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-rw-r--r--doc/classes/BoneAttachment3D.xml5
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/EditorSettings.xml13
-rw-r--r--doc/classes/FileAccess.xml2
-rw-r--r--doc/classes/NavigationRegion2D.xml21
-rw-r--r--doc/classes/Node.xml4
-rw-r--r--doc/classes/OS.xml13
-rw-r--r--doc/classes/PhysicsServer2DExtension.xml4
-rw-r--r--doc/classes/Popup.xml5
-rw-r--r--doc/classes/PopupMenu.xml3
-rw-r--r--doc/classes/PopupPanel.xml5
-rw-r--r--doc/classes/ProjectSettings.xml10
-rw-r--r--doc/classes/ScriptEditor.xml29
-rw-r--r--doc/classes/Skeleton3D.xml20
14 files changed, 88 insertions, 48 deletions
diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml
index bafa463f82..a51b2d9a94 100644
--- a/doc/classes/BoneAttachment3D.xml
+++ b/doc/classes/BoneAttachment3D.xml
@@ -21,11 +21,10 @@
Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
</description>
</method>
- <method name="on_bone_pose_update">
+ <method name="on_skeleton_update">
<return type="void" />
- <param index="0" name="bone_index" type="int" />
<description>
- A function that is called automatically when the [Skeleton3D] the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
+ A function that is called automatically when the [Skeleton3D] is updated. This function is where the [BoneAttachment3D] node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
</description>
</method>
<method name="set_external_skeleton">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 09bc4b3412..a0c76a3ad6 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -937,7 +937,7 @@
<member name="anchor_top" type="float" setter="_set_anchor" getter="get_anchor" default="0.0">
Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
- <member name="auto_translate" type="bool" setter="set_auto_translate" getter="is_auto_translating" default="true" deprecated="Use [member Node.auto_translate_mode] instead.">
+ <member name="auto_translate" type="bool" setter="set_auto_translate" getter="is_auto_translating" deprecated="Use [member Node.auto_translate_mode] instead.">
Toggles if any text should automatically change to its translated version depending on the current locale.
</member>
<member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 87ca0536b8..20ee65403c 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -656,6 +656,9 @@
<member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter="">
The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option).
</member>
+ <member name="interface/editor/import_resources_when_unfocused" type="bool" setter="" getter="">
+ If [code]true[/code], (re)imports resources even if the editor window is unfocused or minimized. If [code]false[/code], resources are only (re)imported when the editor window is focused. This can be set to [code]true[/code] to speed up iteration by starting the import process earlier when saving files in the project folder. This also allows getting visual feedback on changes without having to click the editor window, which is useful with multi-monitor setups. The downside of setting this to [code]true[/code] is that it increases idle CPU usage and may steal CPU time from other applications when importing resources.
+ </member>
<member name="interface/editor/localize_settings" type="bool" setter="" getter="">
If [code]true[/code], setting names in the editor are localized when possible.
[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, primarily Project Settings and Editor Settings. To control names displayed in the Inspector dock, use [member interface/inspector/default_property_name_style] instead.
@@ -866,8 +869,16 @@
Specify the multiplier to apply to the scale for the editor gizmo handles to improve usability on touchscreen devices.
[b]Note:[/b] Defaults to [code]1[/code] on non-touchscreen devices.
</member>
+ <member name="network/connection/engine_version_update_mode" type="int" setter="" getter="">
+ Specifies how the engine should check for updates.
+ - [b]Disable Update Checks[/b] will block the engine from checking updates (see also [member network/connection/network_mode]).
+ - [b]Check Newest Preview[/b] (default for preview versions) will check for the newest available development snapshot.
+ - [b]Check Newest Stable[/b] (default for stable versions) will check for the newest available stable version.
+ - [b]Check Newest Patch[/b] will check for the latest available stable version, but only within the same minor version. E.g. if your version is [code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/code], but not [code]4.4.stable[/code].
+ All update modes will ignore builds with different major versions (e.g. Godot 4 -&gt; Godot 5).
+ </member>
<member name="network/connection/network_mode" type="int" setter="" getter="">
- Determines whether online features are enabled in the editor, such as the Asset Library. Setting this property to "Offline" is recommended to limit editor's internet activity, especially if privacy is a concern.
+ Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website, GitHub, or third-party platforms hosting assets from the Asset Library.
</member>
<member name="network/debug/remote_host" type="String" setter="" getter="">
The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml
index 6b9c0bcc76..4052e48400 100644
--- a/doc/classes/FileAccess.xml
+++ b/doc/classes/FileAccess.xml
@@ -190,7 +190,7 @@
<method name="get_line" qualifiers="const">
<return type="String" />
<description>
- Returns the next line of the file as a [String].
