diff --git a/core/variant_call.cpp b/core/variant_call.cpp index 7b9dea4eab9..a5927bb6f8e 100644 --- a/core/variant_call.cpp +++ b/core/variant_call.cpp @@ -947,10 +947,22 @@ static void _call_##m_type##_##m_method(Variant& r_ret,Variant& p_self,const Var struct ConstantData { Map value; +#ifdef DEBUG_ENABLED + List value_ordered; +#endif }; static ConstantData* constant_data; + static void add_constant(int p_type, StringName p_constant_name, int p_constant_value) { + + constant_data[p_type].value[p_constant_name] = p_constant_value; +#ifdef DEBUG_ENABLED + constant_data[p_type].value_ordered.push_back(p_constant_name); +#endif + + } + }; _VariantCall::TypeFunc* _VariantCall::type_funcs=NULL; @@ -1241,9 +1253,15 @@ void Variant::get_numeric_constants_for_type(Variant::Type p_type, List::Element *E=cd.value_ordered.front();E;E=E->next()) { + + p_constants->push_back(E->get()); +#else for(Map::Element *E=cd.value.front();E;E=E->next()) { p_constants->push_back(E->key()); +#endif } } @@ -1688,54 +1706,54 @@ _VariantCall::addfunc(Variant::m_vtype,Variant::m_ret,_SCS(#m_method),VCALL(m_cl /* REGISTER CONSTANTS */ - _VariantCall::constant_data[Variant::VECTOR3].value["AXIS_X"]=Vector3::AXIS_X; - _VariantCall::constant_data[Variant::VECTOR3].value["AXIS_Y"]=Vector3::AXIS_Y; - _VariantCall::constant_data[Variant::VECTOR3].value["AXIS_Z"]=Vector3::AXIS_Z; - - _VariantCall::constant_data[Variant::INPUT_EVENT].value["NONE"]=InputEvent::NONE; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["KEY"]=InputEvent::KEY; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["MOUSE_MOTION"]=InputEvent::MOUSE_MOTION; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["MOUSE_BUTTON"]=InputEvent::MOUSE_BUTTON; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["JOYSTICK_MOTION"]=InputEvent::JOYSTICK_MOTION; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["JOYSTICK_BUTTON"]=InputEvent::JOYSTICK_BUTTON; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["SCREEN_TOUCH"]=InputEvent::SCREEN_TOUCH; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["SCREEN_DRAG"]=InputEvent::SCREEN_DRAG; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["ACTION"]=InputEvent::ACTION; - - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_BC"]=Image::COMPRESS_BC; - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_PVRTC2"]=Image::COMPRESS_PVRTC2; - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_PVRTC4"]=Image::COMPRESS_PVRTC4; - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_ETC"]=Image::COMPRESS_ETC; + _VariantCall::add_constant(Variant::VECTOR3,"AXIS_X",Vector3::AXIS_X); + _VariantCall::add_constant(Variant::VECTOR3,"AXIS_Y",Vector3::AXIS_Y); + _VariantCall::add_constant(Variant::VECTOR3,"AXIS_Z",Vector3::AXIS_Z); + _VariantCall::add_constant(Variant::INPUT_EVENT,"NONE",InputEvent::NONE); + _VariantCall::add_constant(Variant::INPUT_EVENT,"KEY",InputEvent::KEY); + _VariantCall::add_constant(Variant::INPUT_EVENT,"MOUSE_MOTION",InputEvent::MOUSE_MOTION); + _VariantCall::add_constant(Variant::INPUT_EVENT,"MOUSE_BUTTON",InputEvent::MOUSE_BUTTON); + _VariantCall::add_constant(Variant::INPUT_EVENT,"JOYSTICK_MOTION",InputEvent::JOYSTICK_MOTION); + _VariantCall::add_constant(Variant::INPUT_EVENT,"JOYSTICK_BUTTON",InputEvent::JOYSTICK_BUTTON); + _VariantCall::add_constant(Variant::INPUT_EVENT,"SCREEN_TOUCH",InputEvent::SCREEN_TOUCH); + _VariantCall::add_constant(Variant::INPUT_EVENT,"SCREEN_DRAG",InputEvent::SCREEN_DRAG); + _VariantCall::add_constant(Variant::INPUT_EVENT,"ACTION",InputEvent::ACTION); - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_GRAYSCALE"]=Image::FORMAT_GRAYSCALE; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_INTENSITY"]=Image::FORMAT_INTENSITY; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_GRAYSCALE_ALPHA"]=Image::FORMAT_GRAYSCALE_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_RGB"]=Image::FORMAT_RGB; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_RGBA"]=Image::FORMAT_RGBA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_INDEXED"]=Image::FORMAT_INDEXED; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_INDEXED_ALPHA"]=Image::FORMAT_INDEXED_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_YUV_422"]=Image::FORMAT_YUV_422; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_YUV_444"]=Image::FORMAT_YUV_444; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC1"]=Image::FORMAT_BC1; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC2"]=Image::FORMAT_BC2; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC3"]=Image::FORMAT_BC3; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC4"]=Image::FORMAT_BC4; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC5"]=Image::FORMAT_BC5; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC2"]=Image::FORMAT_PVRTC2; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC2_ALPHA"]=Image::FORMAT_PVRTC2_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC4"]=Image::FORMAT_PVRTC4; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC4_ALPHA"]=Image::FORMAT_PVRTC4_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ETC"]=Image::FORMAT_ETC; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ATC"]=Image::FORMAT_ATC; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ATC_ALPHA_EXPLICIT"]=Image::FORMAT_ATC_ALPHA_EXPLICIT; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ATC_ALPHA_INTERPOLATED"]=Image::FORMAT_ATC_ALPHA_INTERPOLATED; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_CUSTOM"]=Image::FORMAT_CUSTOM; - _VariantCall::constant_data[Variant::IMAGE].value["INTERPOLATE_NEAREST"]=Image::INTERPOLATE_NEAREST; - _VariantCall::constant_data[Variant::IMAGE].value["INTERPOLATE_BILINEAR"]=Image::INTERPOLATE_BILINEAR; - _VariantCall::constant_data[Variant::IMAGE].value["INTERPOLATE_CUBIC"]=Image::INTERPOLATE_CUBIC; + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_BC",Image::COMPRESS_BC); + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_PVRTC2",Image::COMPRESS_PVRTC2); + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_PVRTC4",Image::COMPRESS_PVRTC4); + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_ETC",Image::COMPRESS_ETC); + + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_GRAYSCALE",Image::FORMAT_GRAYSCALE); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_INTENSITY",Image::FORMAT_INTENSITY); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_GRAYSCALE_ALPHA",Image::FORMAT_GRAYSCALE_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_RGB",Image::FORMAT_RGB); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_RGBA",Image::FORMAT_RGBA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_INDEXED",Image::FORMAT_INDEXED); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_INDEXED_ALPHA",Image::FORMAT_INDEXED_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_YUV_422",Image::FORMAT_YUV_422); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_YUV_444",Image::FORMAT_YUV_444); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC1",Image::FORMAT_BC1); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC2",Image::FORMAT_BC2); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC3",Image::FORMAT_BC3); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC4",Image::FORMAT_BC4); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC5",Image::FORMAT_BC5); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC2",Image::FORMAT_PVRTC2); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC2_ALPHA",Image::FORMAT_PVRTC2_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC4",Image::FORMAT_PVRTC4); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC4_ALPHA",Image::FORMAT_PVRTC4_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ETC",Image::FORMAT_ETC); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ATC",Image::FORMAT_ATC); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ATC_ALPHA_EXPLICIT",Image::FORMAT_ATC_ALPHA_EXPLICIT); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ATC_ALPHA_INTERPOLATED",Image::FORMAT_ATC_ALPHA_INTERPOLATED); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_CUSTOM",Image::FORMAT_CUSTOM); + + _VariantCall::add_constant(Variant::IMAGE,"INTERPOLATE_NEAREST",Image::INTERPOLATE_NEAREST); + _VariantCall::add_constant(Variant::IMAGE,"INTERPOLATE_BILINEAR",Image::INTERPOLATE_BILINEAR); + _VariantCall::add_constant(Variant::IMAGE,"INTERPOLATE_CUBIC",Image::INTERPOLATE_CUBIC); } void unregister_variant_methods() { diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 4b5c424d4bf..9e21e0b3ab3 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -760,115 +760,23 @@ - - 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. @@ -879,232 +787,17 @@ 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 @@ -1232,6 +925,54 @@ 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) @@ -1347,53 +1088,232 @@ - - 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 @@ -1526,266 +1446,356 @@ - - - - - - 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". - - String property is a directory (so pop up a file dialog when edited). - - @@ -1795,60 +1805,62 @@ - - - - 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). @@ -1856,6 +1868,30 @@ 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]. @@ -1886,9 +1922,6 @@ Variable is of type [InputEvent]. - - Variable is of type [int]. - Variable is of type [Dictionary]. @@ -1911,39 +1944,6 @@ - - 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. - @@ -2819,15 +2819,6 @@ - - No interpolation (nearest value). - - - Linear interpolation. - - - Cubic interpolation. - Value tracks set values in node properties, but only those which can be Interpolated. @@ -2837,6 +2828,15 @@ Method tracks call functions with given arguments per key. + + No interpolation (nearest value). + + + Linear interpolation. + + + Cubic interpolation. + @@ -5111,6 +5111,24 @@ + + 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. @@ -5141,24 +5159,6 @@ 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. - @@ -5669,6 +5669,10 @@ + + + + @@ -5679,10 +5683,6 @@ - - - - @@ -6648,16 +6648,16 @@ - - - - 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). + + + + @@ -6863,10 +6863,10 @@ - - + + @@ -6919,7 +6919,7 @@ - + @@ -6945,7 +6945,7 @@ - + @@ -7373,9 +7373,6 @@ 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. @@ -7388,6 +7385,9 @@ Canvas item has exited the canvas. + + Canvas item transform has changed. Only received if requested. + @@ -9858,40 +9858,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Control can't acquire focus. @@ -9922,6 +9888,40 @@ Modal control was closed. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -10066,13 +10066,11 @@ - + - + - - - + @@ -10086,11 +10084,13 @@ - + - + - + + + @@ -10663,18 +10663,18 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - + + + + + + @@ -11129,12 +11129,6 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - @@ -11145,6 +11139,12 @@ This approximation makes straight segments between each point, then subdivides t + + + + + + @@ -12070,48 +12070,84 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + @@ -12132,20 +12168,12 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - + - - @@ -12156,34 +12184,6 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -12763,12 +12763,12 @@ 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. @@ -12915,15 +12915,6 @@ 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. @@ -12939,6 +12930,15 @@ 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. + @@ -13065,22 +13065,6 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - - - - - - - Diffuse Lighting (light scattered from surface). @@ -13107,6 +13091,8 @@ This approximation makes straight segments between each point, then subdivides t Maximum amount of parameters. + + Read texture coordinates from the UV array. @@ -13116,7 +13102,21 @@ This approximation makes straight segments between each point, then subdivides t Read texture coordinates from the UV2 array. - + + + + + + + + + + + + + + + @@ -13409,28 +13409,10 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - - - - - - - - - @@ -13447,6 +13429,24 @@ This approximation makes straight segments between each point, then subdivides t + + + + + + + + + + + + + + + + + + @@ -13771,14 +13771,14 @@ This approximation makes straight segments between each point, then subdivides t - - - - + + + + @@ -15044,6 +15044,26 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + + + + + @@ -15142,26 +15162,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - - - - - @@ -15232,7 +15232,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + @@ -15292,12 +15292,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - HTTPRequest couldn't write to the download file. - - - Request reached it's maximum redirect limit, see [method set_max_redirects]. - Request failed while connecting. @@ -15322,6 +15316,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) HTTPRequest couldn't open the download file. + + HTTPRequest couldn't write to the download file. + + + Request reached it's maximum redirect limit, see [method set_max_redirects]. + @@ -15364,12 +15364,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - @@ -15388,6 +15382,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + @@ -15449,8 +15449,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - @@ -15461,6 +15459,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + @@ -15682,6 +15682,22 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + @@ -15702,28 +15718,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - @@ -16236,13 +16236,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - Joystick motion event. - - - Joystick button event. + + Empty input event. Key event. @@ -16253,13 +16248,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Mouse button event. - - Empty input event. + + Joystick motion event. + + + Joystick button event. + + @@ -16322,11 +16322,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16334,12 +16330,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16408,11 +16408,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16420,12 +16416,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16492,11 +16492,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16504,12 +16500,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16588,11 +16588,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16600,12 +16596,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16696,11 +16696,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16708,12 +16704,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16810,11 +16810,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16822,12 +16818,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16910,11 +16910,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16922,12 +16918,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -17000,11 +17000,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -17012,12 +17008,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -18555,6 +18555,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + + + @@ -18563,24 +18581,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - - - @@ -18973,6 +18973,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + @@ -19040,6 +19052,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Set the maximum amount of characters the [LineEdit] can edit, and cropping existing text in case it exceeds that limit. Setting 0 removes the limit. + + + + + + + + + + + + @@ -19494,27 +19518,6 @@ 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). @@ -19536,6 +19539,27 @@ 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. + + + + + @@ -20089,65 +20113,65 @@ 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). @@ -21631,6 +21655,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Return [i]true[/i] if the "node" argument is a direct or indirect child of the current node, otherwise return [i]false[/i]. + + + + + + @@ -21750,6 +21780,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost. + + + + + + @@ -21842,10 +21878,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - @@ -21857,6 +21889,10 @@ 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). + + + + @@ -22903,12 +22939,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - @@ -22925,6 +22955,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + @@ -23330,6 +23366,12 @@ 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. @@ -23339,12 +23381,6 @@ 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. - @@ -24404,16 +24440,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - @@ -24428,6 +24454,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + @@ -24782,30 +24818,11 @@ 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. @@ -24828,6 +24845,25 @@ 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. + + + + + + + + + + + @@ -25271,6 +25307,12 @@ A similar effect may be achieved moving this node's descendants. + + + + + + @@ -25281,25 +25323,11 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - + @@ -25313,19 +25341,27 @@ A similar effect may be achieved moving this node's descendants. + + - + - + - + - + + + + + + + @@ -25678,12 +25714,6 @@ 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. @@ -25693,6 +25723,12 @@ 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). + @@ -26562,137 +26598,26 @@ 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 inertia. - - - Constant to sleep/wake up a body, or to get whether it is sleeping. - - - Constant to set/get a body's gravity multiplier. - - - Constant to set/get whether the body can sleep. - - - 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. - - - 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. @@ -26718,26 +26643,137 @@ 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 inertia. + + + 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. @@ -27454,16 +27490,16 @@ A similar effect may be achieved moving this node's descendants. - - - - + + + + @@ -28380,143 +28416,6 @@ 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -28533,28 +28432,46 @@ A similar effect may be achieved moving this node's descendants. - + - + - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + @@ -28575,27 +28492,146 @@ 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. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -31452,16 +31488,16 @@ A similar effect may be achieved moving this node's descendants. - - - - + + + + @@ -31706,12 +31742,16 @@ A similar effect may be achieved moving this node's descendants. + + + + + + - - @@ -31728,11 +31768,7 @@ A similar effect may be achieved moving this node's descendants. - - - - - + @@ -32091,18 +32127,18 @@ 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. + @@ -32486,6 +32522,18 @@ 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. @@ -32495,18 +32543,6 @@ 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. - @@ -33287,9 +33323,6 @@ 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). @@ -33302,6 +33335,9 @@ A similar effect may be achieved moving this node's descendants. Huge reverberation room (cathedral, warehouse). + + Value returned if the voice ID is invalid. + @@ -33834,18 +33870,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -34801,16 +34837,26 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + + + + + + + + + + + @@ -34831,12 +34877,10 @@ A similar effect may be achieved moving this node's descendants. - + - - @@ -34853,8 +34897,6 @@ A similar effect may be achieved moving this node's descendants. - - @@ -34867,17 +34909,81 @@ A similar effect may be achieved moving this node's descendants. - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -34901,11 +35007,23 @@ A similar effect may be achieved moving this node's descendants. - - - + + + + + + + + + + + + + + + @@ -34927,104 +35045,22 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -35470,6 +35506,22 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + + + + + + + @@ -35490,28 +35542,12 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - @@ -36763,18 +36799,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -38574,13 +38610,13 @@ A similar effect may be achieved moving this node's descendants. - + - + - + @@ -38671,7 +38707,7 @@ A similar effect may be achieved moving this node's descendants. - + Listen on a port, alternatively give a white-list of accepted hosts. @@ -38983,12 +39019,12 @@ A similar effect may be achieved moving this node's descendants. - - + + @@ -39359,6 +39395,15 @@ A similar effect may be achieved moving this node's descendants. + + Match case when searching. + + + Match whole words when searching. + + + Search from end to beginning. + @@ -39373,15 +39418,6 @@ A similar effect may be achieved moving this node's descendants. - - Match case when searching. - - - Match whole words when searching. - - - Search from end to beginning. - @@ -39531,24 +39567,24 @@ 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. + + + + + + @@ -40539,15 +40575,6 @@ 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. @@ -40560,6 +40587,15 @@ 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. @@ -41638,18 +41674,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -42523,17 +42559,11 @@ 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. @@ -42541,9 +42571,6 @@ 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. @@ -42568,11 +42595,20 @@ 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). @@ -42860,6 +42896,16 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + Vector used for 2D Math. @@ -44333,12 +44379,12 @@ 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. + @@ -44371,23 +44417,23 @@ 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. + + This enabler will stop the parent's _process function. This enabler will stop the parent's _fixed_process function. - - @@ -45947,41 +45993,27 @@ A similar effect may be achieved moving this node's descendants. - + - - - - - - - - - - - - - - - - - - - + - + - + - + - + - + - + + + + + @@ -45995,24 +46027,38 @@ A similar effect may be achieved moving this node's descendants. - + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - @@ -46023,6 +46069,134 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -46043,134 +46217,6 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/tools/doc/doc_data.cpp b/tools/doc/doc_data.cpp index 470dd078aef..14b937be380 100644 --- a/tools/doc/doc_data.cpp +++ b/tools/doc/doc_data.cpp @@ -36,21 +36,6 @@ #include "io/compression.h" #include "scene/resources/theme.h" -struct _ConstantComparator { - - inline bool operator()(const DocData::ConstantDoc &a, const DocData::ConstantDoc &b) const { - String left_a = a.name.find("_") == -1 ? a.name : a.name.substr(0, a.name.find("_")); - String left_b = b.name.find("_") == -1 ? b.name : b.name.substr(0, b.name.find("_")); - if (left_a == left_b) // If they have the same prefix - if (a.value == b.value) - return a.name < b.name; // Sort by name if the values are the same - else - return a.value < b.value; // Sort by value otherwise - else - return left_a < left_b; // Sort by name if the prefixes aren't the same - } -}; - void DocData::merge_from(const DocData& p_data) { for( Map::Element *E=class_list.front();E;E=E->next()) { @@ -1052,7 +1037,6 @@ Error DocData::save(const String& p_path) { _write_string(f,1,""); - c.constants.sort_custom<_ConstantComparator>(); for(int i=0;i