construct a [code]Rect2[/code] by x, y, width and height.
</description>
</method>
<method name="clip">
@ -43,7 +43,7 @@
<argument index="0" name="b" type="Rect2">
</argument>
<description>
Returns the intersection of this [Rect2] and b.
Returns the intersection of this [code]Rect2[/code] and b.
</description>
</method>
<method name="encloses">
@ -52,7 +52,7 @@
<argument index="0" name="b" type="Rect2">
</argument>
<description>
Returns true if this [Rect2] completely encloses another one.
Returns true if this [code]Rect2[/code] completely encloses another one.
</description>
</method>
<method name="expand">
@ -61,14 +61,14 @@
<argument index="0" name="to" type="Vector2">
</argument>
<description>
Return this [Rect2] expanded to include a given point.
Return this [code]Rect2[/code] expanded to include a given point.
</description>
</method>
<method name="get_area">
<return type="float">
</return>
<description>
Get the area of the [Rect2].
Get the area of the [code]Rect2[/code].
</description>
</method>
<method name="grow">
@ -77,7 +77,7 @@
<argument index="0" name="by" type="float">
</argument>
<description>
Return a copy of the [Rect2] grown a given amount of units towards all the sides.
Return a copy of the [code]Rect2[/code] grown a given amount of units towards all the sides.
</description>
</method>
<method name="grow_individual">
@ -108,7 +108,7 @@
<return type="bool">
</return>
<description>
Return true if the [Rect2] is flat or empty.
Return true if the [code]Rect2[/code] is flat or empty.
</description>
</method>
<method name="has_point">
@ -117,7 +117,7 @@
<argument index="0" name="point" type="Vector2">
</argument>
<description>
Return true if the [Rect2] contains a point.
Return true if the [code]Rect2[/code] contains a point.
</description>
</method>
<method name="intersects">
@ -126,7 +126,7 @@
<argument index="0" name="b" type="Rect2">
</argument>
<description>
Return true if the [Rect2] overlaps with another.
Return true if the [code]Rect2[/code] overlaps with another.
</description>
</method>
<method name="merge">
@ -135,7 +135,7 @@
<argument index="0" name="b" type="Rect2">
</argument>
<description>
Combine this [Rect2] with another, a larger one is returned that contains both.
Combine this [code]Rect2[/code] with another, a larger one is returned that contains both.
</description>
</method>
</methods>

View file

@ -28,7 +28,7 @@
<argument index="0" name="with" type="Rect3">
</argument>
<description>
Return true if this [Rect3] completely encloses another one.
Return true if this [code]Rect3[/code] completely encloses another one.
</description>
</method>
<method name="expand">
@ -37,14 +37,14 @@
<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Return this [Rect3] expanded to include a given point.
Return this [code]Rect3[/code] expanded to include a given point.
</description>
</method>
<method name="get_area">
<return type="float">
</return>
<description>
Get the area of the [Rect3].
Get the area of the [code]Rect3[/code].
</description>
</method>
<method name="get_endpoint">
@ -53,49 +53,49 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
Get the position of the 8 endpoints of the [Rect3] in space.
Get the position of the 8 endpoints of the [code]Rect3[/code] in space.
</description>
</method>
<method name="get_longest_axis">
<return type="Vector3">
</return>
<description>
Return the normalized longest axis of the [Rect3].
Return the normalized longest axis of the [code]Rect3[/code].
</description>
</method>
<method name="get_longest_axis_index">
<return type="int">
</return>
<description>
Return the index of the longest axis of the [Rect3] (according to [Vector3]::AXIS* enum).
Return the index of the longest axis of the [code]Rect3[/code] (according to [Vector3]::AXIS* enum).
</description>
</method>
<method name="get_longest_axis_size">
<return type="float">
</return>
<description>
Return the scalar length of the longest axis of the [Rect3].
Return the scalar length of the longest axis of the [code]Rect3[/code].
</description>
</method>
<method name="get_shortest_axis">
<return type="Vector3">
</return>
<description>
Return the normalized shortest axis of the [Rect3].
Return the normalized shortest axis of the [code]Rect3[/code].
</description>
</method>
<method name="get_shortest_axis_index">
<return type="int">
</return>
<description>
Return the index of the shortest axis of the [Rect3] (according to [Vector3]::AXIS* enum).
Return the index of the shortest axis of the [code]Rect3[/code] (according to [Vector3]::AXIS* enum).
</description>
</method>
<method name="get_shortest_axis_size">
<return type="float">
</return>
<description>
Return the scalar length of the shortest axis of the [Rect3].
Return the scalar length of the shortest axis of the [code]Rect3[/code].
</description>
</method>
<method name="get_support">
@ -113,21 +113,21 @@
<argument index="0" name="by" type="float">
</argument>
<description>
Return a copy of the [Rect3] grown a given amount of units towards all the sides.
Return a copy of the [code]Rect3[/code] grown a given amount of units towards all the sides.
</description>
</method>
<method name="has_no_area">
<return type="bool">
</return>
<description>
Return true if the [Rect3] is flat or empty.
Return true if the [code]Rect3[/code] is flat or empty.
</description>
</method>
<method name="has_no_surface">
<return type="bool">
</return>
<description>
Return true if the [Rect3] is empty.
Return true if the [code]Rect3[/code] is empty.
</description>
</method>
<method name="has_point">
@ -136,7 +136,7 @@
<argument index="0" name="point" type="Vector3">
</argument>
<description>
Return true if the [Rect3] contains a point.
Return true if the [code]Rect3[/code] contains a point.
</description>
</method>
<method name="intersection">
@ -145,7 +145,7 @@
<argument index="0" name="with" type="Rect3">
</argument>
<description>
Return the intersection between two [Rect3]. An empty Rect3 (size 0,0,0) is returned on failure.
Return the intersection between two [code]Rect3[/code]. An empty Rect3 (size 0,0,0) is returned on failure.
</description>
</method>
<method name="intersects">
@ -154,7 +154,7 @@
<argument index="0" name="with" type="Rect3">
</argument>
<description>
Return true if the [Rect3] overlaps with another.
Return true if the [code]Rect3[/code] overlaps with another.
</description>
</method>
<method name="intersects_plane">
@ -163,7 +163,7 @@
<argument index="0" name="plane" type="Plane">
</argument>
<description>
Return true if the [Rect3] is at both sides of a plane.
Return true if the [code]Rect3[/code] is at both sides of a plane.
</description>
</method>
<method name="intersects_segment">
@ -174,7 +174,7 @@
<argument index="1" name="to" type="Vector3">
</argument>
<description>
Return true if the [Rect3] intersects the line segment between from and to
Return true if the [code]Rect3[/code] intersects the line segment between from and to
</description>
</method>
<method name="merge">
@ -183,7 +183,7 @@
<argument index="0" name="with" type="Rect3">
</argument>
<description>
Combine this [Rect3] with another, a larger one is returned that contains both.
Combine this [code]Rect3[/code] with another, a larger one is returned that contains both.
</description>
</method>
</methods>

View file

@ -81,7 +81,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another [Resource] already has path "path".
Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another [code]Resource[/code] already has path "path".
</description>
</method>
<method name="setup_local_to_scene">
@ -96,7 +96,7 @@
<argument index="0" name="path" type="String">
</argument>
<description>
Set the path of the resource. Differs from set_path(), if another [Resource] exists with "path" it over-takes it, instead of failing.
Set the path of the resource. Differs from set_path(), if another [code]Resource[/code] exists with "path" it over-takes it, instead of failing.
</description>
</method>
</methods>

View file

@ -4,7 +4,7 @@
Resource Loader.
</brief_description>
<description>
Resource Loader. This is a static object accessible as [ResourceLoader]. GDScript has a simplified load() function, though.
Resource Loader. This is a static object accessible as [code]ResourceLoader[/code]. GDScript has a simplified load() function, though.
</description>
<tutorials>
</tutorials>

View file

@ -394,6 +394,8 @@
</constant>
<constant name="ITEM_LIST" value="9">
</constant>
<constant name="ITEM_TABLE" value="10">
</constant>
<constant name="ITEM_META" value="11">
</constant>
</constants>

View file

@ -430,18 +430,18 @@
</signal>
</signals>
<constants>
<constant name="MODE_STATIC" value="1">
Static mode. The body behaves like a [StaticBody], and can only move by user code.
</constant>
<constant name="MODE_KINEMATIC" value="3">
Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
</constant>
<constant name="MODE_RIGID" value="0">
Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
</constant>
<constant name="MODE_STATIC" value="1">
Static mode. The body behaves like a [StaticBody], and can only move by user code.
</constant>
<constant name="MODE_CHARACTER" value="2">
Character body. This behaves like a rigid body, but can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3">
Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
</constant>
<constant name="AXIS_LOCK_DISABLED" value="0">
</constant>
<constant name="AXIS_LOCK_X" value="1">

View file

@ -484,18 +484,18 @@
</signal>
</signals>
<constants>
<constant name="MODE_STATIC" value="1">
Static mode. The body behaves like a [StaticBody2D] and does not move.
</constant>
<constant name="MODE_KINEMATIC" value="3">
Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
</constant>
<constant name="MODE_RIGID" value="0">
Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
</constant>
<constant name="MODE_STATIC" value="1">
Static mode. The body behaves like a [StaticBody2D] and does not move.
</constant>
<constant name="MODE_CHARACTER" value="2">
Character mode. Similar to [code]MODE_RIGID[/code], but the body can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3">
Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
</constant>
<constant name="CCD_MODE_DISABLED" value="0">
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>

View file

@ -15,14 +15,14 @@
<return type="int" enum="Error">
</return>
<description>
Lowers the [Semaphore], allowing one more thread in.
Lowers the [code]Semaphore[/code], allowing one more thread in.
</description>
</method>
<method name="wait">
<return type="int" enum="Error">
</return>
<description>
Tries to wait for the [Semaphore], if its value is zero, blocks until non-zero.
Tries to wait for the [code]Semaphore[/code], if its value is zero, blocks until non-zero.
</description>
</method>
</methods>

View file

@ -29,7 +29,7 @@
<return type="Spatial">
</return>
<description>
Returns the parent [Spatial], or an empty [Object] if no parent exists or parent is not of type [Spatial].
Returns the parent [code]Spatial[/code], or an empty [Object] if no parent exists or parent is not of type [code]Spatial[/code].
</description>
</method>
<method name="get_rotation" qualifiers="const">

View file

@ -43,7 +43,7 @@
<return type="int">
</return>
<description>
Return the amount of bytes this [StreamPeer] has available.
Return the amount of bytes this [code]StreamPeer[/code] has available.
</description>
</method>
<method name="get_data">
@ -135,7 +135,7 @@
<return type="bool">
</return>
<description>
Return whether this [StreamPeer] is using big-endian format.
Return whether this [code]StreamPeer[/code] is using big-endian format.
</description>
</method>
<method name="put_16">
@ -270,7 +270,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set this [StreamPeer] to use big-endian format. Default is false.
Set this [code]StreamPeer[/code] to use big-endian format. Default is false.
</description>
</method>
</methods>

View file

@ -29,7 +29,7 @@
<argument index="2" name="for_hostname" type="String" default="&quot;&quot;">
</argument>
<description>
Connect to a peer using an underlying [StreamPeer] "stream", when "validate_certs" is true, [StreamPeerSSL] will validate that the certificate presented by the peer matches the "for_hostname".
Connect to a peer using an underlying [StreamPeer] "stream", when "validate_certs" is true, [code]StreamPeerSSL[/code] will validate that the certificate presented by the peer matches the "for_hostname".
</description>
</method>
<method name="disconnect_from_stream">
@ -49,10 +49,10 @@
</methods>
<constants>
<constant name="STATUS_DISCONNECTED" value="0">
A status representing a [StreamPeerSSL] that is disconnected.
A status representing a [code]StreamPeerSSL[/code] that is disconnected.
</constant>
<constant name="STATUS_CONNECTED" value="1">
A status representing a [StreamPeerSSL] that is connected to a host.
A status representing a [code]StreamPeerSSL[/code] that is connected to a host.
</constant>
<constant name="STATUS_ERROR_NO_CERTIFICATE" value="2">
An errot status that shows the peer did not present a SSL certificate and validation was requested.