+ Returns the next line of the file as a [String]. The returned string doesn't include newline ([code]\n[/code]) or carriage return ([code]\r[/code]) characters, but does include any other leading or trailing whitespace.
Text is interpreted as being UTF-8 encoded.
</description>
</method>
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index c490620fc0..31ce1dba4a 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -23,13 +23,6 @@
Bakes the [NavigationPolygon]. If [param on_thread] is set to [code]true[/code] (default), the baking is done on a separate thread.
</description>
</method>
- <method name="get_avoidance_layer_value" qualifiers="const">
- <return type="bool" />
- <param index="0" name="layer_number" type="int" />
- <description>
- Returns whether or not the specified layer of the [member avoidance_layers] bitmask is enabled, given a [param layer_number] between 1 and 32.
- </description>
- </method>
<method name="get_navigation_layer_value" qualifiers="const">
<return type="bool" />
<param index="0" name="layer_number" type="int" />
@@ -61,14 +54,6 @@
Returns [code]true[/code] when the [NavigationPolygon] is being baked on a background thread.
</description>
</method>
- <method name="set_avoidance_layer_value">
- <return type="void" />
- <param index="0" name="layer_number" type="int" />
- <param index="1" name="value" type="bool" />
- <description>
- Based on [param value], enables or disables the specified layer in the [member avoidance_layers] bitmask, given a [param layer_number] between 1 and 32.
- </description>
- </method>
<method name="set_navigation_layer_value">
<return type="void" />
<param index="0" name="layer_number" type="int" />
@@ -86,12 +71,6 @@
</method>
</methods>
<members>
- <member name="avoidance_layers" type="int" setter="set_avoidance_layers" getter="get_avoidance_layers" default="1">
- A bitfield determining all avoidance layers for the avoidance constrain.
- </member>
- <member name="constrain_avoidance" type="bool" setter="set_constrain_avoidance" getter="get_constrain_avoidance" default="false" experimental="When enabled, agents are known to get stuck on the navigation polygon corners and edges, especially at a high frame rate. Not recommended for use in production at this stage.">
- If [code]true[/code] constraints avoidance agent's with an avoidance mask bit that matches with a bit of the [member avoidance_layers] to the navigation polygon. Due to each navigation polygon outline creating an obstacle and each polygon edge creating an avoidance line constrain keep the navigation polygon shape as simple as possible for performance.
- </member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion2D] is enabled or disabled.
</member>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index aea4082dbe..37e64da8c8 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -970,8 +970,8 @@
</methods>
<members>
<member name="auto_translate_mode" type="int" setter="set_auto_translate_mode" getter="get_auto_translate_mode" enum="Node.AutoTranslateMode" default="0">
- Defines if any text should automatically change to its translated version depending on the current locale (for nodes such as [Label], [RichTextLabel], [Window], etc.). See [enum AutoTranslateMode].
- Also decides if the node's strings should be parsed for POT generation.
+ Defines if any text should automatically change to its translated version depending on the current locale (for nodes such as [Label], [RichTextLabel], [Window], etc.). Also decides if the node's strings should be parsed for POT generation.
+ [b]Note:[/b] For the root node, auto translate mode can also be set via [member ProjectSettings.internationalization/rendering/root_node_auto_translate].
</member>
<member name="editor_description" type="String" setter="set_editor_description" getter="get_editor_description" default="&quot;&quot;">
An optional description to the node. It will be displayed as a tooltip when hovering over the node in the editor's Scene dock.
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index de39901133..a130b06dba 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -408,11 +408,20 @@
[b]Note:[/b] On Web platforms, it is still possible to determine the host platform's OS with feature tags. See [method has_feature].
</description>
</method>
+ <method name="get_process_exit_code" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="pid" type="int" />
+ <description>
+ Returns the exit code of a spawned process once it has finished running (see [method is_process_running]).
+ Returns [code]-1[/code] if the [param pid] is not a PID of a spawned child process, the process is still running, or the method is not implemented for the current platform.
+ [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
+ </description>
+ </method>
<method name="get_process_id" qualifiers="const">
<return type="int" />
<description>
Returns the number used by the host machine to uniquely identify this application.
- [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS, and Windows.
