diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index efdc3f7df76..aef1ac6f527 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -754,113 +754,23 @@
-
- Left Mouse Button
+
+ Left margin, used usually for [Control] or [StyleBox] derived classes.
-
+
+ Top margin, used usually for [Control] or [StyleBox] derived classes.
-
+
+ Right margin, used usually for [Control] or [StyleBox] derived classes.
-
- Right Mouse Button
+
+ Bottom margin, used usually for [Control] or [StyleBox] derived classes.
-
- Middle Mouse Button
+
+ General vertical alignment, used usually for [Separator], [ScrollBar], [Slider], etc.
-
-
-
- Mouse wheel up
-
-
- Mouse wheel down
-
-
- Mouse wheel left button
-
-
- Mouse wheel right button
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Generic fail return error.
+
+ General horizontal alignment, used usually for [Separator], [ScrollBar], [Slider], etc.
Horizontal left alignment, usually for text-derived classes.
@@ -871,232 +781,17 @@
Horizontal right alignment, usually for text-derived classes.
-
- General horizontal alignment, used usually for [Separator], [ScrollBar], [Slider], etc.
+
+ Vertical top alignment, usually for text-derived classes.
-
- Joystick Left Stick Horizontal Axis
+
+ Vertical center alignment, usually for text-derived classes.
-
- Joystick Left Stick Horizontal Axis
+
+ Vertical bottom alignment, usually for text-derived classes.
-
- Joystick Button 0
-
-
-
-
- SEGA controller A button
-
-
- Super Nintendo Entertaiment System controller B button
-
-
- DUALSHOCK X button
-
-
- XBOX controller A button
-
-
- Joystick Left Stick Vertical Axis
-
-
- Joystick Left Stick Vertical Axis
-
-
- Joystick Button 1
-
-
-
-
- SEGA controller B button
-
-
- Super Nintendo Entertaiment System controller A button
-
-
- DUALSHOCK circle button
-
-
- XBOX controller B button
-
-
- Joystick Button 10
-
-
- Joystick Button Select
-
-
- Joystick Button 11
-
-
- Joystick Button Start
-
-
- Joystick Button 12
-
-
- Joystick DPad Up
-
-
- Joystick Button 13
-
-
- Joystick DPad Down
-
-
- Joystick Button 14
-
-
- Joystick DPad Left
-
-
- Joystick Button 15
-
-
- Joystick DPad Right
-
-
- Joystick Button 16
-
-
- Joystick Right Stick Horizontal Axis
-
-
- Joystick Right Stick Horizontal Axis
-
-
- Joystick Button 2
-
-
-
-
- SEGA controller X button
-
-
- Super Nintendo Entertaiment System controller Y button
-
-
- DUALSHOCK square button
-
-
- XBOX controller X button
-
-
- Joystick Right Stick Vertical Axis
-
-
- Joystick Right Stick Vertical Axis
-
-
- Joystick Button 3
-
-
-
-
- SEGA controller Y button
-
-
- Super Nintendo Entertaiment System controller X button
-
-
- DUALSHOCK triangle button
-
-
- XBOX controller Y button
-
-
-
-
-
-
- Joystick Button 4
-
-
- Joystick Left Shoulder Button
-
-
-
-
-
-
- Joystick Button 5
-
-
- Joystick Right Shoulder Button
-
-
-
-
- Joystick Left Trigger Analog Axis
-
-
- Joystick Button 6
-
-
- Joystick Left Trigger
-
-
-
-
- Joystick Right Trigger Analog Axis
-
-
- Joystick Button 7
-
-
- Joystick Right Trigger
-
-
-
-
- Joystick Button 8
-
-
- Joystick Left Stick Click
-
-
- Joystick Button 9
-
-
- Joystick Right Stick Click
-
-
-
-
-
-
- { key
-
-
- | key
-
-
- } key
-
-
- ~ key
-
-
-
-
-
-
-
-
- ¢ key
-
-
-
-
-
-
-
-
- ¦ key
-
-
- § key
+
+ Scancodes with this bit applied are non printable.
Escape Key
@@ -1224,6 +919,54 @@
F16 Key
+
+ Enter Key on Numpad
+
+
+ Multiply Key on Numpad
+
+
+ Divide Key on Numpad
+
+
+ Subtract Key on Numpad
+
+
+ Period Key on Numpad
+
+
+ Add Key on Numpad
+
+
+ Number 0 on Numpad
+
+
+ Number 1 on Numpad
+
+
+ Number 2 on Numpad
+
+
+ Number 3 on Numpad
+
+
+ Number 4 on Numpad
+
+
+ Number 5 on Numpad
+
+
+ Number 6 on Numpad
+
+
+ Number 7 on Numpad
+
+
+ Number 8 on Numpad
+
+
+ Number 9 on Numpad
+
Super Left key (windows key)
@@ -1339,53 +1082,232 @@
-
- Enter Key on Numpad
+
-
- Multiply Key on Numpad
+
+ Space Key
-
- Divide Key on Numpad
+
+ ! key
-
- Subtract Key on Numpad
+
+ " key
-
- Period Key on Numpad
+
+ # key
-
- Add Key on Numpad
+
+ $ key
-
- Number 0 on Numpad
+
+ % key
-
- Number 1 on Numpad
+
+ & key
-
- Number 2 on Numpad
+
+ ' key
-
- Number 3 on Numpad
+
+ ( key
-
- Number 4 on Numpad
+
+ ) key
-
- Number 5 on Numpad
+
+ * key
-
- Number 6 on Numpad
+
+ + key
-
- Number 7 on Numpad
+
+ , key
-
- Number 8 on Numpad
+
+ - key
-
- Number 9 on Numpad
+
+ . key
+
+
+ / key
+
+
+ Number 0
+
+
+ Number 1
+
+
+ Number 2
+
+
+ Number 3
+
+
+ Number 4
+
+
+ Number 5
+
+
+ Number 6
+
+
+ Number 7
+
+
+ Number 8
+
+
+ Number 9
+
+
+ : key
+
+
+ ; key
+
+
+ Lower than key
+
+
+ = key
+
+
+ Greater than key
+
+
+ ? key
+
+
+ @ key
+
+
+ A Key
+
+
+ B Key
+
+
+ C Key
+
+
+ D Key
+
+
+ E Key
+
+
+ F Key
+
+
+ G Key
+
+
+ H Key
+
+
+ I Key
+
+
+ J Key
+
+
+ K Key
+
+
+ L Key
+
+
+ M Key
+
+
+ N Key
+
+
+ O Key
+
+
+ P Key
+
+
+ Q Key
+
+
+ R Key
+
+
+ S Key
+
+
+ T Key
+
+
+ U Key
+
+
+ V Key
+
+
+ W Key
+
+
+ X Key
+
+
+ Y Key
+
+
+ Z Key
+
+
+ [ key
+
+
+ \ key
+
+
+ ] key
+
+
+ ^ key
+
+
+ _ key
+
+
+
+
+ { key
+
+
+ | key
+
+
+ } key
+
+
+ ~ key
+
+
+
+
+
+
+ ¢ key
+
+
+
+
+
+
+
+
+ ¦ key
+
+
+ § key
¨ key
@@ -1518,253 +1440,345 @@
-
-
-
-
-
- Space Key
-
-
- ! key
-
-
+
-
- " key
+
-
- # key
+
-
- $ key
+
-
- % key
-
-
- & key
-
-
- ' key
-
-
- ( key
-
-
- ) key
-
-
- * key
-
-
- + key
-
-
- , key
-
-
- - key
-
-
- . key
-
-
- / key
-
-
- Number 0
-
-
- Number 1
-
-
- Number 2
-
-
- Number 3
-
-
- Number 4
-
-
- Number 5
+
-
- Number 6
+
-
- Number 7
+
+ Left Mouse Button
-
- Number 8
+
+ Right Mouse Button
-
- Number 9
+
+ Middle Mouse Button
-
- : key
+
+ Mouse wheel up
-
- ; key
+
+ Mouse wheel down
-
- Lower than key
+
+ Mouse wheel left button
-
- = key
+
+ Mouse wheel right button
-
- Greater than key
+
-
- ? key
+
-
- @ key
+
-
- A Key
+
+ Joystick Button 0
-
- B Key
+
+ Joystick Button 1
-
- C Key
+
+ Joystick Button 2
-
+
+ Joystick Button 3
-
- D Key
+
+ Joystick Button 4
-
- E Key
+
+ Joystick Button 5
-
- F Key
+
+ Joystick Button 6
-
- G Key
+
+ Joystick Button 7
-
- H Key
+
+ Joystick Button 8
-
- I Key
+
+ Joystick Button 9
-
- J Key
+
+ Joystick Button 10
-
- K Key
+
+ Joystick Button 11
-
- L Key
+
+ Joystick Button 12
-
- M Key
+
+ Joystick Button 13
-
- N Key
+
+ Joystick Button 14
-
- O Key
+
+ Joystick Button 15
-
- P Key
+
+ Joystick Button 16
-
- Q Key
+
+ Super Nintendo Entertaiment System controller A button
-
- R Key
+
+ Super Nintendo Entertaiment System controller B button
-
- S Key
+
+ Super Nintendo Entertaiment System controller X button
-
- T Key
+
