diff options
Diffstat (limited to 'doc/classes')
59 files changed, 487 insertions, 149 deletions
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 4bc11e7166..46fb446881 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -189,6 +189,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> </description> @@ -201,6 +206,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="AABB" /> <description> </description> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 91450e50a4..84e123d712 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -347,6 +347,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Array" /> <description> </description> @@ -371,6 +376,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Array" /> <description> </description> diff --git a/doc/classes/AudioListener2D.xml b/doc/classes/AudioListener2D.xml new file mode 100644 index 0000000000..86dc870926 --- /dev/null +++ b/doc/classes/AudioListener2D.xml @@ -0,0 +1,35 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AudioListener2D" inherits="Node2D" version="4.0"> + <brief_description> + Overrides the location sounds are heard from. + </brief_description> + <description> + Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [AudioListener2D] can be current. Using [method make_current] will disable the previous [AudioListener2D]. + If there is no active [AudioListener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [AudioListener2D] needs to be inside [SceneTree] to function. + </description> + <tutorials> + </tutorials> + <methods> + <method name="clear_current"> + <return type="void" /> + <description> + Disables the [AudioListener2D]. If it's not set as current, this method will have no effect. + </description> + </method> + <method name="is_current" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this [AudioListener2D] is currently active. + </description> + </method> + <method name="make_current"> + <return type="void" /> + <description> + Makes the [AudioListener2D] active, setting it as the hearing point for the sounds. If there is already another active [AudioListener2D], it will be disabled. + This method will have no effect if the [AudioListener2D] is not added to [SceneTree]. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Listener3D.xml b/doc/classes/AudioListener3D.xml index 5e1b2ce7fc..ed1f7fcc8f 100644 --- a/doc/classes/Listener3D.xml +++ b/doc/classes/AudioListener3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Listener3D" inherits="Node3D" version="4.0"> +<class name="AudioListener3D" inherits="Node3D" version="4.0"> <brief_description> Overrides the location sounds are heard from. </brief_description> @@ -25,7 +25,7 @@ <return type="bool" /> <description> Returns [code]true[/code] if the listener was made current using [method make_current], [code]false[/code] otherwise. - [b]Note:[/b] There may be more than one Listener3D marked as "current" in the scene tree, but only the one that was made current last will be used. + [b]Note:[/b] There may be more than one AudioListener3D marked as "current" in the scene tree, but only the one that was made current last will be used. </description> </method> <method name="make_current"> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index fa2fa5a8e3..bd344fad29 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code]. - By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. + By default, audio is heard from the camera position. This can be changed by adding a [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.make_current] on it. See also [AudioStreamPlayer] to play a sound non-positionally. [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). </description> @@ -81,14 +81,11 @@ Sets the absolute maximum of the soundlevel, in decibels. </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> - Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. + The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than [code]0.0[/code]. [member max_distance] works in tandem with [member unit_size]. However, unlike [member unit_size] whose behavior depends on the [member attenuation_model], [member max_distance] always works in a linear fashion. This can be used to prevent the [AudioStreamPlayer3D] from requiring audio mixing when the listener is far away, which saves CPU resources. </member> <member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1"> The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds. </member> - <member name="out_of_range_mode" type="int" setter="set_out_of_range_mode" getter="get_out_of_range_mode" enum="AudioStreamPlayer3D.OutOfRangeMode" default="0"> - Decides if audio should pause when source is outside of [member max_distance] range. - </member> <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0"> The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. </member> @@ -128,12 +125,6 @@ <constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel"> No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. </constant> - <constant name="OUT_OF_RANGE_MIX" value="0" enum="OutOfRangeMode"> - Mix this audio in, even when it's out of range. This increases CPU usage, but keeps the sound playing at the correct position if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. - </constant> - <constant name="OUT_OF_RANGE_PAUSE" value="1" enum="OutOfRangeMode"> - Pause this audio when it gets out of range. This decreases CPU usage, but will cause the sound to restart if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. - </constant> <constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking"> Disables doppler tracking. </constant> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 8fab84d885..63df5c40b2 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -71,6 +71,13 @@ A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid. </description> </method> + <method name="from_scale" qualifiers="static"> + <return type="Basis" /> + <argument index="0" name="scale" type="Vector3" /> + <description> + Constructs a pure scale basis matrix with no rotation or shearing. The scale values are set as the diagonal of the matrix, and the other parts of the matrix are zero. + </description> + </method> <method name="get_euler" qualifiers="const"> <return type="Vector3" /> <description> @@ -120,6 +127,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> </description> @@ -152,6 +164,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Basis" /> <description> </description> diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 5228df706b..5f5ef4f964 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -125,6 +125,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Callable" /> <description> Returns [code]true[/code] if both [Callable]s invoke different targets. @@ -132,6 +137,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Callable" /> <description> Returns [code]true[/code] if both [Callable]s invoke the same custom target. diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index f98c22a1e9..7637356f63 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -107,7 +107,7 @@ <method name="move_and_slide"> <return type="bool" /> <description> - Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. Modifies [member linear_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 81ffbe01c1..f08a2cafea 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -93,7 +93,7 @@ <method name="move_and_slide"> <return type="bool" /> <description> - Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. Modifies [member linear_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index f00a20e95e..c85bc775c7 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -261,6 +261,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> </description> @@ -315,6 +320,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Color" /> <description> </description> diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml index e6b2e1845d..50632cd2c8 100644 --- a/doc/classes/ConcavePolygonShape2D.xml +++ b/doc/classes/ConcavePolygonShape2D.xml @@ -4,7 +4,7 @@ Concave polygon 2D shape resource for physics. </brief_description> <description> - Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. + Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. </description> <tutorials> diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index 34fb06a476..907afa6367 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles. - Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static. + Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 59088f33fd..a6b97f3a75 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -290,12 +290,22 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Dictionary" /> <description> </description> </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Dictionary" /> <description> </description> diff --git a/doc/classes/Listener2D.xml b/doc/classes/Listener2D.xml deleted file mode 100644 index 27ee63d201..0000000000 --- a/doc/classes/Listener2D.xml +++ /dev/null @@ -1,35 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="Listener2D" inherits="Node2D" version="4.0"> - <brief_description> - Overrides the location sounds are heard from. - </brief_description> - <description> - Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [Listener2D] can be current. Using [method make_current] will disable the previous [Listener2D]. - If there is no active [Listener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [Listener2D] needs to be inside [SceneTree] to function. - </description> - <tutorials> - </tutorials> - <methods> - <method name="clear_current"> - <return type="void" /> - <description> - Disables the [Listener2D]. If it's not set as current, this method will have no effect. - </description> - </method> - <method name="is_current" qualifiers="const"> - <return type="bool" /> - <description> - Returns [code]true[/code] if this [Listener2D] is currently active. - </description> - </method> - <method name="make_current"> - <return type="void" /> - <description> - Makes the [Listener2D] active, setting it as the hearing point for the sounds. If there is already another active [Listener2D], it will be disabled. - This method will have no effect if the [Listener2D] is not added to [SceneTree]. - </description> - </method> - </methods> - <constants> - </constants> -</class> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index d05630d277..87b3e39f48 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -168,12 +168,22 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="NodePath" /> <description> </description> </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="NodePath" /> <description> </description> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 757730f6c8..305258c8c5 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -215,7 +215,7 @@ <method name="get_locale" qualifiers="const"> <return type="String" /> <description> - Returns the host OS locale as a string of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. + Returns the host OS locale as a string of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the language code and not the fully specified locale from the OS, you can use [method get_locale_language]. [code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url], in lower case. [code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/ISO_15924]script code[/url], in title case. [code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/wiki/ISO_3166-1]country code[/url], in upper case. @@ -223,6 +223,13 @@ [code]extra[/code] - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information. </description> </method> + <method name="get_locale_language" qualifiers="const"> + <return type="String" /> + <description> + Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be consistent on all platforms. This is equivalent to extracting the [code]language[/code] part of the [method get_locale] string. + This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with [code]fr_CA[/code] locale, this would return [code]fr[/code]. + </description> + </method> <method name="get_model_name" qualifiers="const"> <return type="String" /> <description> diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index 72f134e9e9..9b8057d91a 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -316,6 +316,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedByteArray" /> <description> </description> @@ -328,6 +333,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedByteArray" /> <description> </description> diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml index 2dfaefca23..fb744d7534 100644 --- a/doc/classes/PackedColorArray.xml +++ b/doc/classes/PackedColorArray.xml @@ -79,6 +79,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedColorArray" /> <description> </description> @@ -91,6 +96,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedColorArray" /> <description> </description> diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml index 5c05dd9fa7..0c05e8f3c2 100644 --- a/doc/classes/PackedFloat32Array.xml +++ b/doc/classes/PackedFloat32Array.xml @@ -80,6 +80,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedFloat32Array" /> <description> </description> @@ -92,6 +97,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedFloat32Array" /> <description> </description> diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml index 921ca23859..e55bc0e657 100644 --- a/doc/classes/PackedFloat64Array.xml +++ b/doc/classes/PackedFloat64Array.xml @@ -80,6 +80,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedFloat64Array" /> <description> </description> @@ -92,6 +97,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedFloat64Array" /> <description> </description> diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml index dfc9cbf939..887a7a1e51 100644 --- a/doc/classes/PackedInt32Array.xml +++ b/doc/classes/PackedInt32Array.xml @@ -80,6 +80,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedInt32Array" /> <description> </description> @@ -92,6 +97,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedInt32Array" /> <description> </description> diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml index dd38a4f5c2..da661b12c3 100644 --- a/doc/classes/PackedInt64Array.xml +++ b/doc/classes/PackedInt64Array.xml @@ -80,6 +80,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedInt64Array" /> <description> </description> @@ -92,6 +97,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedInt64Array" /> <description> </description> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index 1374496b52..618123855f 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -22,23 +22,23 @@ AddChild(scene); [/csharp] [/codeblocks] - [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. + [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidDynamicBody2D[/code] ([code]body[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblocks] [gdscript] # Create the objects. var node = Node2D.new() - var rigid = RigidBody2D.new() + var body = RigidDynamicBody2D.new() var collision = CollisionShape2D.new() # Create the object hierarchy. - rigid.add_child(collision) - node.add_child(rigid) + body.add_child(collision) + node.add_child(body) - # Change owner of `rigid`, but not of `collision`. - rigid.owner = node + # Change owner of `body`, but not of `collision`. + body.owner = node var scene = PackedScene.new() - # Only `node` and `rigid` are now packed. + # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..." @@ -48,18 +48,18 @@ [csharp] // Create the objects. var node = new Node2D(); - var rigid = new RigidBody2D(); + var body = new RigidDynamicBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. - rigid.AddChild(collision); - node.AddChild(rigid); + body.AddChild(collision); + node.AddChild(body); - // Change owner of `rigid`, but not of `collision`. - rigid.Owner = node; + // Change owner of `body`, but not of `collision`. + body.Owner = node; var scene = new PackedScene(); - // Only `node` and `rigid` are now packed. + // Only `node` and `body` are now packed. Error result = scene.Pack(node); if (result == Error.Ok) { diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml index c2055531a5..8f16abaf37 100644 --- a/doc/classes/PackedStringArray.xml +++ b/doc/classes/PackedStringArray.xml @@ -80,6 +80,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedStringArray" /> <description> </description> @@ -92,6 +97,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedStringArray" /> <description> </description> diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml index 51b7c951da..3678222da4 100644 --- a/doc/classes/PackedVector2Array.xml +++ b/doc/classes/PackedVector2Array.xml @@ -80,6 +80,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedVector2Array" /> <description> </description> @@ -98,6 +103,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedVector2Array" /> <description> </description> diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml index 04a5e3d42e..84d4297a3b 100644 --- a/doc/classes/PackedVector3Array.xml +++ b/doc/classes/PackedVector3Array.xml @@ -79,6 +79,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> </description> @@ -97,6 +102,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> </description> diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 335c3d254b..6e905eace6 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -169,7 +169,7 @@ <constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor"> </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor"> - Number of active [RigidBody2D] nodes in the game. + Number of active [RigidDynamicBody2D] nodes in the game. </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor"> Number of collision pairs in the 2D physics engine. @@ -178,7 +178,7 @@ Number of islands in the 2D physics engine. </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor"> - Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. + Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor"> Number of collision pairs in the 3D physics engine. diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml index b4d92475a1..8fa42a9596 100644 --- a/doc/classes/PhysicalBone2D.xml +++ b/doc/classes/PhysicalBone2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.0"> +<class name="PhysicalBone2D" inherits="RigidDynamicBody2D" version="4.0"> <brief_description> A 2D node that can be used for physically aware bones in 2D. </brief_description> <description> - The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. + The [code]PhysicalBone2D[/code] node is a [RigidDynamicBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. [b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node. </description> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 01c8933b51..56c34615ce 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer2D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -108,7 +108,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor]. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 839a83cfc3..a7458ff495 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer3D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -103,7 +103,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody3D.contact_monitor]. </description> </method> <method name="get_contact_impulse" qualifiers="const"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index c7db312b9d..5497ae7412 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1212,7 +1212,7 @@ The [Shape3D] is a [HeightMapShape3D]. </constant> <constant name="SHAPE_SOFT_BODY" value="9" enum="ShapeType"> - The [Shape3D] is a [SoftBody3D]. + The [Shape3D] is used internally for a soft body. Any attempt to create this kind of shape results in an error. </constant> <constant name="SHAPE_CUSTOM" value="10" enum="ShapeType"> This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index c243c3ad15..bc9b3cafb5 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -125,12 +125,22 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> </description> </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Plane" /> <description> </description> diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml index 720188f67e..7858ac732b 100644 --- a/doc/classes/Quaternion.xml +++ b/doc/classes/Quaternion.xml @@ -135,6 +135,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> </description> @@ -189,6 +194,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Quaternion" /> <description> </description> diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml index ddd30dbc82..424a76ee44 100644 --- a/doc/classes/RID.xml +++ b/doc/classes/RID.xml @@ -30,6 +30,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="RID" /> <description> </description> @@ -48,6 +53,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="RID" /> <description> </description> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index e6c8ff86b6..915099dc1c 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -149,6 +149,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> </description> @@ -161,6 +166,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Rect2" /> <description> </description> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index a75c31a007..2a98e0c087 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -139,12 +139,22 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> </description> </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Rect2i" /> <description> </description> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index b5d2d46a85..50db1dc122 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -5,7 +5,7 @@ </brief_description> <description> Rich text can contain custom text, fonts, images and some basic formatting. The label manages these as an internal tag stack. It also adapts itself to given width/heights. - [b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods. + [b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member text] will erase previous edits made from other manual sources such as [method append_text] and the [code]push_*[/code] / [method pop] methods. [b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code]. [b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode. [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. @@ -35,18 +35,18 @@ Adds raw non-BBCode-parsed text to the tag stack. </description> </method> - <method name="append_bbcode"> + <method name="append_text"> <return type="int" enum="Error" /> <argument index="0" name="bbcode" type="String" /> <description> Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns the result of the parsing, [constant OK] if successful. - [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_bbcode] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member bbcode_text] instead of using [method append_bbcode]. + [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_text] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member text] instead of using [method append_text]. </description> </method> <method name="clear"> <return type="void" /> <description> - Clears the tag stack and sets [member bbcode_text] to an empty string. + Clears the tag stack and sets [member text] to an empty string. </description> </method> <method name="get_content_height" qualifiers="const"> @@ -67,6 +67,12 @@ Returns the total number of paragraphs (newlines or [code]p[/code] tags in the tag stack's text tags). Considers wrapped text as one paragraph. </description> </method> + <method name="get_parsed_text" qualifiers="const"> + <return type="String" /> + <description> + Returns the text without BBCode mark-up. + </description> + </method> <method name="get_selected_text" qualifiers="const"> <return type="String" /> <description> @@ -126,7 +132,7 @@ <return type="int" enum="Error" /> <argument index="0" name="bbcode" type="String" /> <description> - The assignment version of [method append_bbcode]. Clears the tag stack and inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] successfully. + The assignment version of [method append_text]. Clears the tag stack and inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] successfully. </description> </method> <method name="parse_expressions_for_values"> @@ -368,10 +374,6 @@ <member name="bbcode_enabled" type="bool" setter="set_use_bbcode" getter="is_using_bbcode" default="false"> If [code]true[/code], the label uses BBCode formatting. </member> - <member name="bbcode_text" type="String" setter="set_bbcode" getter="get_bbcode" default=""""> - The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited. - [b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call. - </member> <member name="custom_effects" type="Array" setter="set_effects" getter="get_effects" default="[]"> The currently installed custom effects. This is an array of [RichTextEffect]s. To add a custom effect, it's more convenient to use [method install_effect]. @@ -413,8 +415,8 @@ The number of spaces associated with a single tab length. Does not affect [code]\t[/code] in text tags, only indent tags. </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> - The raw text of the label. - When set, clears the tag stack and adds a raw text tag to the top of it. Does not parse BBCodes. Does not modify [member bbcode_text]. + The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited. + [b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is unadvised to use the [code]+=[/code] operator with [code]text[/code] (e.g. [code]text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_text] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call. </member> <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> Base text writing direction. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidDynamicBody2D.xml index 0702955495..059379242b 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidDynamicBody2D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0"> +<class name="RigidDynamicBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects. </brief_description> <description> - This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. - A RigidBody2D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. - [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + This node implements simulated 2D physics. You do not control a RigidDynamicBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. + A RigidDynamicBody2D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. + [b]Note:[/b] You should not change a RigidDynamicBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator]. The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets. @@ -103,17 +103,17 @@ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration. When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed. </member> - <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0"> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0"> Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. + If [code]true[/code], the body will emit signals when it collides with another RigidDynamicBody2D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end). </member> - <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0"> + <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidDynamicBody2D.CCDMode" default="0"> Continuous collision detection mode. Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details. </member> @@ -137,7 +137,7 @@ <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode" default="0"> + <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody2D.Mode" default="0"> The body's mode. See [enum Mode] for possible values. For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead. </member> @@ -170,11 +170,11 @@ <argument index="2" name="body_shape" type="int" /> <argument index="3" name="local_shape" type="int" /> <description> - Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. - [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. </description> </signal> <signal name="body_shape_exited"> @@ -183,11 +183,11 @@ <argument index="2" name="body_shape" type="int" /> <argument index="3" name="local_shape" type="int" /> <description> - Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. - [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. </description> </signal> <signal name="sleeping_state_changed"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 1be35b0576..9b6bcd840b 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -1,14 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0"> +<class name="RigidDynamicBody3D" inherits="PhysicsBody3D" version="4.0"> <brief_description> Physics Body which is moved by 3D physics simulation. Useful for objects that have gravity and can be pushed by other objects. </brief_description> <description> - This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - A RigidBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. - [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + This is the node that implements full 3D physics. This means that you do not control a RigidDynamicBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. + A RigidDynamicBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. + [b]Note:[/b] Don't change a RigidDynamicBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. - With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. + With Bullet physics (the default), the center of mass is the RigidDynamicBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -80,7 +80,7 @@ <method name="get_inverse_inertia_tensor" qualifiers="const"> <return type="Basis" /> <description> - Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. + Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidDynamicBody3D]. </description> </method> <method name="set_axis_velocity"> @@ -93,11 +93,11 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> - Damps RigidBody3D's rotational forces. + Damps RigidDynamicBody3D's rotational forces. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)"> - RigidBody3D's rotational velocity. + RigidDynamicBody3D's rotational velocity. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. @@ -106,11 +106,11 @@ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration. When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed. </member> - <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody3D.CenterOfMassMode" default="0"> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.CenterOfMassMode" default="0"> Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. + If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. @@ -124,7 +124,7 @@ If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> - This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. + This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidDynamicBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> <member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)"> The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value. @@ -140,7 +140,7 @@ <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody3D.Mode" default="0"> + <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody3D.Mode" default="0"> The body's mode. See [enum Mode] for possible values. For a body that uses only Static or Kinematic mode, use [StaticBody3D] or [AnimatableBody3D] instead. </member> @@ -173,11 +173,11 @@ <argument index="2" name="body_shape" type="int" /> <argument index="3" name="local_shape" type="int" /> <description> - Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. - [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> @@ -187,11 +187,11 @@ <argument index="2" name="body_shape" type="int" /> <argument index="3" name="local_shape" type="int" /> <description> - Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. - [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index 0e44abef42..11107c093d 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -89,12 +89,22 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Signal" /> <description> </description> </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Signal" /> <description> </description> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 2f340adb9f..c2b514f232 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -216,7 +216,7 @@ <argument index="0" name="exception" type="RID" /> <description> Adds a collision exception to the physical bone. - Works just like the [RigidBody3D] node. + Works just like the [RigidDynamicBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> @@ -224,7 +224,7 @@ <argument index="0" name="exception" type="RID" /> <description> Removes a collision exception to the physical bone. - Works just like the [RigidBody3D] node. + Works just like the [RigidDynamicBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftDynamicBody3D.xml index d5f0e3c95c..f999f77e78 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftDynamicBody3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0"> +<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0"> <brief_description> A soft mesh physics body. </brief_description> @@ -91,16 +91,16 @@ </methods> <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. + The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. + The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> - <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0"> + <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftDynamicBody3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> <member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0"> @@ -108,23 +108,23 @@ <member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5"> </member> <member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")"> - [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. + [NodePath] to a [CollisionObject3D] this SoftDynamicBody3D should avoid clipping. </member> <member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0"> </member> <member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true"> - If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. + If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s. </member> <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5"> Increasing this value will improve the resulting simulation, but can affect performance. Use with care. </member> <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0"> - The SoftBody3D's mass. + The SoftDynamicBody3D's mass. </member> </members> <constants> <constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D]. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftDynamicBody3D]. Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode"> diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index 0344c3e0d1..9cbe0bdb40 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Static body for 2D physics. - A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move. + A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody2D], it doesn't consume any CPU resources as long as they don't move. They have extra functionalities to move and affect other bodies: [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index 4cb51b60ec..6e2377def0 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Static body for 3D physics. - A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move. + A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody3D], it doesn't consume any CPU resources as long as they don't move. They have extra functionalities to move and affect other bodies: [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. diff --git a/doc/classes/String.xml b/doc/classes/String.xml index eb6c52d662..dceaf87afa 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -445,6 +445,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> @@ -481,6 +486,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> @@ -503,6 +513,12 @@ <description> </description> </method> + <method name="operator []" qualifiers="operator"> + <return type="String" /> + <argument index="0" name="index" type="int" /> + <description> + </description> + </method> <method name="pad_decimals" qualifiers="const"> <return type="String" /> <argument index="0" name="digits" type="int" /> diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index 4c2619e782..b4289b5564 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -31,6 +31,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> @@ -43,6 +48,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="String" /> <description> </description> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 948585aecb..16af2a4075 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -115,6 +115,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> </description> @@ -159,6 +164,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Transform2D" /> <description> </description> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 1c906f6a51..337e7d2693 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -85,6 +85,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> </description> @@ -129,6 +134,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Transform3D" /> <description> </description> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 029848be33..a002166664 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -27,13 +27,14 @@ <method name="get_loaded_locales" qualifiers="const"> <return type="Array" /> <description> - Returns an Array of all loaded locales of the game. + Returns an array of all loaded locales of the project. </description> </method> <method name="get_locale" qualifiers="const"> <return type="String" /> <description> - Returns the current locale of the game. + Returns the current locale of the project. + See also [method OS.get_locale] and [method OS.get_locale_language] to query the locale of the user system. </description> </method> <method name="get_locale_name" qualifiers="const"> @@ -75,7 +76,8 @@ <return type="void" /> <argument