View file

@ -59,16 +59,16 @@
</methods>
<constants>
<constant name="STATUS_NONE" value="0">
The initial status of the [StreamPeerTCP], also the status after a disconnect.
The initial status of the [code]StreamPeerTCP[/code], also the status after a disconnect.
</constant>
<constant name="STATUS_CONNECTING" value="1">
A status representing a [StreamPeerTCP] that is connecting to a host.
A status representing a [code]StreamPeerTCP[/code] that is connecting to a host.
</constant>
<constant name="STATUS_CONNECTED" value="2">
A status representing a [StreamPeerTCP] that is connected to a host.
A status representing a [code]StreamPeerTCP[/code] that is connected to a host.
</constant>
<constant name="STATUS_ERROR" value="3">
A staus representing a [StreamPeerTCP] in error state.
A staus representing a [code]StreamPeerTCP[/code] in error state.
</constant>
</constants>
</class>

View file

@ -4,7 +4,7 @@
Helper tool to create geometry.
</brief_description>
<description>
The [SurfaceTool] is used to construct a [Mesh] by specifying vertex attributes individually. It can be used to construct a [Mesh] from script. All properties except index need to be added before a call to [method add_vertex]. For example adding vertex colors and UVs looks like
The [code]SurfaceTool[/code] is used to construct a [Mesh] by specifying vertex attributes individually. It can be used to construct a [Mesh] from script. All properties except index need to be added before a call to [method add_vertex]. For example adding vertex colors and UVs looks like
[codeblock]
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
@ -12,7 +12,7 @@
st.add_uv(Vector2(0, 0))
st.add_vertex(Vector3(0, 0, 0))
[/codeblock]
The [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used.
The [code]SurfaceTool[/code] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used.
It is very important that vertex attributes are passed [b]before[/b] the call to [method add_vertex], failure to do this will result in an error when committing the vertex information to a mesh.
</description>
<tutorials>

View file

@ -5,9 +5,9 @@
</brief_description>
<description>
Sets the active tab's [code]visible[/code] property to the value [code]true[/code]. Sets all other children's to [code]false[/code].
Ignores non-[class Control] children.
Ignores non-[Control] children.
Individual tabs are always visible unless you use [method set_tab_disabled] and [method set_tab_title] to hide it.
To hide only a tab's content, nest the content inside a child [class Control], so it receives the [class TabContainer]'s visibility setting instead.
To hide only a tab's content, nest the content inside a child [Control], so it receives the [code]TabContainer[/code]'s visibility setting instead.
</description>
<tutorials>
</tutorials>
@ -32,21 +32,21 @@
<return type="Control">
</return>
<description>
Returns the child [class Control] node located at the active tab index.
Returns the child [Control] node located at the active tab index.
</description>
</method>
<method name="get_popup" qualifiers="const">
<return type="Popup">
</return>
<description>
Returns the [class Popup] node instance if one has been set already with [method set_popup].
Returns the [Popup] node instance if one has been set already with [method set_popup].
</description>
</method>
<method name="get_previous_tab" qualifiers="const">
<return type="int">
</return>
<description>
Returns the previously active tab index.
Returns the previously active tab index.
</description>
</method>
<method name="get_tab_align" qualifiers="const">
@ -62,7 +62,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns the currently visible tab's [class Control] node.
Returns the currently visible tab's [Control] node.
</description>
</method>
<method name="get_tab_count" qualifiers="const">
@ -105,7 +105,7 @@
<argument index="0" name="tab_idx" type="int">
</argument>
<description>
Sets to [code]false[/code] the [code]visible[/code] property for all [class Control] children except for the tab at [code]tab_idx[/code].
Sets to [code]false[/code] the [code]visible[/code] property for all [Control] children except for the tab at [code]tab_idx[/code].
</description>
</method>
<method name="set_popup">
@ -114,7 +114,7 @@
<argument index="0" name="popup" type="Node">
</argument>
<description>
If set on a [class Popup] node instance, a popup menu icon appears in the top-right corner of the [class TabContainer]. Clicking it will expand the [class Popup] node.
If set on a [Popup] node instance, a popup menu icon appears in the top-right corner of the [code]TabContainer[/code]. Clicking it will expand the [Popup] node.
</description>
</method>
<method name="set_tab_align">
@ -171,7 +171,7 @@
</methods>
<members>
<member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab">
The current tab index. When set, this index's [class Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
</member>
<member name="tab_align" type="int" setter="set_tab_align" getter="get_tab_align" enum="TabContainer.TabAlign">
The alignment of all tabs in the tab container. See the [code]ALIGN_*[/code] constants for details.
@ -183,7 +183,7 @@
<signals>
<signal name="pre_popup_pressed">
<description>
Emitted when the [class TabContainer]'s [class Popup] button is clicked. See [method set_popup] for details.
Emitted when the [code]TabContainer[/code]'s [Popup] button is clicked. See [method set_popup] for details.
</description>
</signal>
<signal name="tab_changed">