+ Super Nintendo Entertaiment System controller Y button
-
- U Key
+
+ DUALSHOCK circle button
-
- V Key
+
+ DUALSHOCK X button
-
- W Key
+
+ DUALSHOCK square button
-
- X Key
+
+ DUALSHOCK triangle button
-
- Y Key
+
+ SEGA controller B button
-
- Z Key
+
+ SEGA controller A button
-
- [ key
+
+ SEGA controller X button
-
- \ key
+
+ SEGA controller Y button
-
- ] key
+
+ XBOX controller B button
-
- ^ key
+
+ XBOX controller A button
-
- _ key
+
+ XBOX controller X button
-
+
+ XBOX controller Y button
-
- Left margin, used usually for [Control] or [StyleBox] derived classes.
+
-
- Top margin, used usually for [Control] or [StyleBox] derived classes.
+
-
- Right margin, used usually for [Control] or [StyleBox] derived classes.
+
-
- Bottom margin, used usually for [Control] or [StyleBox] derived classes.
+
-
+
+ Joystick Button Select
-
+
+ Joystick Button Start
-
+
+ Joystick DPad Up
-
+
+ Joystick DPad Down
-
+
+ Joystick DPad Left
-
+
+ Joystick DPad Right
-
+
+ Joystick Left Shoulder Button
-
+
+ Joystick Left Trigger
+
+
+ Joystick Left Stick Click
+
+
+ Joystick Right Shoulder Button
+
+
+ Joystick Right Trigger
+
+
+ Joystick Right Stick Click
+
+
+ Joystick Left Stick Horizontal Axis
+
+
+ Joystick Left Stick Vertical Axis
+
+
+ Joystick Right Stick Horizontal Axis
+
+
+ Joystick Right Stick Vertical Axis
+
+
+
+
+
+
+ Joystick Left Trigger Analog Axis
+
+
+ Joystick Right Trigger Analog Axis
+
+
+
+
+ Joystick Left Stick Horizontal Axis
+
+
+ Joystick Left Stick Vertical Axis
+
+
+ Joystick Right Stick Horizontal Axis
+
+
+ Joystick Right Stick Vertical Axis
+
+
+
+
+
+
+
+
Functions that return Error return OK when everything went ok. Most functions don't return error anyway and/or just print errors to stdout.
+
+ Generic fail return error.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
No hint for edited property.
Hints that the string is a range, defined as "min,max" or "min,max,step". This is valid for integers and floats.
-
- Property will be used as storage (default).
+
+ Hints that the string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats.
+
+
+ Property hint for an enumerated value, like "Hello,Something,Else". This is valid for integer, float and string properties.
+
+
+
+
+
+
+
+
+ Property hint for a bitmask description, for bits 0,1,2,3 and 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers.
+
+
+ Property hint for a bitmask description that covers all 32 bits. Valid only for integers.
String property is a file (so pop up a file dialog when edited). Hint string can be a set of wildcards like "*.doc".
@@ -1787,34 +1801,32 @@
-
- Hints that the string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats.
+
+ Property will be used as storage (default).
Property will be visible in editor (default).
-
- Property hint for an enumerated value, like "Hello,Something,Else". This is valid for integer, float and string properties.
-
-
-
-
-
-
-
Default usage (storage and editor).
-
- Property hint for a bitmask description, for bits 0,1,2,3 and 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers.
+
-
- Property hint for a bitmask description that covers all 32 bits. Valid only for integers.
+
-
- Scancodes with this bit applied are non printable.
