diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 4 | ||||
-rw-r--r-- | doc/classes/AABB.xml | 2 | ||||
-rw-r--r-- | doc/classes/CanvasItem.xml | 1 | ||||
-rw-r--r-- | doc/classes/DisplayServer.xml | 1 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 10 | ||||
-rw-r--r-- | doc/classes/Node.xml | 2 | ||||
-rw-r--r-- | doc/classes/Parallax2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 6 | ||||
-rw-r--r-- | doc/classes/RenderingDevice.xml | 8 | ||||
-rw-r--r-- | doc/classes/Resource.xml | 7 | ||||
-rw-r--r-- | doc/classes/Skeleton3D.xml | 17 |
11 files changed, 30 insertions, 29 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index bcab80ea94..2cd3a51722 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -2939,10 +2939,10 @@ The property is not stored, and does not display in the editor. This is the default for non-exported properties. </constant> <constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags" is_bitfield="true"> - The property is serialized and saved in the scene file (default). + The property is serialized and saved in the scene file (default for exported properties). </constant> <constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags" is_bitfield="true"> - The property is shown in the [EditorInspector] (default). + The property is shown in the [EditorInspector] (default for exported properties). </constant> <constant name="PROPERTY_USAGE_INTERNAL" value="8" enum="PropertyUsageFlags" is_bitfield="true"> The property is excluded from the class reference. diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 427d38d421..77c74e17da 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -170,7 +170,7 @@ <method name="get_shortest_axis" qualifiers="const"> <return type="Vector3" /> <description> - Returns the shortest normaalized axis of this bounding box's [member size], as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant Vector3.BACK]). + Returns the shortest normalized axis of this bounding box's [member size], as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant Vector3.BACK]). [codeblocks] [gdscript] var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8)) diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 8bee6c3470..186ee1b9c4 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -525,6 +525,7 @@ <return type="bool" /> <description> Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is therefore not drawn (see [method _draw]). + Visibility is checked only in parent nodes that inherit from [CanvasItem], [CanvasLayer], and [Window]. If the parent is of any other type (such as [Node], [AnimationPlayer], or [Node3D]), it is assumed to be visible. </description> </method> <method name="make_canvas_position_local" qualifiers="const"> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index ff1c390b3c..62556ed38f 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -20,6 +20,7 @@ <return type="Image" /> <description> Returns the user's clipboard as an image if possible. + [b]Note:[/b] This method uses the copied pixel data, e.g. from a image editing software or a web browser, not an image file copied from file explorer. </description> </method> <method name="clipboard_get_primary" qualifiers="const"> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index c7ff543b66..e4dab85038 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -596,6 +596,16 @@ The path to the directory containing the Open Image Denoise (OIDN) executable, used optionally for denoising lightmaps. It can be downloaded from [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise.org[/url]. To enable this feature for your specific project, use [member ProjectSettings.rendering/lightmapping/denoising/denoiser]. </member> + <member name="input/buffering/agile_event_flushing" type="bool" setter="" getter=""> + If [code]true[/code], input events will be flushed just before every idle and physics frame. + If [code]false[/code], these events will be flushed only once per process frame, between iterations of the engine. + Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate. + </member> + <member name="input/buffering/use_accumulated_input" type="bool" setter="" getter=""> + If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. + Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. + [b]Note:[/b] Input accumulation is [i]enabled[/i] by default. + </member> <member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter=""> How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one. - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 2662b34aec..c54219c056 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -1187,7 +1187,7 @@ </constant> <constant name="NOTIFICATION_WM_GO_BACK_REQUEST" value="1007"> Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android). - Implemented only on iOS. + Implemented only on Android. </constant> <constant name="NOTIFICATION_WM_SIZE_CHANGED" value="1008"> Notification received when the window is resized. diff --git a/doc/classes/Parallax2D.xml b/doc/classes/Parallax2D.xml index 472aeb0bd3..cfd282a723 100644 --- a/doc/classes/Parallax2D.xml +++ b/doc/classes/Parallax2D.xml @@ -8,6 +8,7 @@ [b]Note:[/b] Any changes to this node's position made after it enters the scene tree will be overridden if [member ignore_camera_scroll] is [code]false[/code] or [member screen_offset] is modified. </description> <tutorials> + <link title="2D Parallax">$DOCS_URL/tutorials/2d/2d_parallax.html</link> </tutorials> <members> <member name="autoscroll" type="Vector2" setter="set_autoscroll" getter="get_autoscroll" default="Vector2(0, 0)"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index b0f421e932..4f7f372864 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1395,12 +1395,6 @@ Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (process) frame, because they can't run at the target frame rate. [b]Note:[/b] Currently implemented only on Android. </member> - <member name="input_devices/buffering/android/use_accumulated_input" type="bool" setter="" getter="" default="true"> - If [code]true[/code], multiple input events will be accumulated into a single input event when possible. - </member> - <member name="input_devices/buffering/android/use_input_buffering" type="bool" setter="" getter="" default="true"> - If [code]true[/code], input events will be buffered prior to being dispatched. - </member> <member name="input_devices/compatibility/legacy_just_pressed_behavior" type="bool" setter="" getter="" default="false"> If [code]true[/code], [method Input.is_action_just_pressed] and [method Input.is_action_just_released] will only return [code]true[/code] if the action is still in the respective state, i.e. an action that is pressed [i]and[/i] released on the same frame will be missed. If [code]false[/code], no input will be lost. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 3c1061dee9..876f229d0c 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -1444,10 +1444,10 @@ VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC). </constant> <constant name="DATA_FORMAT_BC6H_UFLOAT_BLOCK" value="142" enum="DataFormat"> - VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC6H texture compression (also known as BPTC HDR). + VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR). </constant> <constant name="DATA_FORMAT_BC6H_SFLOAT_BLOCK" value="143" enum="DataFormat"> - VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Using BC7 texture compression (also known as BPTC HDR). + VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR). </constant> <constant name="DATA_FORMAT_BC7_UNORM_BLOCK" value="144" enum="DataFormat"> VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR. @@ -1477,13 +1477,13 @@ 11-bit VRAM-compressed unsigned red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. </constant> <constant name="DATA_FORMAT_EAC_R11_SNORM_BLOCK" value="153" enum="DataFormat"> - 11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. + 11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. Using ETC2 texture compression. </constant> <constant name="DATA_FORMAT_EAC_R11G11_UNORM_BLOCK" value="154" enum="DataFormat"> 11-bit VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. </constant> <constant name="DATA_FORMAT_EAC_R11G11_SNORM_BLOCK" value="155" enum="DataFormat"> - 11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression. + 11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. Using ETC2 texture compression. </constant> <constant name="DATA_FORMAT_ASTC_4x4_UNORM_BLOCK" value="156" enum="DataFormat"> VRAM-compressed unsigned floating-point data format with normalized value, packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression. diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index cec936ac3e..74d083594f 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -40,8 +40,11 @@ <param index="0" name="subresources" type="bool" default="false" /> <description> Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original. - If [param subresources] is [code]false[/code], a shallow copy is returned; nested resources within subresources are not duplicated and are shared from the original resource. If [param subresources] is [code]true[/code], a deep copy is returned; nested subresources will be duplicated and are not shared. - Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] flag are always duplicated even with [param subresources] set to [code]false[/code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated even with [param subresources] set to [code]true[/code]. + If [param subresources] is [code]false[/code], a shallow copy is returned; nested resources within subresources are not duplicated and are shared with the original resource (with one exception; see below). If [param subresources] is [code]true[/code], a deep copy is returned; nested subresources will be duplicated and are not shared (with two exceptions; see below). + [param subresources] is usually respected, with the following exceptions: + - Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] flag are always duplicated. + - Subresource properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated. + - Subresources inside [Array] and [Dictionary] properties are never duplicated. [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters. </description> </method> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 5829a787a1..cc3f61e1b2 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -57,11 +57,6 @@ Force updates the bone transform for the bone at [param bone_idx] and all of its children. </description> </method> - <method name="get_animate_physical_bones" qualifiers="const" deprecated=""> - <return type="bool" /> - <description> - </description> - </method> <method name="get_bone_children" qualifiers="const"> <return type="PackedInt32Array" /> <param index="0" name="bone_idx" type="int" /> @@ -239,14 +234,6 @@ Sets all bone poses to rests. </description> </method> - <method name="set_animate_physical_bones" deprecated=""> - <return type="void" /> - <param index="0" name="enabled" type="bool" /> - <description> - This method exists for compatibility with old structures in which the [Skeleton3D] does not have a [PhysicalBoneSimulator3D] as a child, but directly has [PhysicalBone3D]s as children. - In case you need to raycast to it without running [method physical_bones_start_simulation], call this method with [code]enabled == true[/code]. - </description> - </method> <method name="set_bone_enabled"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> @@ -342,6 +329,10 @@ </method> </methods> <members> + <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true" deprecated=""> + If you follow the recommended workflow and explicitly have [PhysicalBoneSimulator3D] as a child of [Skeleton3D], you can control whether it is affected by raycasting without running [method physical_bones_start_simulation], by its [member SkeletonModifier3D.active]. + However, for old (deprecated) configurations, [Skeleton3D] has an internal virtual [PhysicalBoneSimulator3D] for compatibility. This property controls the internal virtual [PhysicalBoneSimulator3D]'s [member SkeletonModifier3D.active]. + </member> <member name="modifier_callback_mode_process" type="int" setter="set_modifier_callback_mode_process" getter="get_modifier_callback_mode_process" enum="Skeleton3D.ModifierCallbackModeProcess" default="1"> Sets the processing timing for the Modifier. </member> |