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-rw-r--r--doc/classes/AStarGrid2D.xml4
-rw-r--r--doc/classes/AnimatedTexture.xml3
-rw-r--r--doc/classes/CodeEdit.xml14
-rw-r--r--doc/classes/Control.xml4
-rw-r--r--doc/classes/EditorSettings.xml4
-rw-r--r--doc/classes/GDExtension.xml1
-rw-r--r--doc/classes/HTTPClient.xml8
-rw-r--r--doc/classes/Label.xml3
-rw-r--r--doc/classes/NavigationAgent2D.xml12
-rw-r--r--doc/classes/NavigationAgent3D.xml16
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/PhysicsServer2D.xml2
-rw-r--r--doc/classes/RenderingDevice.xml6
-rw-r--r--doc/classes/RenderingServer.xml10
-rw-r--r--doc/classes/ScriptLanguageExtension.xml2
-rw-r--r--doc/classes/Skeleton3D.xml1
-rw-r--r--doc/classes/SkeletonIK3D.xml1
-rw-r--r--doc/classes/SurfaceTool.xml2
-rw-r--r--doc/classes/TLSOptions.xml2
-rw-r--r--doc/classes/Thread.xml1
-rw-r--r--doc/classes/TreeItem.xml15
-rw-r--r--doc/classes/Viewport.xml2
22 files changed, 79 insertions, 36 deletions
diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml
index 0cf0676521..418a57dfa4 100644
--- a/doc/classes/AStarGrid2D.xml
+++ b/doc/classes/AStarGrid2D.xml
@@ -161,9 +161,9 @@
<member name="region" type="Rect2i" setter="set_region" getter="get_region" default="Rect2i(0, 0, 0, 0)">
The region of grid cells available for pathfinding. If changed, [method update] needs to be called before finding the next path.
</member>
- <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(0, 0)">
+ <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(0, 0)" is_deprecated="true">
The size of the grid (number of cells of size [member cell_size] on each axis). If changed, [method update] needs to be called before finding the next path.
- [b]Note:[/b] This property is deprecated, use [member region] instead.
+ [i]Deprecated.[/i] Use [member region] instead.
</member>
</members>
<constants>
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index e16c9353bd..63c62e1beb 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -8,7 +8,8 @@
The playback of the animation is controlled by the [member speed_scale] property, as well as each frame's duration (see [method set_frame_duration]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
[AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D].
- [b]Warning:[/b] AnimatedTexture is deprecated, and might be removed in a future release. Its current implementation is not efficient for the modern renderers.
+ [b]Warning:[/b] The current implementation is not efficient for the modern renderers.
+ [i]Deprecated.[/i] This class is deprecated, and might be removed in a future release.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 67645cefc3..7686fd9384 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -49,8 +49,10 @@
<param index="3" name="text_color" type="Color" default="Color(1, 1, 1, 1)" />
<param index="4" name="icon" type="Resource" default="null" />
<param index="5" name="value" type="Variant" default="0" />
+ <param index="6" name="location" type="int" default="1024" />
<description>
Submits an item to the queue of potential candidates for the autocomplete menu. Call [method update_code_completion_options] to update the list.
+ [param location] indicates location of the option relative to the location of the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how to set this value.
[b]Note:[/b] This list will replace all current candidates.
</description>
</method>
@@ -560,6 +562,18 @@
<constant name="KIND_PLAIN_TEXT" value="9" enum="CodeCompletionKind">
Marks the option as unclassified or plain text.
</constant>
+ <constant name="LOCATION_LOCAL" value="0" enum="CodeCompletionLocation">
+ The option is local to the location of the code completion query - e.g. a local variable. Subsequent value of location represent options from the outer class, the exact value represent how far they are (in terms of inner classes).
+ </constant>
+ <constant name="LOCATION_PARENT_MASK" value="256" enum="CodeCompletionLocation">
+ The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.
+ </constant>
+ <constant name="LOCATION_OTHER_USER_CODE" value="512" enum="CodeCompletionLocation">
+ The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).
+ </constant>
+ <constant name="LOCATION_OTHER" value="1024" enum="CodeCompletionLocation">
+ The option is from other engine code, not covered by the other enum constants - e.g. built-in classes.
+ </constant>
</constants>
<theme_items>
<theme_item name="background_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 216cf8024f..e0dd0eb9a8 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1029,13 +1029,13 @@
The size of the node's bounding rectangle, in the node's coordinate system. [Container] nodes update this property automatically.