+
+
+
+
+
+
+
+
+
+
+
Variable is of type nil (only applied for null).
@@ -1822,6 +1834,30 @@
Variable is of type [bool].
+
+ Variable is of type [int].
+
+
+ Variable is of type [float]/real.
+
+
+ Variable is of type [String].
+
+
+ Variable is of type [Vector2].
+
+
+ Variable is of type [Rect2].
+
+
+ Variable is of type [Vector3].
+
+
+ Variable is of type [Matrix32].
+
+
+ Variable is of type [Plane].
+
Variable is of type [Quat].
@@ -1852,9 +1888,6 @@
Variable is of type [InputEvent].
-
- Variable is of type [int].
-
Variable is of type [Dictionary].
@@ -1877,39 +1910,6 @@
-
- Variable is of type [float]/real.
-
-
- Variable is of type [String].
-
-
- Variable is of type [Vector2].
-
-
- Variable is of type [Rect2].
-
-
- Variable is of type [Vector3].
-
-
- Variable is of type [Matrix32].
-
-
- Variable is of type [Plane].
-
-
- Vertical top alignment, usually for text-derived classes.
-
-
- Vertical center alignment, usually for text-derived classes.
-
-
- Vertical bottom alignment, usually for text-derived classes.
-
-
- General vertical alignment, used usually for [Separator], [ScrollBar], [Slider], etc.
-
@@ -2715,15 +2715,6 @@
-
- No interpolation (nearest value).
-
-
- Linear interpolation.
-
-
- Cubic interpolation.
-
Value tracks set values in node properties, but only those which can be Interpolated.
@@ -2733,6 +2724,15 @@
Method tracks call functions with given arguments per key.
+
+ No interpolation (nearest value).
+
+
+ Linear interpolation.
+
+
+ Cubic interpolation.
+
@@ -4881,6 +4881,24 @@
+
+ Sample format is 8 bits, signed.
+
+
+ Sample format is 16 bits, little-endian, signed.
+
+
+ Sample format is IMA-ADPCM compressed.
+
+
+ Sample does not loop.
+
+
+ Sample loops in forward mode.
+
+
+ Sample loops in a bidirectional way.
+
Filter is disabled.
@@ -4911,24 +4929,6 @@
Large reverb room with long decay.
-
- Sample format is 8 bits, signed.
-
-
- Sample does not loop.
-
-
- Sample format is 16 bits, little-endian, signed.
-
-
- Sample loops in forward mode.
-
-
- Sample format is IMA-ADPCM compressed.
-
-
- Sample loops in a bidirectional way.
-
@@ -5403,6 +5403,10 @@
+
+
+
+
@@ -5413,10 +5417,6 @@
-
-
-
-
@@ -6232,16 +6232,16 @@
-
-
-
-
Perspective Projection (object's size on the screen becomes smaller when far away).
Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
+
+
+
+
@@ -6447,10 +6447,10 @@
-
-
+
+
@@ -6503,7 +6503,7 @@
-
+
@@ -6529,7 +6529,7 @@
-
+
@@ -6944,9 +6944,6 @@
Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
-
- Canvas item transform has changed. Only received if requested.
-
CanvasItem is requested to draw.
@@ -6959,6 +6956,9 @@
Canvas item has exited the canvas.
+
+ Canvas item transform has changed. Only received if requested.
+
@@ -9281,40 +9281,6 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Control can't acquire focus.
@@ -9345,6 +9311,40 @@
Modal control was closed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
@@ -9489,13 +9489,11 @@
-
+
-
+
-
-
-
+
@@ -9509,11 +9507,13 @@
-
+
-
+
-
+
+
+
@@ -10078,18 +10078,18 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
+
+
+
+
+
+
@@ -10401,12 +10401,6 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
@@ -10415,6 +10409,12 @@ This approximation makes straight segments between each point, then subdivides t
+
+
+
+
+
+
@@ -10701,48 +10701,84 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -10763,20 +10799,12 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
-
+
-
-
@@ -10787,34 +10815,6 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
@@ -11376,12 +11376,12 @@ This approximation makes straight segments between each point, then subdivides t
Open the file for reading.
-
- Open the file for reading and writing, without truncating the file.
-
Open the file for writing. Create it if the file not exists and truncate if it exists.
