diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimationMixer.xml | 8 | ||||
-rw-r--r-- | doc/classes/DisplayServer.xml | 7 | ||||
-rw-r--r-- | doc/classes/EditorExportPlugin.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorInspectorPlugin.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 15 | ||||
-rw-r--r-- | doc/classes/Joint2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/Joint3D.xml | 12 | ||||
-rw-r--r-- | doc/classes/Light3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Mesh.xml | 2 | ||||
-rw-r--r-- | doc/classes/MeshLibrary.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationAgent2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/NavigationAgent3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsMaterial.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 5 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 3 | ||||
-rw-r--r-- | doc/classes/RichTextLabel.xml | 4 | ||||
-rw-r--r-- | doc/classes/XRServer.xml | 5 | ||||
-rwxr-xr-x | doc/tools/make_rst.py | 68 |
18 files changed, 97 insertions, 56 deletions
diff --git a/doc/classes/AnimationMixer.xml b/doc/classes/AnimationMixer.xml index a77e9e28c6..c635eba2ab 100644 --- a/doc/classes/AnimationMixer.xml +++ b/doc/classes/AnimationMixer.xml @@ -273,7 +273,7 @@ The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers. For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each. </member> - <member name="callback_mode_discrete" type="int" setter="set_callback_mode_discrete" getter="get_callback_mode_discrete" enum="AnimationMixer.AnimationCallbackModeDiscrete" default="0"> + <member name="callback_mode_discrete" type="int" setter="set_callback_mode_discrete" getter="get_callback_mode_discrete" enum="AnimationMixer.AnimationCallbackModeDiscrete" default="1"> Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to update infrequently, usually when using nearest interpolation. However, when blending with [constant Animation.UPDATE_CONTINUOUS] several results are considered. The [member callback_mode_discrete] specify it explicitly. See also [enum AnimationCallbackModeDiscrete]. To make the blended results look good, it is recommended to set this to [constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every frame during blending. Other values exist for compatibility and they are fine if there is no blending, but not so, may produce artifacts. @@ -361,14 +361,14 @@ Make method calls immediately when reached in the animation. </constant> <constant name="ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT" value="0" enum="AnimationCallbackModeDiscrete"> - An [constant Animation.UPDATE_DISCRETE] track value takes precedence when blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track values. This is the default behavior for [AnimationPlayer]. - [b]Note:[/b] If a value track has non-numeric type key values, it is internally converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation.UPDATE_DISCRETE]. + An [constant Animation.UPDATE_DISCRETE] track value takes precedence when blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track values. </constant> <constant name="ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE" value="1" enum="AnimationCallbackModeDiscrete"> - An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track value takes precedence when blending the [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track values and the [constant Animation.UPDATE_DISCRETE] track values. + An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track value takes precedence when blending the [constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track values and the [constant Animation.UPDATE_DISCRETE] track values. This is the default behavior for [AnimationPlayer]. </constant> <constant name="ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS" value="2" enum="AnimationCallbackModeDiscrete"> Always treat the [constant Animation.UPDATE_DISCRETE] track value as [constant Animation.UPDATE_CONTINUOUS] with [constant Animation.INTERPOLATION_NEAREST]. This is the default behavior for [AnimationTree]. + If a value track has non-numeric type key values, it is internally converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with [constant Animation.UPDATE_DISCRETE]. </constant> </constants> </class> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index e157cbb96c..ff1c390b3c 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -63,6 +63,7 @@ <param index="2" name="callback" type="Callable" /> <description> Creates a new application status indicator with the specified icon, tooltip, and activation callback. + [param callback] should take two arguments: the pressed mouse button (one of the [enum MouseButton] constants) and the click position in screen coordinates (a [Vector2i]). </description> </method> <method name="cursor_get_shape" qualifiers="const"> @@ -875,7 +876,7 @@ <param index="1" name="open_callback" type="Callable" /> <param index="2" name="close_callback" type="Callable" /> <description> - Registers callables to emit when the menu is respectively about to show or closed. + Registers callables to emit when the menu is respectively about to show or closed. Callback methods should have zero arguments. </description> </method> <method name="has_feature" qualifiers="const"> @@ -1187,7 +1188,7 @@ <param index="0" name="id" type="int" /> <param index="1" name="callback" type="Callable" /> <description> - Sets the application status indicator activation callback. + Sets the application status indicator activation callback. [param callback] should take two arguments: [int] mouse button index (one of [enum MouseButton] values) and [Vector2i] click position in screen coordinates. [b]Note:[/b] This method is implemented