View file

@ -213,12 +213,12 @@
</constant>
<constant name="ALIGN_MAX" value="3">
</constant>
<constant name="CLOSE_BUTTON_SHOW_NEVER" value="0">
</constant>
<constant name="CLOSE_BUTTON_SHOW_ACTIVE_ONLY" value="1">
</constant>
<constant name="CLOSE_BUTTON_SHOW_ALWAYS" value="2">
</constant>
<constant name="CLOSE_BUTTON_SHOW_NEVER" value="0">
</constant>
<constant name="CLOSE_BUTTON_MAX" value="3">
</constant>
</constants>

View file

@ -125,9 +125,6 @@
<constant name="FLAG_FILTER" value="4">
Turn on magnifying filter, to enable smooth zooming in of the texture.
</constant>
<constant name="FLAG_VIDEO_SURFACE" value="4096">
Texture is a video surface.
</constant>
<constant name="FLAGS_DEFAULT" value="7">
Default flags. Generate mipmaps, repeat, and filter are enabled.
</constant>
@ -137,5 +134,8 @@
</constant>
<constant name="FLAG_MIRRORED_REPEAT" value="32">
</constant>
<constant name="FLAG_VIDEO_SURFACE" value="4096">
Texture is a video surface.
</constant>
</constants>
</class>

View file

@ -15,14 +15,14 @@
<return type="String">
</return>
<description>
Returns the current [Thread]s id, uniquely identifying it among all threads.
Returns the current [code]Thread[/code]s id, uniquely identifying it among all threads.
</description>
</method>
<method name="is_active" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if this [Thread] is currently active. An active [Thread] cannot start work on a new method but can be joined with [method wait_to_finish].
Returns true if this [code]Thread[/code] is currently active. An active [code]Thread[/code] cannot start work on a new method but can be joined with [method wait_to_finish].
</description>
</method>
<method name="start">
@ -37,7 +37,7 @@
<argument index="3" name="priority" type="int" default="1">
</argument>
<description>
Starts a new [Thread] that runs "method" on object "instance" with "userdata" passed as an argument. The "priority" of the [Thread] can be changed by passing a PRIORITY_* enum.
Starts a new [code]Thread[/code] that runs "method" on object "instance" with "userdata" passed as an argument. The "priority" of the [code]Thread[/code] can be changed by passing a PRIORITY_* enum.
Returns OK on success, or ERR_CANT_CREATE on failure.
</description>
</method>
@ -45,7 +45,7 @@
<return type="Variant">
</return>
<description>
Joins the [Thread] and waits for it to finish. Returns what the method called returned.
Joins the [code]Thread[/code] and waits for it to finish. Returns what the method called returned.
</description>
</method>
</methods>

View file

@ -17,7 +17,7 @@
<argument index="0" name="from" type="Transform">
</argument>
<description>
Constructs the [Transform2D] from a 3D [Transform].
Constructs the [code]Transform2D[/code] from a 3D [Transform].
</description>
</method>
<method name="Transform2D">
@ -30,7 +30,7 @@
<argument index="2" name="origin" type="Vector2">
</argument>
<description>
Constructs the [Transform2D] from 3 [Vector2] consisting of rows x, y and origin.
Constructs the [code]Transform2D[/code] from 3 [Vector2] consisting of rows x, y and origin.
</description>
</method>
<method name="Transform2D">
@ -41,7 +41,7 @@
<argument index="1" name="position" type="Vector2">
</argument>
<description>
Constructs the [Transform2D] from rotation angle in radians and position [Vector2].
Constructs the [code]Transform2D[/code] from rotation angle in radians and position [Vector2].
</description>
</method>
<method name="affine_inverse">