</member>
<member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" enum="Control.SizeFlags" default="1">
- Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
+ Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use a combination of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
</member>
<member name="size_flags_stretch_ratio" type="float" setter="set_stretch_ratio" getter="get_stretch_ratio" default="1.0">
If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbor a ratio of 1, this node will take two thirds of the available space.
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" enum="Control.SizeFlags" default="1">
- Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
+ Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use a combination of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
</member>
<member name="theme" type="Theme" setter="set_theme" getter="get_theme">
The [Theme] resource this node and all its [Control] and [Window] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority.
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index c66f43d51c..59a74b5cd1 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -697,6 +697,10 @@
<member name="run/output/font_size" type="int" setter="" getter="">
The size of the font in the [b]Output[/b] panel at the bottom of the editor. This setting does not impact the font size of the script editor (see [member interface/editor/code_font_size]).
</member>
+ <member name="run/window_placement/android_window" type="int" setter="" getter="">
+ The Android window to display the project on when starting the project from the editor.
+ [b]Note:[/b] Only available in the Android editor.
+ </member>
<member name="run/window_placement/rect" type="int" setter="" getter="">
The window mode to use to display the project when starting the project from the editor.
</member>
diff --git a/doc/classes/GDExtension.xml b/doc/classes/GDExtension.xml
index 762de88be6..573c88c7c1 100644
--- a/doc/classes/GDExtension.xml
+++ b/doc/classes/GDExtension.xml
@@ -32,7 +32,6 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<param index="1" name="entry_symbol" type="String" />
- <param index="2" name="use_legacy_interface" type="bool" default="false" />
<description>
</description>
</method>
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index e1644f1b21..39cebf773b 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -321,11 +321,11 @@
<constant name="RESPONSE_NOT_MODIFIED" value="304" enum="ResponseCode">
HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD request has been received and would have resulted in a 200 OK response if it were not for the fact that the condition evaluated to [code]false[/code].
</constant>
- <constant name="RESPONSE_USE_PROXY" value="305" enum="ResponseCode">
- HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]
+ <constant name="RESPONSE_USE_PROXY" value="305" enum="ResponseCode" is_deprecated="true">
+ [i]Deprecated.[/i] HTTP status code [code]305 Use Proxy[/code].
</constant>
- <constant name="RESPONSE_SWITCH_PROXY" value="306" enum="ResponseCode">
- HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/i]
+ <constant name="RESPONSE_SWITCH_PROXY" value="306" enum="ResponseCode" is_deprecated="true">
+ [i]Deprecated.[/i] HTTP status code [code]306 Switch Proxy[/code].
</constant>
<constant name="RESPONSE_TEMPORARY_REDIRECT" value="307" enum="ResponseCode">
HTTP status code [code]307 Temporary Redirect[/code]. The target resource resides temporarily under a different URI and the user agent MUST NOT change the request method if it performs an automatic redirection to that URI.
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index cb77102ee2..466b353f15 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -71,6 +71,9 @@
<member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
Set additional options for BiDi override.
</member>
+ <member name="tab_stops" type="PackedFloat32Array" setter="set_tab_stops" getter="get_tab_stops" default="PackedFloat32Array()">
+ Aligns text to the given tab-stops.
+ </member>
<member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
The text to display on screen.
</member>
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 0feeacfb41..00aedb490d 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -143,10 +143,10 @@
If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer2D]. When [member velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector2 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
</member>
<member name="avoidance_layers" type="int" setter="set_avoidance_layers" getter="get_avoidance_layers" default="1">
- A bitfield determining the avoidance layers for this NavigationAgent. Other agent's with a matching bit on the [member avoidance_mask] will avoid this agent.
+ A bitfield determining the avoidance layers for this NavigationAgent. Other agents with a matching bit on the [member avoidance_mask] will avoid this agent.
</member>
<member name="avoidance_mask" type="int" setter="set_avoidance_mask" getter="get_avoidance_mask" default="1">
- A bitfield determining what other avoidance agent's and obstacles this NavigationAgent will avoid when a bit matches at least one of their [member avoidance_layers].
+ A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their [member avoidance_layers].
</member>
<member name="avoidance_priority" type="float" setter="set_avoidance_priority" getter="get_avoidance_priority" default="1.0">
The agent does not adjust the velocity for other agents that would match the [member avoidance_mask] but have a lower [member avoidance_priority]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
@@ -173,13 +173,13 @@
The maximum speed that an agent can move.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
- A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
+ A bitfield determining which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.