</description>
</method>
<method name="get_processor_count" qualifiers="const">
@@ -592,7 +601,7 @@
<param index="0" name="pid" type="int" />
<description>
Returns [code]true[/code] if the child process ID ([param pid]) is still running or [code]false[/code] if it has terminated. [param pid] must be a valid ID generated from [method create_process].
- [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS, and Windows.
</description>
</method>
<method name="is_restart_on_exit_set" qualifiers="const">
diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml
index 815fc742d1..41826ea7c2 100644
--- a/doc/classes/PhysicsServer2DExtension.xml
+++ b/doc/classes/PhysicsServer2DExtension.xml
@@ -185,7 +185,7 @@
<param index="1" name="pickable" type="bool" />
<description>
If set to [code]true[/code], allows the area with the given [RID] to detect mouse inputs when the mouse cursor is hovering on it.
- Overridable version of [PhysicsServer2D]'s internal [code]area_set_pickable[/code] method. Corresponds to [member PhysicsBody2D.input_pickable].
+ Overridable version of [PhysicsServer2D]'s internal [code]area_set_pickable[/code] method. Corresponds to [member CollisionObject2D.input_pickable].
</description>
</method>
<method name="_area_set_shape" qualifiers="virtual">
@@ -650,7 +650,7 @@
<param index="1" name="pickable" type="bool" />
<description>
If set to [code]true[/code], allows the body with the given [RID] to detect mouse inputs when the mouse cursor is hovering on it.
- Overridable version of [PhysicsServer2D]'s internal [code]body_set_pickable[/code] method. Corresponds to [member PhysicsBody2D.input_pickable].
+ Overridable version of [PhysicsServer2D]'s internal [code]body_set_pickable[/code] method. Corresponds to [member CollisionObject2D.input_pickable].
</description>
</method>
<method name="_body_set_shape" qualifiers="virtual">
diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml
index c435f3d291..29b44a98f2 100644
--- a/doc/classes/Popup.xml
+++ b/doc/classes/Popup.xml
@@ -23,9 +23,4 @@
</description>
</signal>
</signals>
- <theme_items>
- <theme_item name="panel" data_type="style" type="StyleBox">
- Default [StyleBox] for the [Popup].
- </theme_item>
- </theme_items>
</class>
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index 7831ebd1b9..0f5687f091 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -768,6 +768,9 @@
<theme_item name="labeled_separator_right" data_type="style" type="StyleBox">
[StyleBox] for the right side of labeled separator. See [method add_separator].
</theme_item>
+ <theme_item name="panel" data_type="style" type="StyleBox">
+ [StyleBox] for the the background panel.
+ </theme_item>
<theme_item name="separator" data_type="style" type="StyleBox">
[StyleBox] used for the separators. See [method add_separator].
</theme_item>
diff --git a/doc/classes/PopupPanel.xml b/doc/classes/PopupPanel.xml
index b86972e8af..399e285402 100644
--- a/doc/classes/PopupPanel.xml
+++ b/doc/classes/PopupPanel.xml
@@ -8,4 +8,9 @@
</description>
<tutorials>
</tutorials>
+ <theme_items>
+ <theme_item name="panel" data_type="style" type="StyleBox">
+ [StyleBox] for the the background panel.
+ </theme_item>
+ </theme_items>
</class>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index a5aeee5bc4..1daa1b04e4 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -488,6 +488,9 @@
<member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
</member>
+ <member name="debug/gdscript/warnings/enum_variable_without_default" type="int" setter="" getter="" default="1">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable has an enum type but no explicit default value, but only if the enum does not contain [code]0[/code] as a valid value.
+ </member>
<member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true">
If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
</member>
@@ -637,6 +640,9 @@
<member name="debug/shader_language/warnings/formatting_error" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning upon encountering certain formatting errors. Currently this only checks for empty statements. More formatting errors may be added over time.
</member>
+ <member name="debug/shader_language/warnings/magic_position_write" type="bool" setter="" getter="" default="true">
+ When set to [code]true[/code], produces a warning when the shader contains [code]POSITION = vec4(vertex,[/code] as this was very common code written in Godot 4.2 and earlier that was paired with a QuadMesh to produce a full screen post processes pass. With the switch to reversed z in 4.3, this trick no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0.
+ </member>
<member name="debug/shader_language/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
When set to [code]true[/code], warnings are treated as errors.
</member>
@@ -1436,6 +1442,10 @@
<member name="internationalization/rendering/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false">
Force layout direction and text writing direction to RTL for all controls.
</member>
+ <member name="internationalization/rendering/root_node_auto_translate" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], root node will use [constant Node.AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node.AUTO_TRANSLATE_MODE_DISABLED] will be used.
