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-rw-r--r--doc/classes/Camera.xml4
-rw-r--r--doc/classes/EditorScript.xml2
-rw-r--r--doc/classes/Image.xml2
-rw-r--r--doc/classes/SceneTree.xml2
-rw-r--r--doc/classes/SpringArm.xml17
-rw-r--r--doc/classes/VScrollBar.xml2
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 &gt; 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>