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@ -4,7 +4,7 @@
Control for a single item inside a [Tree].
</brief_description>
<description>
Control for a single item inside a [Tree]. May have child [TreeItem]s and be styled as well as contain buttons.
Control for a single item inside a [Tree]. May have child [code]TreeItem[/code]s and be styled as well as contain buttons.
</description>
<tutorials>
</tutorials>

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@ -423,10 +423,10 @@
</signals>
<constants>
<constant name="TWEEN_PROCESS_PHYSICS" value="0">
The [Tween] should use [code]_physics_process[/code] for timekeeping when this is enabled.
The [code]Tween[/code] should use [code]_physics_process[/code] for timekeeping when this is enabled.
</constant>
<constant name="TWEEN_PROCESS_IDLE" value="1">
The [Tween] should use [code]_process[/code] for timekeeping when this is enabled (default).
The [code]Tween[/code] should use [code]_process[/code] for timekeeping when this is enabled (default).
</constant>
<constant name="TRANS_LINEAR" value="0">
Means that the animation is interpolated linearly.

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@ -39,12 +39,12 @@
</member>
</members>
<constants>
<constant name="ENABLER_FREEZE_BODIES" value="1">
This enabler will freeze [RigidBody] nodes.
</constant>
<constant name="ENABLER_PAUSE_ANIMATIONS" value="0">
This enabler will pause [AnimationPlayer] nodes.
</constant>
<constant name="ENABLER_FREEZE_BODIES" value="1">
This enabler will freeze [RigidBody] nodes.
</constant>
<constant name="ENABLER_MAX" value="2">
</constant>
</constants>

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@ -47,23 +47,23 @@
</member>
</members>
<constants>
<constant name="ENABLER_FREEZE_BODIES" value="1">
This enabler will freeze [RigidBody2D] nodes.
</constant>
<constant name="ENABLER_PAUSE_ANIMATIONS" value="0">
This enabler will pause [AnimationPlayer] nodes.
</constant>
<constant name="ENABLER_FREEZE_BODIES" value="1">
This enabler will freeze [RigidBody2D] nodes.
</constant>
<constant name="ENABLER_PAUSE_PARTICLES" value="2">
This enabler will stop [Particles2D] nodes.
</constant>
<constant name="ENABLER_PAUSE_ANIMATED_SPRITES" value="5">
</constant>
<constant name="ENABLER_PARENT_PROCESS" value="3">
This enabler will stop the parent's _process function.
</constant>
<constant name="ENABLER_PARENT_PHYSICS_PROCESS" value="4">
This enabler will stop the parent's _physics_process function.
</constant>
<constant name="ENABLER_PAUSE_ANIMATED_SPRITES" value="5">
</constant>
<constant name="ENABLER_MAX" value="6">
</constant>
</constants>

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@ -1884,8 +1884,6 @@
</constant>
<constant name="ARRAY_FORMAT_INDEX" value="256">
</constant>
<constant name="ARRAY_COMPRESS_BASE" value="9">
</constant>
<constant name="ARRAY_COMPRESS_VERTEX" value="512">
</constant>
<constant name="ARRAY_COMPRESS_NORMAL" value="1024">

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@ -4,7 +4,7 @@
Sets environment properties for the entire scene
</brief_description>
<description>
The [WorldEnvironment] node can be added to a scene in order to set default [Environment] variables for the scene. The [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera]. Additionally, only one [WorldEnvironment] may be instanced in a given scene at a time. The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox).
The [code]WorldEnvironment[/code] node can be added to a scene in order to set default [Environment] variables for the scene. The [code]WorldEnvironment[/code] can be overridden by an [Environment] node set on the current [Camera]. Additionally, only one [code]WorldEnvironment[/code] may be instanced in a given scene at a time. The [code]WorldEnvironment[/code] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox).
</description>
<tutorials>
</tutorials>