index="0" name="locale" type="String" /> <description> - Sets the locale of the game. + Sets the locale of the project. The [code]locale[/code] string will be standardized to match known locales (e.g. [code]en-US[/code] would be matched to [code]en_US[/code]). + If translations have been loaded beforehand for the new locale, they will be applied. </description> </method> <method name="translate" qualifiers="const"> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index e61f1fe951..b61d5bea0e 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -227,6 +227,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> </description> @@ -299,6 +304,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector2" /> <description> </description> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index 212b1fd22b..2e69d6efdf 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -64,6 +64,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> </description> @@ -142,6 +147,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector2i" /> <description> </description> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 78251b0342..9f2ea7b2a0 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -210,6 +210,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> </description> @@ -294,6 +299,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector3" /> <description> </description> @@ -412,13 +422,6 @@ Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> - <method name="to_diagonal_matrix" qualifiers="const"> - <return type="Basis" /> - <description> - Returns a diagonal matrix with the vector as main diagonal. - This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale. - </description> - </method> </methods> <members> <member name="x" type="float" setter="" getter="" default="0.0"> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 75df182025..bc3712ba3e 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -70,6 +70,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> </description> @@ -148,6 +153,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="Vector3i" /> <description> </description> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index 90d0591949..21a37f7b53 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VehicleBody3D" inherits="RigidBody3D" version="4.0"> +<class name="VehicleBody3D" inherits="RigidDynamicBody3D" version="4.0"> <brief_description> Physics body that simulates the behavior of a car. </brief_description> @@ -15,10 +15,10 @@ </methods> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing. </member> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 35f1189a06..5b4511beab 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -32,7 +32,7 @@ </methods> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. </member> <member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83"> The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car. @@ -41,7 +41,7 @@ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5. </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the wheel reversing. </member> @@ -49,7 +49,7 @@ The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving. </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0"> - The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. + The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. </member> <member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88"> This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. diff --git a/doc/classes/VisibleOnScreenEnabler3D.xml b/doc/classes/VisibleOnScreenEnabler3D.xml index 3205d6b415..f781ef9749 100644 --- a/doc/classes/VisibleOnScreenEnabler3D.xml +++ b/doc/classes/VisibleOnScreenEnabler3D.xml @@ -4,7 +4,7 @@ Enables certain nodes only when approximately visible. </brief_description> <description> - The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself. + The VisibleOnScreenEnabler3D will disable [RigidDynamicBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself. If you just want to receive notifications, use [VisibleOnScreenNotifier3D] instead. [b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. [b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene initialization. diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index f3b16217e5..2d4ba8872e 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -121,6 +121,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="bool" /> <description> Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/code] and the other is [code]false[/code]. @@ -135,6 +140,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="bool" /> <description> Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code]. diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 4bf04fe25f..be8e1638e4 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -42,6 +42,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if two floats are different from each other. @@ -191,6 +196,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if both floats are exactly equal. diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 32b5fe1012..dd523185df 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -68,6 +68,11 @@ </method> <method name="operator !=" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if operands are different from each other. @@ -173,17 +178,17 @@ </description> </method> <method name="operator +" qualifiers="operator"> - <return type="float" /> - <argument index="0" name="right" type="float" /> + <return type="int" /> + <argument index="0" name="right" type="int" /> <description> - Adds an [int] to a [float]. The result is a [float]. + Adds two integers. </description> </method> <method name="operator +" qualifiers="operator"> - <return type="int" /> - <argument index="0" name="right" type="int" /> + <return type="float" /> + <argument index="0" name="right" type="float" /> <description> - Adds two integers. + Adds an [int] to a [float]. The result is a [float]. </description> </method> <method name="operator -" qualifiers="operator"> @@ -262,6 +267,11 @@ </method> <method name="operator ==" qualifiers="operator"> <return type="bool" /> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool" /> <argument index="0" name="right" type="float" /> <description> Returns [code]true[/code] if the integer is equal to the given [float]. |
