doc: Sync classref with current source
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@ -20,7 +20,7 @@
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</argument>
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</argument>
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<argument index="2" name="b8" type="int">
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<argument index="2" name="b8" type="int">
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</argument>
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</argument>
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<argument index="3" name="a8" type="int">
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<argument index="3" name="a8" type="int" default="255">
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</argument>
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</argument>
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<description>
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<description>
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Returns a 32 bit color with red, green, blue and alpha channels. Each channel has 8 bits of information ranging from 0 to 255.
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Returns a 32 bit color with red, green, blue and alpha channels. Each channel has 8 bits of information ranging from 0 to 255.
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</return>
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</return>
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<argument index="0" name="name" type="String">
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<argument index="0" name="name" type="String">
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</argument>
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</argument>
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<argument index="1" name="alpha" type="float">
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<argument index="1" name="alpha" type="float" default="1.0">
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</argument>
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</argument>
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<description>
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<description>
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Returns a color according to the standardised [code]name[/code] with [code]alpha[/code] ranging from 0 to 1.
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Returns a color according to the standardised [code]name[/code] with [code]alpha[/code] ranging from 0 to 1.
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@ -1131,9 +1131,9 @@
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<method name="yield">
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<method name="yield">
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<return type="GDScriptFunctionState">
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<return type="GDScriptFunctionState">
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</return>
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</return>
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<argument index="0" name="object" type="Object">
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<argument index="0" name="object" type="Object" default="null">
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</argument>
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</argument>
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<argument index="1" name="signal" type="String">
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<argument index="1" name="signal" type="String" default="""">
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</argument>
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</argument>
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<description>
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<description>
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Stops the function execution and returns the current state. Call [method GDScriptFunctionState.resume] on the state to resume execution. This invalidates the state.
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Stops the function execution and returns the current state. Call [method GDScriptFunctionState.resume] on the state to resume execution. This invalidates the state.
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@ -66,6 +66,16 @@
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Return the amount of surfaces that the [code]ArrayMesh[/code] holds.
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Return the amount of surfaces that the [code]ArrayMesh[/code] holds.
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</description>
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</description>
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</method>
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</method>
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<method name="lightmap_unwrap">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="arg0" type="Transform">
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</argument>
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<argument index="1" name="arg1" type="float">
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</argument>
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<description>
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</description>
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</method>
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<method name="regen_normalmaps">
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<method name="regen_normalmaps">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -12,6 +12,12 @@
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<demos>
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<demos>
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</demos>
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</demos>
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<methods>
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<methods>
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<method name="get_length" qualifiers="const">
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<return type="float">
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</return>
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<description>
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</description>
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</method>
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</methods>
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</methods>
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<constants>
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<constants>
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</constants>
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</constants>
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@ -36,6 +36,12 @@
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Returns [code]true[/code] if the current host platform is using multiple threads.
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Returns [code]true[/code] if the current host platform is using multiple threads.
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</description>
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</description>
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</method>
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</method>
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<method name="center_window">
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<return type="void">
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</return>
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<description>
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</description>
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</method>
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<method name="delay_msec" qualifiers="const">
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<method name="delay_msec" qualifiers="const">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -232,6 +238,12 @@
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Returns the number of cores available in the host machine.
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Returns the number of cores available in the host machine.
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</description>
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</description>
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</method>
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</method>
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<method name="get_real_window_size" qualifiers="const">
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<return type="Vector2">
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</return>
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<description>
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</description>
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</method>
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<method name="get_scancode_string" qualifiers="const">
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<method name="get_scancode_string" qualifiers="const">
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<return type="String">
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<return type="String">
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</return>
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</return>
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Disconnect from host.
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Disconnect from host.
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</description>
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</description>
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</method>
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</method>
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<method name="set_no_delay">
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<return type="void">
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</return>
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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Disable Nagle algorithm to improve latency for small packets.
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Note that for applications that send large packets, or need to transfer a lot of data, this can reduce total bandwidth.
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</description>
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</method>
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<method name="get_connected_host" qualifiers="const">
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<method name="get_connected_host" qualifiers="const">
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<return type="String">
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<return type="String">
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</return>
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</return>
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<description>
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<description>
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</description>
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</description>
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</method>
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</method>
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<method name="set_no_delay">
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<return type="void">
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</return>
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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Disable Nagle algorithm to improve latency for small packets.
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Note that for applications that send large packets, or need to transfer a lot of data, this can reduce total bandwidth.
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</description>
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</method>
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</methods>
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</methods>
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<constants>
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<constants>
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<constant name="STATUS_NONE" value="0" enum="Status">
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<constant name="STATUS_NONE" value="0" enum="Status">
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@ -1,10 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VehicleWheel" inherits="Spatial" category="Core" version="3.0-stable">
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<class name="VehicleWheel" inherits="Spatial" category="Core" version="3.0-stable">
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<brief_description>
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<brief_description>
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Physics object that simulates the behaviour of a wheel.
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Physics object that simulates the behaviour of a wheel.
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</brief_description>
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</brief_description>
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<description>
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<description>
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This node needs to be used as a child node of [VehicleBody] and simulates the behaviour of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.
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This node needs to be used as a child node of [VehicleBody] and simulates the behaviour of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slighly higher then the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5
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The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slighly higher then the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5
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</member>
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</member>
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<member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force">
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<member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force">
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The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number.
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The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number.
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</member>
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</member>
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<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness">
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<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness">
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This value defines the stiffness of the suspension. Use a value lower then 50 for an offroad car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
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This value defines the stiffness of the suspension. Use a value lower then 50 for an offroad car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
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The radius of the wheel in meters.
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The radius of the wheel in meters.
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</member>
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</member>
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<member name="wheel_rest_length" type="float" setter="set_suspension_rest_length" getter="get_suspension_rest_length">
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<member name="wheel_rest_length" type="float" setter="set_suspension_rest_length" getter="get_suspension_rest_length">
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This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest.
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This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest.
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</member>
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</member>
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<member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence">
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<member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence">
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This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll.
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This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll.
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Amount of objects in frame.
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Amount of objects in frame.
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</constant>
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</constant>
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<constant name="RENDER_INFO_VERTICES_IN_FRAME" value="1" enum="RenderInfo">
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<constant name="RENDER_INFO_VERTICES_IN_FRAME" value="1" enum="RenderInfo">
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Amount of vertices in frame.
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Amount of vertices in frame.
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</constant>
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</constant>
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<constant name="RENDER_INFO_MATERIAL_CHANGES_IN_FRAME" value="2" enum="RenderInfo">
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<constant name="RENDER_INFO_MATERIAL_CHANGES_IN_FRAME" value="2" enum="RenderInfo">
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Amount of material changes in frame.
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Amount of material changes in frame.
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