+ [b]Note:[/b] This property is only read when the project starts. To change the auto translate mode at runtime, set [member Node.auto_translate_mode] of [member SceneTree.root] instead.
+ </member>
<member name="internationalization/rendering/root_node_layout_direction" type="int" setter="" getter="" default="0">
Root node default layout direction.
</member>
diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml
index 2c88ecd675..43ee4dda60 100644
--- a/doc/classes/ScriptEditor.xml
+++ b/doc/classes/ScriptEditor.xml
@@ -34,6 +34,35 @@
Returns an array with all [Script] objects which are currently open in editor.
</description>
</method>
+ <method name="goto_help">
+ <return type="void" />
+ <param index="0" name="topic" type="String" />
+ <description>
+ Opens help for the given topic. The [param topic] is an encoded string that controls which class, method, constant, signal, annotation, property, or theme item should be focused.
+ The supported [param topic] formats include [code]class_name:class[/code], [code]class_method:class:method[/code], [code]class_constant:class:constant[/code], [code]class_signal:class:signal[/code], [code]class_annotation:class:@annotation[/code], [code]class_property:class:property[/code], and [code]class_theme_item:class:item[/code], where [code]class[/code] is the class name, [code]method[/code] is the method name, [code]constant[/code] is the constant name, [code]signal[/code] is the signal name, [code]annotation[/code] is the annotation name, [code]property[/code] is the property name, and [code]item[/code] is the theme item.
+ [b]Examples:[/b]
+ [codeblock]
+ # Shows help for the Node class.
+ class_name:Node
+ # Shows help for the global min function.
+ # Global objects are accessible in the `@GlobalScope` namespace, shown here.
+ class_method:@GlobalScope:min
+ # Shows help for get_viewport in the Node class.
+ class_method:Node:get_viewport
+ # Shows help for the Input constant MOUSE_BUTTON_MIDDLE.
+ class_constant:Input:MOUSE_BUTTON_MIDDLE
+ # Shows help for the BaseButton signal pressed.
+ class_signal:BaseButton:pressed
+ # Shows help for the CanvasItem property visible.
+ class_property:CanvasItem:visible
+ # Shows help for the GDScript annotation export.
+ # Annotations should be prefixed with the `@` symbol in the descriptor, as shown here.
+ class_annotation:@GDScript:@export
+ # Shows help for the GraphNode theme item named panel_selected.
+ class_theme_item:GraphNode:panel_selected
+ [/codeblock]
+ </description>
+ </method>
<method name="goto_line">
<return type="void" />
<param index="0" name="line_number" type="int" />
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index caa3097a6b..14d9c568d7 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -252,7 +252,7 @@
<param index="1" name="pose" type="Transform3D" />
<description>
Sets the global pose transform, [param pose], for the bone at [param bone_idx].
- [b]Note:[/b] If other bone poses have been changed, this method executes an update process and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
+ [b]Note:[/b] If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
</description>
</method>
<method name="set_bone_global_pose_override" deprecated="">
@@ -355,15 +355,10 @@
<description>
</description>
</signal>
- <signal name="bone_pose_changed">
- <param index="0" name="bone_idx" type="int" />
- <description>
- Emitted when the bone at [param bone_idx] changes its transform/pose. This can be used to update other nodes that rely on bone positions.
- </description>
- </signal>
<signal name="pose_updated">
<description>
- Emitted when the pose is updated, after [constant NOTIFICATION_UPDATE_SKELETON] is received.
+ Emitted when the pose is updated.
+ [b]Note:[/b] During the update process, this signal is not fired, so modification by [SkeletonModifier3D] is not detected.
</description>
</signal>
<signal name="show_rest_only_changed">
@@ -371,11 +366,16 @@
Emitted when the value of [member show_rest_only] changes.
</description>
</signal>
+ <signal name="skeleton_updated">
+ <description>
+ Emitted when the final pose has been calculated will be applied to the skin in the update process.
+ This means that all [SkeletonModifier3D] processing is complete. In order to detect the completion of the processing of each [SkeletonModifier3D], use [signal SkeletonModifier3D.modification_processed].
+ </description>
+ </signal>
</signals>
<constants>
<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
- Notification received when this skeleton's pose needs to be updated.
- This notification is received [i]before[/i] the related [signal pose_updated] signal.
+ Notification received when this skeleton's pose needs to be updated. In that case, this is called only once per frame in a deferred process.
</constant>
<constant name="MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS" value="0" enum="ModifierCallbackModeProcess">
Set a flag to process modification during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).