diff options
Diffstat (limited to 'doc/classes')
| -rw-r--r-- | doc/classes/Camera.xml | 4 | ||||
| -rw-r--r-- | doc/classes/EditorScript.xml | 2 | ||||
| -rw-r--r-- | doc/classes/Image.xml | 2 | ||||
| -rw-r--r-- | doc/classes/SceneTree.xml | 2 | ||||
| -rw-r--r-- | doc/classes/SpringArm.xml | 17 | ||||
| -rw-r--r-- | doc/classes/VScrollBar.xml | 2 |
6 files changed, 24 insertions, 5 deletions
diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml index d410800141..3b4313b204 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera.xml @@ -77,10 +77,10 @@ </return> <argument index="0" name="screen_point" type="Vector2"> </argument> - <argument index="1" name="z_depth" type="float" default="0"> + <argument index="1" name="z_depth" type="float"> </argument> <description> - Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given distance into the scene away from the camera. + Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] distance into the scene away from the camera. </description> </method> <method name="project_ray_normal" qualifiers="const"> diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index 5c49e227be..981e0a6180 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -5,7 +5,7 @@ </brief_description> <description> Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. - [b]Note:[/b] Extending scripts need to have [code]tool mode[/code] enabled. + [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] [codeblock] tool diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index d37ab64cb3..c6d63035d1 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -415,7 +415,7 @@ <argument index="1" name="grayscale" type="bool" default="false"> </argument> <description> - Saves the image as an EXR file to [code]path[/code]. If grayscale is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. + Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/code] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. </description> </method> <method name="save_png" qualifiers="const"> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index bd81a48ff5..b6e2303d2a 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -204,6 +204,7 @@ </argument> <description> If [code]true[/code], the application automatically accepts quitting. Enabled by default. + For mobile platforms, see [method set_quit_on_go_back]. </description> </method> <method name="set_group"> @@ -248,6 +249,7 @@ </argument> <description> If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default. + To handle 'Go Back' button when this option is disabled, use [constant MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]. </description> </method> <method name="set_screen_stretch"> diff --git a/doc/classes/SpringArm.xml b/doc/classes/SpringArm.xml index 438d96f2b3..133ff68859 100644 --- a/doc/classes/SpringArm.xml +++ b/doc/classes/SpringArm.xml @@ -1,8 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SpringArm" inherits="Spatial" category="Core" version="3.2"> <brief_description> + A helper node, mostly used in 3rd person cameras. </brief_description> <description> + The SpringArm node is a node that casts a ray (or collision shape) along its z axis and moves all its direct children to the collision point, minus a margin. + The most common use case for this is to make a 3rd person camera that reacts to collisions in the environment. + The SpringArm will either cast a ray, or if a shape is given, it will cast the shape in the direction of its z axis. + If you use the SpringArm as a camera controller for your player, you might need to exclude the player's collider from the SpringArm's collision check. </description> <tutorials> </tutorials> @@ -13,18 +18,21 @@ <argument index="0" name="RID" type="RID"> </argument> <description> + Adds the object with the given [RID] to the list of objects excluded from the collision check. </description> </method> <method name="clear_excluded_objects"> <return type="void"> </return> <description> + Clears the list of objects excluded from the collision check. </description> </method> <method name="get_hit_length"> <return type="float"> </return> <description> + Returns the proportion between the current arm length (after checking for collisions) and the [member spring_length]. Ranges from 0 to 1. </description> </method> <method name="remove_excluded_object"> @@ -33,17 +41,26 @@ <argument index="0" name="RID" type="RID"> </argument> <description> + Removes the given [RID] from the list of objects excluded from the collision check. </description> </method> </methods> <members> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> + The layers against which the collision check shall be done. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01"> + When the collision check is made, a candidate length for the SpringArm is given. + The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm. + This margin is useful for when the SpringArm has a [Camera] as a child node: without the margin, the [Camera] would be placed on the exact point of collision, while with the margin the [Camera] would be placed close to the point of collision. </member> <member name="shape" type="Shape" setter="set_shape" getter="get_shape"> + The [Shape] to use for the SpringArm. + When the shape is set, the SpringArm will cast the [Shape] on its z axis instead of performing a ray cast. </member> <member name="spring_length" type="float" setter="set_length" getter="get_length" default="1.0"> + The maximum extent of the SpringArm. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm's child nodes. + To know more about how to perform a shape cast or a ray cast, please consult the [PhysicsDirectSpaceState] documentation. </member> </members> <constants> diff --git a/doc/classes/VScrollBar.xml b/doc/classes/VScrollBar.xml index 4c06195d5c..6240178b82 100644 --- a/doc/classes/VScrollBar.xml +++ b/doc/classes/VScrollBar.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VScrollBar" inherits="ScrollBar" category="Core" version="3.2"> <brief_description> - Vertical version of [ScrollBar], which goes from left (min) to right (max). + Vertical version of [ScrollBar], which goes from top (min) to bottom (max). </brief_description> <description> </description> |