+
+ Open the file for reading and writing, without truncating the file.
+
Open the file for reading and writing. Create it if the file not exists and truncate if it exists.
@@ -11528,15 +11528,6 @@ This approximation makes straight segments between each point, then subdivides t
-
- The dialog allows the selection of file and directory.
-
-
- The dialog allows ascess files under [Resource] path(res://) .
-
-
- The dialog allows ascess files in whole file system.
-
The dialog allows the selection of one, and only one file.
@@ -11549,6 +11540,15 @@ This approximation makes straight segments between each point, then subdivides t
The dialog will warn when a file exists.
+
+ The dialog allows the selection of file and directory.
+
+
+ The dialog allows ascess files under [Resource] path(res://) .
+
+
+ The dialog allows ascess files in whole file system.
+
@@ -11675,22 +11675,6 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Diffuse Lighting (light scattered from surface).
@@ -11717,6 +11701,8 @@ This approximation makes straight segments between each point, then subdivides t
Maximum amount of parameters.
+
+
Read texture coordinates from the UV array.
@@ -11726,7 +11712,21 @@ This approximation makes straight segments between each point, then subdivides t
Read texture coordinates from the UV2 array.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -12133,28 +12133,10 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
@@ -12171,6 +12153,24 @@ This approximation makes straight segments between each point, then subdivides t
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -12483,14 +12483,14 @@ This approximation makes straight segments between each point, then subdivides t
-
-
-
-
+
+
+
+
@@ -13724,6 +13724,26 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
@@ -13822,26 +13842,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
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@@ -13884,12 +13884,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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-
@@ -13908,6 +13902,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+
+
+
+
+
@@ -13969,8 +13969,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
@@ -13981,6 +13979,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+
@@ -14202,6 +14202,22 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+
+
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+
+
+
+
+
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+
@@ -14222,28 +14238,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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@@ -14711,13 +14711,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
-
- Joystick motion event.
-
-
- Joystick button event.
+
+ Empty input event.
Key event.
@@ -14728,13 +14723,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
Mouse button event.
-
- Empty input event.
+
+ Joystick motion event.
+
+
+ Joystick button event.
+
+
@@ -14797,11 +14797,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
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+
@@ -14809,12 +14805,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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+
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+
+
@@ -14883,11 +14883,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
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-
+
@@ -14895,12 +14891,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
+
+
+
+
+
@@ -14967,11 +14967,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
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+
@@ -14979,12 +14975,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
+
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+
+
@@ -15063,11 +15063,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
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+
@@ -15075,12 +15071,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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@@ -15171,11 +15171,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
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+
@@ -15183,12 +15179,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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+
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+
@@ -15285,11 +15285,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
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+
@@ -15297,12 +15293,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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+
+
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+
@@ -15385,11 +15385,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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+
@@ -15397,12 +15393,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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+
@@ -15475,11 +15475,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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+
@@ -15487,12 +15483,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
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@@ -16844,6 +16844,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
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@@ -16852,24 +16870,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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@@ -17627,27 +17627,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
- Use the regular alpha blending equation (source and dest colors are faded) (default).
-
-
- Use additive blending equation, often used for particle effects such as fire or light decals.
-
-
- Use subtractive blending equation, often used for some smoke effects or types of glass.
-
-
-
-
-
-
-
-
-
-
-
-
-
Geometry is visible when this flag is enabled (default).
@@ -17669,6 +17648,27 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
Maximum amount of flags.
+
+
+
+
+
+
+
+
+
+ Use the regular alpha blending equation (source and dest colors are faded) (default).
+
+
+ Use additive blending equation, often used for particle effects such as fire or light decals.
+
+
+ Use subtractive blending equation, often used for some smoke effects or types of glass.
+
+
+
+
+
@@ -18222,65 +18222,65 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+ Default value used for index_array_len when no indices are present.
+
+
+ Amount of weights/bone indices per vertex (always 4).
+
Vertex array (array of [Vector3] vertices).
-
- Array format will include vertices (mandatory).
-
Normal array (array of [Vector3] normals).
-
- Array format will include bone weights.
-
-
- Array format will include UVs.
-
-
- Array format will include normals
-
Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
-
- Index array will be used.
-
Vertex array (array of [Color] colors).
-
- Array format will include another set of UVs.
-
-
- Array format will include tangents
-
UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)).
-
- Amount of weights/bone indices per vertex (always 4).
-
Second UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)).
Array of bone indices, as a float array. Each element in groups of 4 floats.
-
- Array format will include bone indices.
-
Array of bone weights, as a float array. Each element in groups of 4 floats.
-
- Array format will include a color array.
-
Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size.
-
- Default value used for index_array_len when no indices are present.
+
+ Array format will include vertices (mandatory).
+
+
+ Array format will include normals
+
+
+ Array format will include tangents
+
+
+ Array format will include a color array.
+
+
+ Array format will include UVs.
+
+
+ Array format will include another set of UVs.
+
+
+ Array format will include bone indices.
+
+
+ Array format will include bone weights.
+
+
+ Index array will be used.
Render array as points (one vertex equals one point).
@@ -19959,10 +19959,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
-
-
@@ -19974,6 +19970,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
Notification received when a node is unparented (parent removed it from the list of children).
+
+
+
+
@@ -20954,10 +20954,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
-
-
@@ -20974,6 +20970,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+
+
+
@@ -21379,6 +21379,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+ Called right when the object is initialized. Not available in script.
+
+
+ Called before the object is about to be deleted.
+
Connect a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
@@ -21388,12 +21394,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
One short connections disconnect themselves after emission.
-
- Called right when the object is initialized. Not available in script.
-
-
- Called before the object is about to be deleted.
-
@@ -22441,16 +22441,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
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@@ -22465,6 +22455,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
+
+
+
+
+
+
+
+
+
+
@@ -22819,30 +22819,11 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
-
-
Direction in radians at which the particles will be launched, Notice that when the direction is set to 0 the particles will be launched to the negative
-
- Initial angle in radians at which each particle will be spawned
-
-
- Initial size of each particle
-
-
- Final size of each particle, the particle size will interpolate to this value during its lifetime.
-
-
-
-
-
-
-
-
-
Velocity at which the particles will be launched.
@@ -22865,6 +22846,25 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
Amount of damping for each particle
+
+ Initial angle in radians at which each particle will be spawned
+
+
+ Initial size of each particle
+
+
+ Final size of each particle, the particle size will interpolate to this value during its lifetime.
+
+
+
+
+
+
+
+
+
+
+
@@ -23290,6 +23290,12 @@ A similar effect may be achieved moving this node's descendants.
+
+
+
+
+
+
@@ -23300,25 +23306,11 @@ A similar effect may be achieved moving this node's descendants.
-
-
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+
@@ -23332,19 +23324,27 @@ A similar effect may be achieved moving this node's descendants.
+
+
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+
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+
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+
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+
+
+
+
+
+
+
@@ -23697,12 +23697,6 @@ A similar effect may be achieved moving this node's descendants.
Check for collisions with static bodies.
-
- Check for collisions with any kind of bodies (but not areas).
-
-
- Check for collisions with areas.
-
Check for collisions with kinematic bodies.
@@ -23712,6 +23706,12 @@ A similar effect may be achieved moving this node's descendants.
Check for collisions with rigid bodies in character mode.
+
+ Check for collisions with areas.
+
+
+ Check for collisions with any kind of bodies (but not areas).
+
@@ -24570,134 +24570,26 @@ A similar effect may be achieved moving this node's descendants.
-
- The value of the first parameter and area callback function receives, when an object enters one of its shapes.
+
+ Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
-
- Constant to set/get gravity strength in an area.
+
+ Constant to set/get the maximum distance a shape can be from another before they are considered separated.
-
- This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
+
+ Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
-
- The value of the first parameter and area callback function receives, when an object exits one of its shapes.
+
+ Constant to set/get the linear velocity threshold. Bodies slower than this will be marked as potentially inactive.
-
- Constant to set/get gravity vector/center in an area.
+
+ Constant to set/get the angular velocity threshold. Bodies slower than this will be marked as potentially inactive.
-
- This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
+
+ Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
-
- Constant to set/get whether the gravity vector of an area is a direction, or a center point.
-
-
- This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
-
-
- Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.
-
-
- This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
-
-
- This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE.
-
-
- This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
-
-
- Constant to set/get the linear dampening factor of an area.
-
-
- Constant to set/get the angular dampening factor of an area.
-
-
- Constant to set/get the priority (order of processing) of an area.
-
-
- Constant for static bodies.
-
-
- Constant to set/get a body's bounce factor.
-
-
- Constant to set/get the current transform matrix of the body.
-
-
- Constant for kinematic bodies.
-
-
- Constant to set/get a body's friction.
-
-
- Constant to set/get the current linear velocity of the body.
-
-
- Constant for rigid bodies.
-
-
- Constant to set/get a body's mass.
-
-
- Constant to set/get the current angular velocity of the body.
-
-
- Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
-
-
- Constant to set/get a body's gravity multiplier.
-
-
- Constant to sleep/wake up a body, or to get whether it is sleeping.
-
-
- Constant to set/get a body's linear dampening factor.
-
-
- Constant to set/get whether the body can sleep.
-
-
- Constant to set/get a body's angular dampening factor.
-
-
- This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0.
-
-
- Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
-
-
- Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
-
-
- Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
-
-
- Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
-
-
- Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
-
-
- Set the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping).
-
-
- Constant to get the number of objects that are not sleeping.
-
-
- Constant to get the number of possible collisions.
-
-
- Constant to get the number of space regions where a collision could occur.
-
-
- Constant to create pin joints.
-
-
- Constant to create groove joints.
-
-
- Constant to create damped spring joints.
+
+ Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
@@ -24723,26 +24615,134 @@ A similar effect may be achieved moving this node's descendants.
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
-
- Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
+
+ Constant to set/get gravity strength in an area.
-
- Constant to set/get the maximum distance a shape can be from another before they are considered separated.
+
+ Constant to set/get gravity vector/center in an area.
-
- Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
+
+ Constant to set/get whether the gravity vector of an area is a direction, or a center point.
-
- Constant to set/get the linear velocity threshold. Bodies slower than this will be marked as potentially inactive.
+
+ Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.
-
- Constant to set/get the angular velocity threshold. Bodies slower than this will be marked as potentially inactive.
+
+ This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE.
-
- Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
+
+ Constant to set/get the linear dampening factor of an area.
-
- Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
+
+ Constant to set/get the angular dampening factor of an area.
+
+
+ Constant to set/get the priority (order of processing) of an area.
+
+
+ This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
+
+
+ This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
+
+
+ This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
+
+
+ This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
+
+
+ This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
+
+
+ Constant for static bodies.
+
+
+ Constant for kinematic bodies.
+
+
+ Constant for rigid bodies.
+
+
+ Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
+
+
+ Constant to set/get a body's bounce factor.
+
+
+ Constant to set/get a body's friction.
+
+
+ Constant to set/get a body's mass.
+
+
+ Constant to set/get a body's gravity multiplier.
+
+
+ Constant to set/get a body's linear dampening factor.
+
+
+ Constant to set/get a body's angular dampening factor.
+
+
+ This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0.
+
+
+ Constant to set/get the current transform matrix of the body.
+
+
+ Constant to set/get the current linear velocity of the body.
+
+
+ Constant to set/get the current angular velocity of the body.
+
+
+ Constant to sleep/wake up a body, or to get whether it is sleeping.
+
+
+ Constant to set/get whether the body can sleep.
+
+
+ Constant to create pin joints.
+
+
+ Constant to create groove joints.
+
+
+ Constant to create damped spring joints.
+
+
+ Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
+
+
+ Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
+
+
+ Set the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping).
+
+
+ Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
+
+
+ Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
+
+
+ Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
+
+
+ The value of the first parameter and area callback function receives, when an object enters one of its shapes.
+
+
+ The value of the first parameter and area callback function receives, when an object exits one of its shapes.
+
+
+ Constant to get the number of objects that are not sleeping.
+
+
+ Constant to get the number of possible collisions.
+
+
+ Constant to get the number of space regions where a collision could occur.
@@ -25415,16 +25415,16 @@ A similar effect may be achieved moving this node's descendants.
-
-
-
-
+
+
+
+
@@ -26289,143 +26289,6 @@ A similar effect may be achieved moving this node's descendants.
-
-
-
-
-
- This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
-
-
-
-
-
-
- This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
-
-
-
-
- This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
-
-
-
-
- This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
-
-
-
-
- This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
-
-
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@@ -26442,28 +26305,46 @@ A similar effect may be achieved moving this node's descendants.