</member>
<member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="500.0">
The distance to search for other agents.
</member>
<member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="20.0">
- The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ The distance threshold before a path point is considered to be reached. This allows agents to not have to hit a path point on the path exactly, but only to reach its general area. If this value is set too high, the NavigationAgent will skip points on the path, which can lead too leaving the navigation mesh. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="100.0">
The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
@@ -198,7 +198,7 @@
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="10.0">
- The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
+ The distance threshold before the final target point is considered to be reached. This allows agents to not have to hit the point of the final target exactly, but only to reach its general area. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 0)">
If set a new navigation path from the current agent position to the [member target_position] is requested from the NavigationServer.
@@ -210,7 +210,7 @@
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
</member>
<member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
- Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfil this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use [method set_velocity_forced] as well to reset the internal simulation velocity.
+ Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use [method set_velocity_forced] as well to reset the internal simulation velocity.
</member>
</members>
<signals>
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 6dc1b4ec36..f341686d57 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -146,7 +146,7 @@
A bitfield determining the avoidance layers for this NavigationAgent. Other agent's with a matching bit on the [member avoidance_mask] will avoid this agent.
</member>
<member name="avoidance_mask" type="int" setter="set_avoidance_mask" getter="get_avoidance_mask" default="1">
- A bitfield determining what other avoidance agent's and obstacles this NavigationAgent will avoid when a bit matches at least one of their [member avoidance_layers].
+ A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their [member avoidance_layers].
</member>
<member name="avoidance_priority" type="float" setter="set_avoidance_priority" getter="get_avoidance_priority" default="1.0">
The agent does not adjust the velocity for other agents that would match the [member avoidance_mask] but have a lower [member avoidance_priority]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
@@ -164,7 +164,7 @@
If [code]true[/code] uses the defined [member debug_path_custom_color] for this agent instead of global color.
</member>
<member name="height" type="float" setter="set_height" getter="get_height" default="1.0">
- The height of the avoidance agent. Agent's will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.
+ The height of the avoidance agent. Agents will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.
</member>
<member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10">
The maximum number of neighbors for the agent to consider.
@@ -173,13 +173,13 @@
The maximum speed that an agent can move.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
- A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
+ A bitfield determining which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.
</member>
<member name="neighbor_distance" type="float" setter="set_neighbor_distance" getter="get_neighbor_distance" default="50.0">
The distance to search for other agents.
</member>
<member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
- The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ The distance threshold before a path point is considered to be reached. This allows agents to not have to hit a path point on the path exactly, but only to reach its general area. If this value is set too high, the NavigationAgent will skip points on the path, which can lead to leaving the navigation mesh. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
</member>
<member name="path_height_offset" type="float" setter="set_path_height_offset" getter="get_path_height_offset" default="0.0">
The height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents.
@@ -201,7 +201,7 @@
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
+ The distance threshold before the final target point is considered to be reached. This allows agents to not have to hit the point of the final target exactly, but only to reach its general. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, 0, 0)">
If set a new navigation path from the current agent position to the [member target_position] is requested from the NavigationServer.
@@ -213,11 +213,11 @@
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
</member>
<member name="use_3d_avoidance" type="bool" setter="set_use_3d_avoidance" getter="get_use_3d_avoidance" default="false">
- If [code]true[/code] the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.
- If [code]false[/code] the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including [member height] in 2D avoidance.
+ If [code]true[/code], the agent calculates avoidance velocities in 3D omnidirectionally, e.g. for games that take place in air, underwater or space. Agents using 3D avoidance only avoid other agents using 3D avoidance, and react to radius-based avoidance obstacles. They ignore any vertex-based obstacles.
+ If [code]false[/code], the agent calculates avoidance velocities in 2D along the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid other agents using 2D avoidance, and react to radius-based avoidance obstacles or vertex-based avoidance obstacles. Other agents using 2D avoidance that are below or above their current position including [member height] are ignored.
</member>
<member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
- Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfil this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use [method set_velocity_forced] as well to reset the internal simulation velocity.
+ Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use [method set_velocity_forced] as well to reset the internal simulation velocity.
</member>
</members>
<signals>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index c6a3217e0e..e9437e0be7 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -946,7 +946,7 @@
This notification is emitted [i]after[/i] the related [signal tree_exiting].