on macOS and Windows. </description> </method> @@ -1568,7 +1569,7 @@ <param index="0" name="callback" type="Callable" /> <param index="1" name="window_id" type="int" default="0" /> <description> - Sets the [param callback] that should be called when files are dropped from the operating system's file manager to the window specified by [param window_id]. + Sets the [param callback] that should be called when files are dropped from the operating system's file manager to the window specified by [param window_id]. [param callback] should take one [PackedStringArray] argument, which is the list of dropped files. [b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] node will override its default implementation, which can introduce bugs. [b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11/Wayland), and Web. </description> diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index 436f471e5d..3e2b3ea111 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -313,7 +313,7 @@ <method name="skip"> <return type="void" /> <description> - To be called inside [method _export_file]. Skips the current file, so it's not included in the export. + To be called inside [method _export_file], [method _customize_resource], or [method _customize_scene]. Skips the current file, so it's not included in the export. </description> </method> </methods> 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="""" /> <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/EditorSettings.xml b/doc/classes/EditorSettings.xml index 3e3d2205f2..e0a14e990b 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -925,14 +925,14 @@ <member name="run/auto_save/save_before_running" type="bool" setter="" getter=""> If [code]true[/code], saves all scenes and scripts automatically before running the project. Setting this to [code]false[/code] prevents the editor from saving if there are no changes which can speed up the project startup slightly, but it makes it possible to run a project that has unsaved changes. (Unsaved changes will not be visible in the running project.) </member> - <member name="run/output/always_clear_output_on_play" type="bool" setter="" getter=""> - If [code]true[/code], the editor will clear the Output panel when running the project. + <member name="run/bottom_panel/action_on_play" type="int" setter="" getter=""> + The action to execute on the bottom panel when running the project. </member> - <member name="run/output/always_close_output_on_stop" type="bool" setter="" getter=""> - If [code]true[/code], the editor will collapse the Output panel when stopping the project. + <member name="run/bottom_panel/action_on_stop" type="int" setter="" getter=""> + The action to execute on the bottom panel when stopping the project. </member> - <member name="run/output/always_open_output_on_play" type="bool" setter="" getter=""> - If [code]true[/code], the editor will expand the Output panel when running the project. + <member name="run/output/always_clear_output_on_play" type="bool" setter="" getter=""> + If [code]true[/code], the editor will clear the Output panel when running the project. </member> <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]). @@ -1028,6 +1028,9 @@ <member name="text_editor/behavior/files/restore_scripts_on_load" type="bool" setter="" getter=""> If [code]true[/code], reopens scripts that were opened in the last session when the editor is reopened on a given project. </member> + <member name="text_editor/behavior/files/trim_final_newlines_on_save" type="bool" setter="" getter=""> + If [code]true[/code], trims all empty newlines after the final newline when saving a script. Final newlines refer to the empty newlines found at the end of files. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy. + </member> <member name="text_editor/behavior/files/trim_trailing_whitespace_on_save" type="bool" setter="" getter=""> If [code]true[/code], trims trailing whitespace when saving a script. Trailing whitespace refers to tab and space characters placed at the end of lines. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy. </member> diff --git a/doc/classes/Joint2D.xml b/doc/classes/Joint2D.xml index af0a54815f..0099c76d08 100644 --- a/doc/classes/Joint2D.xml +++ b/doc/classes/Joint2D.xml @@ -4,7 +4,7 @@ Abstract base class for all 2D physics joints. </brief_description> <description> - Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies and apply a constraint. + Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. </description> <tutorials> </tutorials> @@ -12,7 +12,7 @@ <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> - Returns the joint's [RID]. + Returns the joint's internal [RID] from the [PhysicsServer2D]. </description> </method> </methods> @@ -22,13 +22,13 @@ When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used. </member> <member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], [member node_a] and [member node_b] can not collide. + If [code]true[/code], the two bodies bound together do not collide with each other. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> - The first body attached to the joint. Must derive from [PhysicsBody2D]. + Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D]. </member> <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> - The second body attached to the joint. Must derive from [PhysicsBody2D]. + Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D]. </member> </members> </class> diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml index ea0dda881a..950129806a 100644 --- a/doc/classes/Joint3D.xml +++ b/doc/classes/Joint3D.xml @@ -4,7 +4,7 @@ Abstract base class for all 3D physics joints. </brief_description> <description> - Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint. + Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. If only one body is defined, it is attached to a fixed [StaticBody3D] without collision shapes. </description> <tutorials> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/2752</link> @@ -13,19 +13,21 @@ <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> - Returns the joint's [RID]. + Returns the joint's internal [RID] from the [PhysicsServer3D]. </description> </method> </methods> <members> <member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], the two bodies of the nodes are not able to collide with each other. + If [code]true[/code], the two bodies bound together do not collide with each other. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> - The node attached to the first side (A) of the joint. + Path to the first node (A) attached to the joint. The node must inherit [PhysicsBody3D]. + If left empty and [member node_b] is set, the body is attached to a fixed [StaticBody3D] without collision shapes. </member> <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> - The node attached to the second side (B) of the joint. + Path to the second node (B) attached to the joint. The node must inherit [PhysicsBody3D]. + If left empty and [member node_a] is set, the body is attached to a fixed [StaticBody3D] without collision shapes. </member> <member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1"> The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index c1fc49cf9f..bda5fb69de 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -199,7 +199,7 @@ </constant> <constant name="BAKE_DISABLED" value="0" enum="BakeMode"> Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights. - [b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled). + [b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]). </constant> <constant name="BAKE_STATIC" value="1" enum="BakeMode"> Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off. 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/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml index 1601a1040e..03cbfb4ce7 100644 --- a/doc/classes/PhysicsMaterial.xml +++ b/doc/classes/PhysicsMaterial.xml @@ -14,7 +14,7 @@ </member> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0"> The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - [b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a [PhysicsBody3D] that preserves all its energy over time, set [member bounce] to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if applicable), its linear damp to [code]0.0[/code], its angular damp mode to [b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]. + [b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a physics body that preserves all its energy over time, set [member bounce] to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if applicable), its linear damp to [code]0.0[/code], its angular damp mode to [b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]. </member> <member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0"> The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). 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=""""> 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> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index f4e3c1209f..24d2d26beb 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -335,7 +335,7 @@ <method name="push_cell"> <return type="void" /> <description> - Adds a [code skip-lint][cell][/code] tag to the tag stack. Must be inside a [code skip-lint][table][/code] tag. See [method push_table] for details. + Adds a [code skip-lint][cell][/code] tag to the tag stack. Must be inside a [code skip-lint][table][/code] tag. See [method push_table] for details. Use [method set_table_column_expand] to set column expansion ratio, [method set_cell_border_color] to set cell border, [method set_cell_row_background_color] to set cell background, [method set_cell_size_override] to override cell size, and [method set_cell_padding] to set padding. </description> </method> <method name="push_color"> @@ -492,7 +492,7 @@ <param index="1" name="inline_align" type="int" enum="InlineAlignment" default="0" /> <param index="2" name="align_to_row" type="int" default="-1" /> <description> - Adds a [code skip-lint][table=columns,inline_align][/code] tag to the tag stack. + Adds a [code skip-lint][table=columns,inline_align][/code] tag to the tag stack. Use [method set_table_column_expand] to set column expansion ratio. Use [method push_cell] to add cells. </description> </method> <method name="push_underline"> diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 4179ba821c..49b13986ca 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -135,6 +135,11 @@ Emitted when an interface is removed. </description> </signal> + <signal name="reference_frame_changed"> + <description> + Emitted when the reference frame transform changes. + </description> + </signal> <signal name="tracker_added"> <param index="0" name="tracker_name" type="StringName" /> <param index="1" name="type" type="int" /> diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py index bc379f8553..761a7f8f4a 100755 --- a/doc/tools/make_rst.py +++ b/doc/tools/make_rst.py @@ -1110,11 +1110,13 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create signal signature and anchor point. - f.write(f".. _class_{class_name}_signal_{signal.name}:\n\n") + signal_anchor = f"class_{class_name}_signal_{signal.name}" + f.write(f".. _{signal_anchor}:\n\n") + self_link = f":ref:`🔗<{signal_anchor}>`" f.write(".. rst-class:: classref-signal\n\n") _, signature = make_method_signature(class_def, signal, "", state) - f.write(f"{signature}\n\n") + f.write(f"{signature} {self_link}\n\n") # Add signal description, or