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path: root/doc/classes/Engine.xml
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* Suggest using OS.has_feature instead of the engine architecture name for bitnessAaron Franke2024-11-201-15/+1
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* [Core] Add `Engine.print_to_stout` setting to control printingA Thousand Ships2024-09-221-0/+4
| | | | | Also added notes to the related project settings pointing to the `Engine` properties.
* [Doc] Fix some incorrect uses of `a/an`A Thousand Ships2024-03-131-2/+2
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* Overhaul some "uncommon" wording in class referenceMicky2024-03-011-4/+4
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* Display the build date in the editor and when starting the engineHugo Locurcio2024-02-271-1/+2
| | | | | | | | | | | | | | | This can be used to quickly see how recent a development build is, without having to look up the commit date manually. When juggling around with various builds (e.g. for benchmarking), this can also be used to ensure that you're actually running the binary you intended to run. The date stored is the date of the Git commit that is built, not the current date at the time of building the binary. This ensures binaries can remain reproducible. The version timestamp can be accessed using the `timestamp` key of the `Engine.get_version_info()` return value.
* Overhaul Engine documentationMicky2024-02-261-68/+102
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* Remove now unused `year` member from `version.py`Rémi Verschelde2024-01-251-1/+0
| | | | | We changed copyright to use "present" for the current year, so we no longer need to hardcode this and (like now) forget to bump it yearly.
* Replace some "uncommon" words in class referenceMicky2024-01-151-1/+1
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* Document `AudioServer.playback_speed_scale` in `Engine.time_scale`Hugo Locurcio2023-12-121-0/+2
| | | | | This also documents `physics_ticks_per_second` not being automatically adjusted, which can be important when speeding up simulation.
* Fix incorrect documentation for `Engine.get_architecture_name()`Aaron Franke2023-07-071-5/+5
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Overhaul the top sections of the class reference (Core classes)VolTer2023-05-191-1/+1
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* Add information about how `Engine.time_scale` affects TimersNinni Pipping2023-04-231-1/+1
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Add Engine::unregister_script_language and make ↵Emmanuel Leblond2023-02-101-1/+15
| | | | Engine::register_script_language returns a Error
* Merge pull request #65836 from Calinou/add-max-physics-steps-per-frame-settingRémi Verschelde2022-11-151-1/+4
|\ | | | | | | Implement adjusting the maximum number of physics steps per rendered frame
| * Implement adjusting the maximum number of physics steps per rendered frameHugo Locurcio2022-10-091-1/+4
| | | | | | | | | | | | | | | | | | When using high physics FPS (which is a requirement to minimize input lag and improve precision in simulation racing games), a higher value prevents the game from slowing down at low rendering FPS. This can be done via an Engine property for run-time changes, or a project setting for initial changes.
* | Fill random docskobewi2022-10-071-0/+6
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* Rename `Engine.target_fps` and associated project setting to `max_fps`Hugo Locurcio2022-10-031-4/+9
| | | | | | | | | This makes the setting easier to find, as research has found there are numerous use cases to limiting FPS. This also improves documentation related to the Engine property and project setting. The project setting also works in projects exported in release mode, so its location in the `debug/` section was misleading.
* Add new C# code blocks to class ref pagesPaul Joannon2022-09-191-8/+50
| | | | | | | | | - AStarGrid2D - Engine - Font - Node - OS - Tweens
* Replace Array return types with TypedArraykobewi2022-08-221-1/+1
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* [doc] Use "param" instead of "code" to refer to parameters (6)Andy Maloney2022-08-121-2/+2
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* Merge pull request #64008 from YuriSizov/doctool-add-param-reference-syntaxRémi Verschelde2022-08-081-7/+7
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| * Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-7/+7
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* | Print expected `os.arch` tuple for current platform in GDExtension errorHugo Locurcio2022-08-081-0/+14
|/ | | | | This also adds `Engine.get_architecture_name()` to get the name of the CPU architecture the Godot binary was built for.
* Add a Movie Quit On Finish property to AnimationPlayerHugo Locurcio2022-07-271-0/+6
| | | | | | | | | | | | | | | | | | This quits the project when an animation is done playing in the given AnimationPlayer, but only in Movie Maker mode. When this happens, a message is printed with the absolute path of the AnimationPlayer node that caused the engine to quit. This can be used to create videos that stop at a specified time without having to write any script. A report is now also printed to the console when the video is done recording (as long as the engine was exited properly). This report is unfortunately not always visible in the editor's Output panel, as it's printed too late. A method was also added to get the path to the output file from the scripting API.
* Add GDExtension support to Scriptreduz2022-03-271-0/+17
| | | | | | | | | * Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Document physics simulation being limited to 8 ticks per rendered frameHugo Locurcio2021-12-061-2/+3
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* Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde2021-11-151-1/+1
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* Merge pull request #52855 from Calinou/engine-editor-hint-getter-onlyRémi Verschelde2021-09-251-11/+14
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| * Remove `Engine.editor_hint` in favor of `Engine.is_editor_hint()`Hugo Locurcio2021-09-201-11/+14
| | | | | | | | | | | | The `Engine.set_editor_hint()` setter method is no longer exposed to scripting, which makes the property effectively read-only from an user perspective.
* | Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-2/+0
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* Improve documentation for `Engine.get_process_frames/get_physics_frames()`Hugo Locurcio2021-09-121-3/+15
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* Add ability to register singletons from engine APIreduz2021-08-251-2/+20
| | | | | * Exposed functions in Engine to register and unregister singletons. * Added the concept of user singletons, which can be removed (the system ones can't).
* Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio2021-08-111-4/+4
| | | | | | | | This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-301-34/+17
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Fix doc typosNicholas Huelin2021-07-231-1/+1
| | | | This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
* Merge pull request #48359 from Calinou/add-engine-print-error-propertyRémi Verschelde2021-06-201-0/+5
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| * Add `Engine.print_error_messages` property to disable printing errorsHugo Locurcio2021-05-011-0/+5
| | | | | | | | | | | | | | | | This can be used during unit test suite runs to hide error and warning messages. Care should be taken when using this feature, as it can hide important information if used wrongly.
* | Tweak the physics FPS property hint to only allow reasonable valuesHugo Locurcio2021-06-081-0/+1
|/ | | | | | Physics FPS above 1000 cause the whole project to slow down and are not very practical in the first place (since no CPU currently available can keep up).
* Improve the `Engine.editor_hint` property documentationHugo Locurcio2021-04-201-1/+9
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* class reference proofreadingPaul Joannon2021-03-191-1/+1
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* doc: Sync classref with current sourceRémi Verschelde2021-01-041-7/+7
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* Rename MainLoop methods to match Node methodsMarcel Admiraal2020-12-221-3/+3
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* Port code examples to C# (D)HaSa10022020-11-011-2/+14
| | | | | | | | | | | | | | | | | | | | Includes: * Decal * Dictionary * Directory * DisplayServer * DTLSServer * DynamicFont * EditorImportPlugin * EditorPlugin * EditorScenePostImport * EditorScript * EditorSettings * EditorTranslationParserPlugin * Engine * Expression Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
* Update AUTHORS and DONORS listRémi Verschelde2020-08-141-1/+1
| | | | | | | | | | | | New contributors added to AUTHORS: @hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg Thanks to all contributors and donors for making Godot possible! --- Also changes to relevant code that parses the DONORS.md to match the new tiers.
* [DOCS] minor description changesChris Bradfield2020-05-091-2/+2
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* Improve documentation related to fixed physics processingHugo Locurcio2020-02-271-2/+2
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