</constant>
<constant name="NOTIFICATION_MOVED_IN_PARENT" value="12" is_deprecated="true">
- This notification is deprecated and is no longer emitted. Use [constant NOTIFICATION_CHILD_ORDER_CHANGED] instead.
+ [i]Deprecated.[/i] This notification is no longer emitted. Use [constant NOTIFICATION_CHILD_ORDER_CHANGED] instead.
</constant>
<constant name="NOTIFICATION_READY" value="13">
Notification received when the node is ready. See [method _ready].
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index e7b5e4132b..3e2bb9b53a 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -909,7 +909,7 @@
- [constant SHAPE_CAPSULE]: an array of length two (or a [Vector2]) containing a [code]float[/code] [code]height[/code] and a [code]float[/code] [code]radius[/code],
- [constant SHAPE_CONVEX_POLYGON]: either a [PackedVector2Array] of points defining a convex polygon in counterclockwise order (the clockwise outward normal of each segment formed by consecutive points is calculated internally), or a [PackedFloat32Array] of length divisible by four so that every 4-tuple of [code]float[/code]s contains the coordinates of a point followed by the coordinates of the clockwise outward normal vector to the segment between the current point and the next point,
- [constant SHAPE_CONCAVE_POLYGON]: a [PackedVector2Array] of length divisible by two (each pair of points forms one segment).
- [b]Warning[/b]: In the case of [constant SHAPE_CONVEX_POLYGON], this method does not check if the points supplied actually form a convex polygon (unlike the [member CollisionPolygon2D.polygon] property).
+ [b]Warning:[/b] In the case of [constant SHAPE_CONVEX_POLYGON], this method does not check if the points supplied actually form a convex polygon (unlike the [member CollisionPolygon2D.polygon] property).
</description>
</method>
<method name="space_create">
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 26a7ae6aca..2e92eac2a5 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -2044,16 +2044,22 @@
<constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
<constant name="INITIAL_ACTION_CLEAR" value="0" enum="InitialAction">
+ Start rendering and clear the whole framebuffer.
</constant>
<constant name="INITIAL_ACTION_CLEAR_REGION" value="1" enum="InitialAction">
+ Start rendering and clear the framebuffer in the specified region.
</constant>
<constant name="INITIAL_ACTION_CLEAR_REGION_CONTINUE" value="2" enum="InitialAction">
+ Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously.
</constant>
<constant name="INITIAL_ACTION_KEEP" value="3" enum="InitialAction">
+ Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition.
</constant>
<constant name="INITIAL_ACTION_DROP" value="4" enum="InitialAction">
+ Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color.
</constant>
<constant name="INITIAL_ACTION_CONTINUE" value="5" enum="InitialAction">
+ Continue rendering. Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as the final action previously.
</constant>
<constant name="INITIAL_ACTION_MAX" value="6" enum="InitialAction">
Represents the size of the [enum InitialAction] enum.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4b0bdc5329..840a594ec4 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3304,14 +3304,14 @@
Returns a texture [RID] that can be used with [RenderingDevice].
</description>
</method>
- <method name="texture_proxy_create">
+ <method name="texture_proxy_create" is_deprecated="true">
<return type="RID" />
<param index="0" name="base" type="RID" />
<description>
- [i]Deprecated.[/i] As ProxyTexture was removed in Godot 4, this method does nothing when called and always returns a null [RID].
+ [i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method does nothing when called and always returns a null [RID].
</description>
</method>
- <method name="texture_proxy_update">
+ <method name="texture_proxy_update" is_deprecated="true">
<return type="void" />
<param index="0" name="texture" type="RID" />
<param index="1" name="proxy_to" type="RID" />
@@ -3960,8 +3960,8 @@
<constant name="MAX_GLOW_LEVELS" value="7">
The maximum number of glow levels that can be used with the glow post-processing effect.
</constant>
- <constant name="MAX_CURSORS" value="8">
- [i]Deprecated.[/i] This constant is unused.
+ <constant name="MAX_CURSORS" value="8" is_deprecated="true">
+ [i]Deprecated.[/i] This constant is unused internally.