a call to action if it's missing. @@ -1147,13 +1149,15 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create enumeration signature and anchor point. - f.write(f".. _enum_{class_name}_{e.name}:\n\n") + enum_anchor = f"enum_{class_name}_{e.name}" + f.write(f".. _{enum_anchor}:\n\n") + self_link = f":ref:`🔗<{enum_anchor}>`" f.write(".. rst-class:: classref-enumeration\n\n") if e.is_bitfield: - f.write(f"flags **{e.name}**:\n\n") + f.write(f"flags **{e.name}**: {self_link}\n\n") else: - f.write(f"enum **{e.name}**:\n\n") + f.write(f"enum **{e.name}**: {self_link}\n\n") for value in e.values.values(): # Also create signature and anchor point for each enum constant. @@ -1191,10 +1195,12 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: for constant in class_def.constants.values(): # Create constant signature and anchor point. - f.write(f".. _class_{class_name}_constant_{constant.name}:\n\n") + constant_anchor = f"class_{class_name}_constant_{constant.name}" + f.write(f".. _{constant_anchor}:\n\n") + self_link = f":ref:`🔗<{constant_anchor}>`" f.write(".. rst-class:: classref-constant\n\n") - f.write(f"**{constant.name}** = ``{constant.value}``\n\n") + f.write(f"**{constant.name}** = ``{constant.value}`` {self_link}\n\n") # Add constant description. @@ -1227,13 +1233,16 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create annotation signature and anchor point. + self_link = "" if i == 0: - f.write(f".. _class_{class_name}_annotation_{m.name}:\n\n") + annotation_anchor = f"class_{class_name}_annotation_{m.name}" + f.write(f".. _{annotation_anchor}:\n\n") + self_link = f" :ref:`🔗<{annotation_anchor}>`" f.write(".. rst-class:: classref-annotation\n\n") _, signature = make_method_signature(class_def, m, "", state) - f.write(f"{signature}\n\n") + f.write(f"{signature}{self_link}\n\n") # Add annotation description, or a call to action if it's missing. @@ -1267,13 +1276,17 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create property signature and anchor point. - f.write(f".. _class_{class_name}_property_{property_def.name}:\n\n") + property_anchor = f"class_{class_name}_property_{property_def.name}" + f.write(f".. _{property_anchor}:\n\n") + self_link = f":ref:`🔗<{property_anchor}>`" f.write(".. rst-class:: classref-property\n\n") property_default = "" if property_def.default_value is not None: property_default = f" = {property_def.default_value}" - f.write(f"{property_def.type_name.to_rst(state)} **{property_def.name}**{property_default}\n\n") + f.write( + f"{property_def.type_name.to_rst(state)} **{property_def.name}**{property_default} {self_link}\n\n" + ) # Create property setter and getter records. @@ -1327,13 +1340,16 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create constructor signature and anchor point. + self_link = "" if i == 0: - f.write(f".. _class_{class_name}_constructor_{m.name}:\n\n") + constructor_anchor = f"class_{class_name}_constructor_{m.name}" + f.write(f".. _{constructor_anchor}:\n\n") + self_link = f" :ref:`🔗<{constructor_anchor}>`" f.write(".. rst-class:: classref-constructor\n\n") ret_type, signature = make_method_signature(class_def, m, "", state) - f.write(f"{ret_type} {signature}\n\n") + f.write(f"{ret_type} {signature}{self_link}\n\n") # Add constructor description, or a call to action if it's missing. @@ -1366,17 +1382,21 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create method signature and anchor point. + self_link = "" + if i == 0: method_qualifier = "" if m.name.startswith("_"): method_qualifier = "private_" - - f.write(f".. _class_{class_name}_{method_qualifier}method_{m.name}:\n\n") + method_anchor = f"class_{class_name}_{method_qualifier}method_{m.name}" + f.write(f".. _{method_anchor}:\n\n") + self_link = f" :ref:`🔗<{method_anchor}>`" f.write(".. rst-class:: classref-method\n\n") ret_type, signature = make_method_signature(class_def, m, "", state) - f.write(f"{ret_type} {signature}\n\n") + + f.write(f"{ret_type} {signature}{self_link}\n\n") # Add method description, or a call to action if it's missing. @@ -1409,16 +1429,16 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create operator signature and anchor point. - operator_anchor = f".. _class_{class_name}_operator_{sanitize_operator_name(m.name, state)}" + operator_anchor = f"class_{class_name}_operator_{sanitize_operator_name(m.name, state)}" for parameter in m.parameters: operator_anchor += f"_{parameter.type_name.type_name}" - operator_anchor += ":\n\n" - f.write(operator_anchor) + f.write(f".. _{operator_anchor}:\n\n") + self_link = f":ref:`🔗<{operator_anchor}>`" f.write(".. rst-class:: classref-operator\n\n") ret_type, signature = make_method_signature(class_def, m, "", state) - f.write(f"{ret_type} {signature}\n\n") + f.write(f"{ret_type} {signature} {self_link}\n\n") # Add operator description, or a call to action if it's missing. @@ -1451,13 +1471,17 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: # Create theme property signature and anchor point. - f.write(f".. _class_{class_name}_theme_{theme_item_def.data_name}_{theme_item_def.name}:\n\n") + theme_item_anchor = f"class_{class_name}_theme_{theme_item_def.data_name}_{theme_item_def.name}" + f.write(f".. _{theme_item_anchor}:\n\n") + self_link = f":ref:`🔗<{theme_item_anchor}>`" f.write(".. rst-class:: classref-themeproperty\n\n") theme_item_default = "" if theme_item_def.default_value is not None: theme_item_default = f" = {theme_item_def.default_value}" - f.write(f"{theme_item_def.type_name.to_rst(state)} **{theme_item_def.name}**{theme_item_default}\n\n") + f.write( + f"{theme_item_def.type_name.to_rst(state)} **{theme_item_def.name}**{theme_item_default} {self_link}\n\n" + ) # Add theme property description, or a call to action if it's missing. |