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-rw-r--r--doc/classes/EditorInspectorPlugin.xml2
-rw-r--r--doc/classes/Mesh.xml2
-rw-r--r--doc/classes/MeshLibrary.xml2
-rw-r--r--doc/classes/NavigationAgent2D.xml2
-rw-r--r--doc/classes/NavigationAgent3D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml5
-rw-r--r--doc/classes/RenderingServer.xml3
7 files changed, 12 insertions, 6 deletions
diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml
index e5e6905cd2..4f6ef76c4c 100644
--- a/doc/classes/EditorInspectorPlugin.xml
+++ b/doc/classes/EditorInspectorPlugin.xml
@@ -78,9 +78,11 @@
<param index="0" name="property" type="String" />
<param index="1" name="editor" type="Control" />
<param index="2" name="add_to_end" type="bool" default="false" />
+ <param index="3" name="label" type="String" default="&quot;&quot;" />
<description>
Adds a property editor for an individual property. The [param editor] control must extend [EditorProperty].
There can be multiple property editors for a property. If [param add_to_end] is [code]true[/code], this newly added editor will be displayed after all the other editors of the property whose [param add_to_end] is [code]false[/code]. For example, the editor uses this parameter to add an "Edit Region" button for [member Sprite2D.region_rect] below the regular [Rect2] editor.
+ [param label] can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead.
</description>
</method>
<method name="add_property_editor_for_multiple_properties">
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 966e870940..6b5a50d97b 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -4,7 +4,7 @@
A [Resource] that contains vertex array-based geometry.
</brief_description>
<description>
- Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
+ Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. The maximum number of surfaces per mesh is [constant RenderingServer.MAX_MESH_SURFACES].
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/2742</link>
diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml
index c5e8d8cbe7..f65e29af8e 100644
--- a/doc/classes/MeshLibrary.xml
+++ b/doc/classes/MeshLibrary.xml
@@ -29,7 +29,7 @@
<return type="int" />
<param index="0" name="name" type="String" />
<description>
- Returns the first item with the given name.
+ Returns the first item with the given name, or [code]-1[/code] if no item is found.
</description>
</method>
<method name="get_item_list" qualifiers="const">
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 6f0561e66e..94c372106b 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -261,7 +261,7 @@
<signal name="velocity_computed">
<param index="0" name="safe_velocity" type="Vector2" />
<description>
- Notifies when the collision avoidance velocity is calculated. Emitted when [member velocity] is set. Only emitted when [member avoidance_enabled] is true.
+ Notifies when the collision avoidance velocity is calculated. Emitted every update as long as [member avoidance_enabled] is [code]true[/code] and the agent has a navigation map.
</description>
</signal>
<signal name="waypoint_reached">
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 64ee35a84b..5f9f4991d1 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -271,7 +271,7 @@
<signal name="velocity_computed">
<param index="0" name="safe_velocity" type="Vector3" />
<description>
- Notifies when the collision avoidance velocity is calculated. Emitted when [member velocity] is set. Only emitted when [member avoidance_enabled] is true.
+ Notifies when the collision avoidance velocity is calculated. Emitted every update as long as [member avoidance_enabled] is [code]true[/code] and the agent has a navigation map.
</description>
</signal>
<signal name="waypoint_reached">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5ac4c96d93..32e71ce030 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -902,8 +902,9 @@
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/vsync_mode].
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
- Depending on the platform and used renderer, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
- [b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
+ Depending on the platform and rendering method, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
+ V-Sync can be disabled on the command line using the [code]--disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
+ [b]Note:[/b] The [b]Adaptive[/b] and [b]Mailbox[/b] V-Sync modes are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead.
</member>
<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="&quot;&quot;">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 3ddc0d8f7b..3c9f0fc7af 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -4239,6 +4239,9 @@
<constant name="MAX_2D_DIRECTIONAL_LIGHTS" value="8">
The maximum number of directional lights that can be rendered at a given time in 2D.
</constant>
+ <constant name="MAX_MESH_SURFACES" value="256">
+ The maximum number of surfaces a mesh can have.
+ </constant>
<constant name="TEXTURE_LAYERED_2D_ARRAY" value="0" enum="TextureLayeredType">
Array of 2-dimensional textures (see [Texture2DArray]).
</constant>