</constant>
<constant name="MAX_2D_DIRECTIONAL_LIGHTS" value="8">
The maximum number of directional lights that can be rendered at a given time in 2D.
diff --git a/doc/classes/ScriptLanguageExtension.xml b/doc/classes/ScriptLanguageExtension.xml
index 20017291a0..43388554b3 100644
--- a/doc/classes/ScriptLanguageExtension.xml
+++ b/doc/classes/ScriptLanguageExtension.xml
@@ -358,7 +358,7 @@
<constant name="LOOKUP_RESULT_MAX" value="9" enum="LookupResultType">
</constant>
<constant name="LOCATION_LOCAL" value="0" enum="CodeCompletionLocation">
- The option is local to the location of the code completion query - e.g. a local variable.
+ The option is local to the location of the code completion query - e.g. a local variable. Subsequent value of location represent options from the outer class, the exact value represent how far they are (in terms of inner classes).
</constant>
<constant name="LOCATION_PARENT_MASK" value="256" enum="CodeCompletionLocation">
The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index d410c5840c..a3f0a6c734 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -49,6 +49,7 @@
<return type="void" />
<description>
Force updates the bone transforms/poses for all bones in the skeleton.
+ [i]Deprecated.[/i] Do not use.
</description>
</method>
<method name="force_update_bone_child_transform">
diff --git a/doc/classes/SkeletonIK3D.xml b/doc/classes/SkeletonIK3D.xml
index 6de86c3b10..9973c1818b 100644
--- a/doc/classes/SkeletonIK3D.xml
+++ b/doc/classes/SkeletonIK3D.xml
@@ -24,6 +24,7 @@
# Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton)
skeleton_ik_node.set_interpolation(0.0)
[/codeblock]
+ [i]Deprecated.[/i] This class is deprecated, and might be removed in a future release.
</description>
<tutorials>
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index ddea69e56e..aa486a1843 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -124,7 +124,7 @@
<param index="1" name="target_index_count" type="int" default="3" />
<description>
Generates a LOD for a given [param nd_threshold] in linear units (square root of quadric error metric), using at most [param target_index_count] indices.
- Deprecated. Unused internally and neglects to preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead.
+ [i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead.
</description>
</method>
<method name="generate_normals">
diff --git a/doc/classes/TLSOptions.xml b/doc/classes/TLSOptions.xml
index 76f79f9fc1..a95e9a6123 100644
--- a/doc/classes/TLSOptions.xml
+++ b/doc/classes/TLSOptions.xml
@@ -15,7 +15,7 @@
# Create a TLS server configuration.
var server_certs = load("res://my_server_cas.crt")
var server_key = load("res://my_server_key.key")
- var server_tls_options = TLSOptions.server(server_certs, server_key)
+ var server_tls_options = TLSOptions.server(server_key, server_certs)
[/gdscript]
[/codeblocks]
</description>
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index a7f33eb539..9ba37a035e 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -54,7 +54,6 @@
Joins the [Thread] and waits for it to finish. Returns the output of the [Callable] passed to [method start].
Should either be used when you want to retrieve the value returned from the method called by the [Thread] or before freeing the instance that contains the [Thread].
To determine if this can be called without blocking the calling thread, check if [method is_alive] is [code]false[/code].
- [b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you want to use it again you will have to create a new instance of it.
</description>
</method>
</methods>
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index 33b69929bd..559d38e5cc 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -73,6 +73,13 @@
Removes the button at index [param button_index] in column [param column].
</description>
</method>
+ <method name="get_autowrap_mode" qualifiers="const">
+ <return type="int" enum="TextServer.AutowrapMode" />
+ <param index="0" name="column" type="int" />
+ <description>
+ Returns the text autowrap mode in the given [param column]. By default it is [constant TextServer.AUTOWRAP_OFF].
+ </description>
+ </method>
<method name="get_button" qualifiers="const">
<return type="Texture2D" />
<param index="0" name="column" type="int" />
@@ -448,6 +455,14 @@
Selects the given [param column].
</description>
</method>
+ <method name="set_autowrap_mode">
+ <return type="void" />
+ <param index="0" name="column" type="int" />
+ <param index="1" name="autowrap_mode" type="int" enum="TextServer.AutowrapMode" />
+ <description>
+ Sets the autowrap mode in the given [param column]. If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the cell's bounding rectangle.
+ </description>
+ </method>
<method name="set_button">
<return type="void" />
<param index="0" name="column" type="int" />
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 66df40c18f..e784042507 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -188,7 +188,7 @@
If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s or [SubViewport]s.
- [b]Note:[/b] This method is deprecated, use [method push_input] instead.
+ [i]Deprecated.[/i] Use [method push_input] instead.
</description>
</method>
<method name="set_canvas_cull_mask_bit">