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authortetrapod00 <145553014+tetrapod00@users.noreply.github.com>2024-10-13 18:47:56 -0700
committertetrapod00 <145553014+tetrapod00@users.noreply.github.com>2024-11-12 10:25:38 -0800
commit5c15d346b2425074dc6e7b3755f280b9feccfa6f (patch)
treeb9b63b4ebea23d0bbbaa653f4366d428dcfab9c9 /doc/classes
parentcaff0ff591ed63234474c46a6fd868661aa8ea01 (diff)
downloadredot-engine-5c15d346b2425074dc6e7b3755f280b9feccfa6f.tar.gz
Docs: Add links to project settings
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/MainLoop.xml2
-rw-r--r--doc/classes/PhysicalBone3D.xml2
-rw-r--r--doc/classes/RigidBody2D.xml6
-rw-r--r--doc/classes/RigidBody3D.xml4
4 files changed, 7 insertions, 7 deletions
diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml
index 17cc0d78d3..2d88876d24 100644
--- a/doc/classes/MainLoop.xml
+++ b/doc/classes/MainLoop.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
[MainLoop] is the abstract base class for a Godot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree.
- Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the "Main Loop Type" project setting is overwritten.
+ Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the [member ProjectSettings.application/run/main_loop_type] project setting is overwritten.
Here is an example script implementing a simple [MainLoop]:
[codeblocks]
[gdscript]
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index eda9fd6af5..e2ad3db0a5 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -57,7 +57,7 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
- Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
+ Damps the body's rotation. By default, the body will use the [member ProjectSettings.physics/3d/default_angular_damp] project setting or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 5661d1a276..1977b238e4 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -123,7 +123,7 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
- Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
+ Damps the body's rotation. By default, the body will use the [member ProjectSettings.physics/2d/default_angular_damp] setting or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member>
<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody2D.DampMode" default="0">
@@ -172,7 +172,7 @@
For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
- Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] and/or any additional gravity vector applied by [Area2D]s.
+ Multiplies the gravity applied to the body. The body's gravity is calculated from the [member ProjectSettings.physics/2d/default_gravity] project setting and/or any additional gravity vector applied by [Area2D]s.
</member>
<member name="inertia" type="float" setter="set_inertia" getter="get_inertia" default="0.0">
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
@@ -201,7 +201,7 @@
[/codeblocks]
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
- Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
+ Damps the body's movement. By default, the body will use the [member ProjectSettings.physics/2d/default_linear_damp] setting or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody2D.DampMode" default="0">
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 9a299ade57..de6d5cde3d 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -130,7 +130,7 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
- Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
+ Damps the body's rotation. By default, the body will use the [member ProjectSettings.physics/3d/default_angular_damp] project setting or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody3D.DampMode" default="0">
@@ -208,7 +208,7 @@
[/codeblocks]
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
- Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
+ Damps the body's movement. By default, the body will use the [member ProjectSettings.physics/3d/default_linear_damp] project setting or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody3D.DampMode" default="0">