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path: root/doc/classes/Skeleton2D.xml
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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 (Animation classes)VolTer2023-05-051-3/+3
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Fix documentation 2d/3d mixupsRedMser2023-01-171-1/+1
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* [doc] Use "param" instead of "code" to refer to parameters #3Andy Maloney2022-08-091-5/+5
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* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-9/+9
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* 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.
* Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde2021-11-151-1/+1
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* Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-2/+0
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* Document how to use IK in skeleton2D.Anilforextra2021-08-271-0/+1
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* 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 various typos with codespellluz paz2021-07-251-1/+1
| | | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Fixed mistake in binding of Skeleton2D::execute_modificationsBastiaan Olij2021-06-081-1/+1
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* New and improved IK system for Skeleton2DTwistedTwigleg2021-06-051-0/+54
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
* Add link titles for all links in the class referenceHugo Locurcio2020-08-311-1/+1
| | | | | This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
* doc: Sync classref with current sourceRémi Verschelde2020-02-091-1/+1
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* Add documentation for Skeleton2Dseenloitering2020-02-051-1/+4
| | | | | | Signal bone_setup_changed remains undocumented. I took a quick look at the cpp code, but its purpose remained unclear to me. If anyone can steer me in the right direction, I'm happy to flesh this out.
* Update docs to version 4.0clayjohn2020-01-311-1/+1
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* Fix some URLs to use HTTPS when availableRémi Verschelde2020-01-291-1/+1
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* doc: Drop unused 'category' property from headerRémi Verschelde2020-01-261-1/+1
| | | | | | | | | | We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
* Added documentation for Skeleton2DSamuelDeboni2019-10-101-0/+2
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* doc: Drop unused <demos> tagRémi Verschelde2019-04-191-2/+0
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* doc: Bump version to 3.2Rémi Verschelde2019-04-011-1/+1
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* linked tutorials in the classrefclayjohn2019-03-121-0/+1
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* doc: Sync classref with current sourceRémi Verschelde2019-02-181-0/+6
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* doc: Sync classref with current sourceRémi Verschelde2018-08-211-1/+1
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* Sync classref with current sourceRémi Verschelde2018-05-121-0/+35