diff options
Diffstat (limited to 'doc')
| -rw-r--r-- | doc/classes/AnimationNodeAnimation.xml | 4 | ||||
| -rw-r--r-- | doc/classes/MainLoop.xml | 2 | ||||
| -rw-r--r-- | doc/classes/PhysicalBone3D.xml | 2 | ||||
| -rw-r--r-- | doc/classes/Range.xml | 2 | ||||
| -rw-r--r-- | doc/classes/ResourceImporterTexture.xml | 6 | ||||
| -rw-r--r-- | doc/classes/RigidBody2D.xml | 6 | ||||
| -rw-r--r-- | doc/classes/RigidBody3D.xml | 4 |
7 files changed, 17 insertions, 9 deletions
diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index 70c3e5a26e..f4490bc167 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -12,6 +12,10 @@ <link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link> </tutorials> <members> + <member name="advance_on_start" type="bool" setter="set_advance_on_start" getter="is_advance_on_start" default="false"> + If [code]true[/code], on receiving a request to play an animation from the start, the first frame is not drawn, but only processed, and playback starts from the next frame. + See also the notes of [method AnimationPlayer.play]. + </member> <member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&"""> Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player]. </member> diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index 17cc0d78d3..2d88876d24 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -5,7 +5,7 @@ </brief_description> <description> [MainLoop] is the abstract base class for a Godot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree. - Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the "Main Loop Type" project setting is overwritten. + Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the [member ProjectSettings.application/run/main_loop_type] project setting is overwritten. Here is an example script implementing a simple [MainLoop]: [codeblocks] [gdscript] diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index eda9fd6af5..e2ad3db0a5 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -57,7 +57,7 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0"> - Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. + Damps the body's rotation. By default, the body will use the [member ProjectSettings.physics/3d/default_angular_damp] project setting or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0"> diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml index 820ff04b70..a76676489f 100644 --- a/doc/classes/Range.xml +++ b/doc/classes/Range.xml @@ -54,7 +54,7 @@ Minimum value. Range is clamped if [member value] is less than [member min_value]. </member> <member name="page" type="float" setter="set_page" getter="get_page" default="0.0"> - Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [member page] over the difference between [member min_value] and [member max_value]. + Page size. Used mainly for [ScrollBar]. A [ScrollBar]'s grabber length is the [ScrollBar]'s size multiplied by [member page] over the difference between [member min_value] and [member max_value]. </member> <member name="ratio" type="float" setter="set_as_ratio" getter="get_as_ratio"> The value mapped between 0 and 1. diff --git a/doc/classes/ResourceImporterTexture.xml b/doc/classes/ResourceImporterTexture.xml index 0761702aa1..a39e48c7bf 100644 --- a/doc/classes/ResourceImporterTexture.xml +++ b/doc/classes/ResourceImporterTexture.xml @@ -90,9 +90,13 @@ <member name="process/size_limit" type="int" setter="" getter="" default="0"> If set to a value greater than [code]0[/code], the size of the texture is limited on import to a value smaller than or equal to the value specified here. For non-square textures, the size limit affects the longer dimension, with the shorter dimension scaled to preserve aspect ratio. Resizing is performed using cubic interpolation. This can be used to reduce memory usage without affecting the source images, or avoid issues with textures not displaying on mobile/web platforms (as these usually can't display textures larger than 4096×4096). + [b]Note:[/b] Even if this is set to [code]0[/code], import size is limited to the following dimensions for technical reasons. Depending on [member compress/mode], textures will be downsampled on import if necessary: + - [b]Lossy:[/b] 16383 pixels width or height, whichever is larger; + - [b]Basis Universal:[/b] 16384 pixels width or height, whichever is larger; + - [b]All other modes:[/b] 32768 pixels width or height, whichever is larger. </member> <member name="roughness/mode" type="int" setter="" getter="" default="0"> - The color channel to consider as a roughness map in this texture. Only effective if Roughness > Src Normal is not empty. + The color channel to consider as a roughness map in this texture. Only effective if [member roughness/src_normal] is not empty. </member> <member name="roughness/src_normal" type="String" setter="" getter="" default=""""> The path to the texture to consider as a normal map for roughness filtering on import. Specifying this can help decrease specular aliasing slightly in 3D. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 5661d1a276..1977b238e4 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -123,7 +123,7 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0"> - Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. + Damps the body's rotation. By default, the body will use the [member ProjectSettings.physics/2d/default_angular_damp] setting or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. </member> <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody2D.DampMode" default="0"> @@ -172,7 +172,7 @@ For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> - Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. + Multiplies the gravity applied to the body. The body's gravity is calculated from the [member ProjectSettings.physics/2d/default_gravity] project setting and/or any additional gravity vector applied by [Area2D]s. </member> <member name="inertia" type="float" setter="set_inertia" getter="get_inertia" default="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. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value. @@ -201,7 +201,7 @@ [/codeblocks] </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0"> - Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value. + Damps the body's movement. By default, the body will use the [member ProjectSettings.physics/2d/default_linear_damp] setting or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. </member> <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody2D.DampMode" default="0"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 9a299ade57..de6d5cde3d 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -130,7 +130,7 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0"> - Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. + Damps the body's rotation. By default, the body will use the [member ProjectSettings.physics/3d/default_angular_damp] project setting or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody3D.DampMode" default="0"> @@ -208,7 +208,7 @@ [/codeblocks] </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0"> - Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value. + Damps the body's movement. By default, the body will use the [member ProjectSettings.physics/3d/default_linear_damp] project setting or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value. See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. </member> <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody3D.DampMode" default="0"> |