-
+
-
+
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+
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+
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+
+
+
@@ -26484,27 +26365,146 @@ A similar effect may be achieved moving this node's descendants.
-
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+
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+
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+
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+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+ This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
+
+
+ This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
+
+
+ This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
+
+
+ This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
+
+
+ This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
+
+
+
+
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+
@@ -29181,16 +29181,16 @@ A similar effect may be achieved moving this node's descendants.
-
-
-
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+
+
+
+
@@ -29435,12 +29435,16 @@ A similar effect may be achieved moving this node's descendants.
+
+
+
+
+
+
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- Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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- Character body. This behaves like a rigid body, but can not rotate.
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Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
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+ Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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+ Character body. This behaves like a rigid body, but can not rotate.
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@@ -30178,6 +30178,18 @@ A similar effect may be achieved moving this node's descendants.
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+ Static mode. The body behaves like a [StaticBody2D], and can only move by user code.
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+ Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code.
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+ Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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+ Character body. This behaves like a rigid body, but can not rotate.
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Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
@@ -30187,18 +30199,6 @@ A similar effect may be achieved moving this node's descendants.
Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
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- Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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- Static mode. The body behaves like a [StaticBody2D], and can only move by user code.
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- Character body. This behaves like a rigid body, but can not rotate.
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- Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code.
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@@ -30979,9 +30979,6 @@ A similar effect may be achieved moving this node's descendants.
High-shelf filter is used for voice.
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- Value returned if the voice ID is invalid.
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Small reverberation room (house room).
@@ -30994,6 +30991,9 @@ A similar effect may be achieved moving this node's descendants.
Huge reverberation room (cathedral, warehouse).
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+ Value returned if the voice ID is invalid.
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Listen on a port, alternatively give a white-list of accepted hosts.
@@ -36397,12 +36397,12 @@ A similar effect may be achieved moving this node's descendants.
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Generate mipmaps, to enable smooth zooming out of the texture.
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Repeat (instead of clamp to edge).
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Turn on magnifying filter, to enable smooth zooming in of the texture.
Texture is a video surface.
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Default flags. Generate mipmaps, repeat, and filter are enabled.
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- Half offset on the X coordinate.
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- Half offset disabled.
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Returned when a cell doesn't exist.
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Custom orientation mode.
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+ Half offset on the X coordinate.
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+ Half offset on the Y coordinate.
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+ Half offset disabled.
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Tile origin at its top-left corner.
@@ -39782,17 +39782,11 @@ A similar effect may be achieved moving this node's descendants.
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- Signifies that the interpolation should be focused in the beginning.
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+ The [Tween] should use [code]_fixed_process[/code] for timekeeping when this is enabled.
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- Signifies that the interpolation should be focused in the end.
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- Signifies that the interpolation should be focused in both ends, but they should be switched (a bit hard to explain, try it for yourself to be sure).
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+ The [Tween] should use [code]_process[/code] for timekeeping when this is enabled (default).
Means that the animation is interpolated linearly.
@@ -39800,9 +39794,6 @@ A similar effect may be achieved moving this node's descendants.
Means that the animation is interpolated using a sine wave.
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- Means that the animation is interpolated backing out at edges.
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Means that the animation is interpolated with a quinary (to the power of 5) function.
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Means that the animation is interpolated by bouncing at, but never surpassing, the end.
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- The [Tween] should use [code]_fixed_process[/code] for timekeeping when this is enabled.
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+ Means that the animation is interpolated backing out at edges.
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+ Signifies that the interpolation should be focused in the beginning.
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+ Signifies that the interpolation should be focused in the end.
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+ Signifies that the interpolation should be focused in both ends.
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+ Signifies that the interpolation should be focused in both ends, but they should be switched (a bit hard to explain, try it for yourself to be sure).
@@ -41459,12 +41459,12 @@ A similar effect may be achieved moving this node's descendants.
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- This enabler will pause [AnimationPlayer] nodes.
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This enabler will freeze [RigidBody] nodes.
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+ This enabler will pause [AnimationPlayer] nodes.
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@@ -41497,12 +41497,12 @@ A similar effect may be achieved moving this node's descendants.
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- This enabler will pause [AnimationPlayer] nodes.
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This enabler will freeze [RigidBody2D] nodes.
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+ This enabler will pause [AnimationPlayer] nodes.
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This enabler will stop [Particles2D] nodes.
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