From 2c3511a2847ab65f140380ec9c34e261b7925ce4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 8 Jul 2016 19:13:06 +0200 Subject: [PATCH] classref: Sync for new sorting of constants --- doc/base/classes.xml | 3362 +++++++++++++++++++++--------------------- 1 file changed, 1681 insertions(+), 1681 deletions(-) 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. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -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) + + + + + + + + + + + + + + + + + + + + @@ -13822,26 +13842,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - - - - - @@ -13884,12 +13884,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - @@ -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) + + + + + + + + + + + + + + + + @@ -14222,28 +14238,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - @@ -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) - - - - - + @@ -14809,12 +14805,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -14883,11 +14883,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -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) - - - - - + @@ -14979,12 +14975,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -15063,11 +15063,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -15075,12 +15071,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -15171,11 +15171,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -15183,12 +15179,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -15285,11 +15285,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -15297,12 +15293,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -15385,11 +15385,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -15397,12 +15393,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -15475,11 +15475,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -15487,12 +15483,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16844,6 +16844,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + + + @@ -16852,24 +16870,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - - - @@ -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) - - - - - - - - - - @@ -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. - - - - - - - - - - - - - - - + @@ -23332,19 +23324,27 @@ A similar effect may be achieved moving this node's descendants. + + - + - + - + - + + + + + + + @@ -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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -26442,28 +26305,46 @@ A similar effect may be achieved moving this node's descendants. - + - + - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + @@ -26484,27 +26365,146 @@ 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. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -29181,16 +29181,16 @@ A similar effect may be achieved moving this node's descendants. - - - - + + + + @@ -29435,12 +29435,16 @@ A similar effect may be achieved moving this node's descendants. + + + + + + - - @@ -29457,11 +29461,7 @@ A similar effect may be achieved moving this node's descendants. - - - - - + @@ -29820,18 +29820,18 @@ A similar effect may be achieved moving this node's descendants. - - 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. - Static mode. The body behaves like a [StaticBody], and can only move by user code. - - Character body. This behaves like a rigid body, but can not rotate. - Kinematic body. The body behaves like a [KinematicBody], and can only move by user code. + + 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. + + + Character body. This behaves like a rigid body, but can not rotate. + @@ -30178,6 +30178,18 @@ A similar effect may be achieved moving this node's descendants. + + Static mode. The body behaves like a [StaticBody2D], and can only move by user code. + + + Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code. + + + 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. + + + Character body. This behaves like a rigid body, but can not rotate. + 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. - - 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. - - - Static mode. The body behaves like a [StaticBody2D], and can only move by user code. - - - Character body. This behaves like a rigid body, but can not rotate. - - - Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code. - @@ -30979,9 +30979,6 @@ A similar effect may be achieved moving this node's descendants. High-shelf filter is used for voice. - - Value returned if the voice ID is invalid. - 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). + + Value returned if the voice ID is invalid. + @@ -31512,18 +31512,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -32478,16 +32478,26 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + + + + + + + + + + + @@ -32508,12 +32518,10 @@ A similar effect may be achieved moving this node's descendants. - + - - @@ -32530,8 +32538,6 @@ A similar effect may be achieved moving this node's descendants. - - @@ -32544,17 +32550,81 @@ A similar effect may be achieved moving this node's descendants. - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -32578,11 +32648,23 @@ A similar effect may be achieved moving this node's descendants. - - - + + + + + + + + + + + + + + + @@ -32604,104 +32686,22 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -33105,6 +33105,22 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + + + + + + + @@ -33125,28 +33141,12 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - @@ -34384,18 +34384,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -36085,7 +36085,7 @@ A similar effect may be achieved moving this node's descendants. - + 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. - - + + @@ -36917,24 +36917,24 @@ A similar effect may be achieved moving this node's descendants. Generate mipmaps, to enable smooth zooming out of the texture. - - Repeat (instead of clamp to edge). - - Turn on magnifying filter, to enable smooth zooming in of the texture. Texture is a video surface. - - Default flags. Generate mipmaps, repeat, and filter are enabled. + + + + + + @@ -37893,15 +37893,6 @@ A similar effect may be achieved moving this node's descendants. - - Half offset on the X coordinate. - - - Half offset on the Y coordinate. - - - Half offset disabled. - Returned when a cell doesn't exist. @@ -37914,6 +37905,15 @@ A similar effect may be achieved moving this node's descendants. Custom orientation mode. + + Half offset on the X coordinate. + + + Half offset on the Y coordinate. + + + Half offset disabled. + Tile origin at its top-left corner. @@ -39782,17 +39782,11 @@ A similar effect may be achieved moving this node's descendants. - - Signifies that the interpolation should be focused in the beginning. + + The [Tween] should use [code]_fixed_process[/code] for timekeeping when this is enabled. - - Signifies that the interpolation should be focused in the end. - - - Signifies that the interpolation should be focused in both ends. - - - 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). + + 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. - - Means that the animation is interpolated backing out at edges. - Means that the animation is interpolated with a quinary (to the power of 5) function. @@ -39827,11 +39818,20 @@ A similar effect may be achieved moving this node's descendants. Means that the animation is interpolated by bouncing at, but never surpassing, the end. - - The [Tween] should use [code]_fixed_process[/code] for timekeeping when this is enabled. + + Means that the animation is interpolated backing out at edges. - - The [Tween] should use [code]_process[/code] for timekeeping when this is enabled (default). + + Signifies that the interpolation should be focused in the beginning. + + + Signifies that the interpolation should be focused in the end. + + + Signifies that the interpolation should be focused in both ends. + + + 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. - - This enabler will pause [AnimationPlayer] nodes. - This enabler will freeze [RigidBody] nodes. + + This enabler will pause [AnimationPlayer] nodes. + @@ -41497,12 +41497,12 @@ A similar effect may be achieved moving this node's descendants. - - This enabler will pause [AnimationPlayer] nodes. - This enabler will freeze [RigidBody2D] nodes. + + This enabler will pause [AnimationPlayer] nodes. + This enabler will stop [Particles2D] nodes. @@ -43069,41 +43069,27 @@ A similar effect may be achieved moving this node's descendants. - + - - - - - - - - - - - - - - - - - - - + - + - + - + - + - + - + + + + + @@ -43117,24 +43103,38 @@ A similar effect may be achieved moving this node's descendants. - + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - @@ -43145,6 +43145,134 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -43165,134 +43293,6 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -