diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/EditorInspectorPlugin.xml | 2 | ||||
-rw-r--r-- | doc/classes/Mesh.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationAgent2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationAgent3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 5 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 3 |
6 files changed, 11 insertions, 5 deletions
diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index e5e6905cd2..4f6ef76c4c 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -78,9 +78,11 @@ <param index="0" name="property" type="String" /> <param index="1" name="editor" type="Control" /> <param index="2" name="add_to_end" type="bool" default="false" /> + <param index="3" name="label" type="String" default="""" /> <description> Adds a property editor for an individual property. The [param editor] control must extend [EditorProperty]. There can be multiple property editors for a property. If [param add_to_end] is [code]true[/code], this newly added editor will be displayed after all the other editors of the property whose [param add_to_end] is [code]false[/code]. For example, the editor uses this parameter to add an "Edit Region" button for [member Sprite2D.region_rect] below the regular [Rect2] editor. + [param label] can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead. </description> </method> <method name="add_property_editor_for_multiple_properties"> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 966e870940..6b5a50d97b 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -4,7 +4,7 @@ A [Resource] that contains vertex array-based geometry. </brief_description> <description> - Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. + Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. The maximum number of surfaces per mesh is [constant RenderingServer.MAX_MESH_SURFACES]. </description> <tutorials> <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/2742</link> diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index 6f0561e66e..94c372106b 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -261,7 +261,7 @@ <signal name="velocity_computed"> <param index="0" name="safe_velocity" type="Vector2" /> <description> - Notifies when the collision avoidance velocity is calculated. Emitted when [member velocity] is set. Only emitted when [member avoidance_enabled] is true. + Notifies when the collision avoidance velocity is calculated. Emitted every update as long as [member avoidance_enabled] is [code]true[/code] and the agent has a navigation map. </description> </signal> <signal name="waypoint_reached"> diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml index 64ee35a84b..5f9f4991d1 100644 --- a/doc/classes/NavigationAgent3D.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -271,7 +271,7 @@ <signal name="velocity_computed"> <param index="0" name="safe_velocity" type="Vector3" /> <description> - Notifies when the collision avoidance velocity is calculated. Emitted when [member velocity] is set. Only emitted when [member avoidance_enabled] is true. + Notifies when the collision avoidance velocity is calculated. Emitted every update as long as [member avoidance_enabled] is [code]true[/code] and the agent has a navigation map. </description> </signal> <signal name="waypoint_reached"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 5ac4c96d93..32e71ce030 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -902,8 +902,9 @@ <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/vsync_mode]. See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. - Depending on the platform and used renderer, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported. - [b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the Forward+ and Mobile rendering methods, not Compatibility. + Depending on the platform and rendering method, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported. + V-Sync can be disabled on the command line using the [code]--disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. + [b]Note:[/b] The [b]Adaptive[/b] and [b]Mailbox[/b] V-Sync modes are only supported in the Forward+ and Mobile rendering methods, not Compatibility. [b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead. </member> <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 3ddc0d8f7b..3c9f0fc7af 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -4239,6 +4239,9 @@ <constant name="MAX_2D_DIRECTIONAL_LIGHTS" value="8"> The maximum number of directional lights that can be rendered at a given time in 2D. </constant> + <constant name="MAX_MESH_SURFACES" value="256"> + The maximum number of surfaces a mesh can have. + </constant> <constant name="TEXTURE_LAYERED_2D_ARRAY" value="0" enum="TextureLayeredType"> Array of 2-dimensional textures (see [Texture2DArray]). </constant> |