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@ -214,7 +214,7 @@
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Beginning corner. Typically has values lower than [member end].
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</member>
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<member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
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Size from [member position] to [member end]. Typically all components are positive.
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Size from [member position] to [member end]. Typically, all components are positive.
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If the size is negative, you can use [method abs] to fix it.
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</member>
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</members>
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AStar" inherits="Reference" version="3.3">
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<brief_description>
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An implementation of A* to find shortest paths among connected points in space.
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An implementation of A* to find the shortest paths among connected points in space.
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</brief_description>
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<description>
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A* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in three-dimensional space and Euclidean distances by default.
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@ -699,7 +699,7 @@
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[b]Note:[/b] Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
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</member>
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<member name="loop" type="bool" setter="set_loop" getter="has_loop" default="false">
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A flag indicating that the animation must loop. This is uses for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
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A flag indicating that the animation must loop. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
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</member>
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<member name="step" type="float" setter="set_step" getter="get_step" default="0.1">
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The animation step value.
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@ -237,7 +237,7 @@
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</member>
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<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default="""">
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The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
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[b]Note[/b]: while this property appears in the inspector, it's not meant to be edited and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
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[b]Note[/b]: while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
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</member>
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<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
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The length (in seconds) of the currently being played animation.
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@ -4,7 +4,7 @@
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Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function.
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</brief_description>
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<description>
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Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
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Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
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[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of adding them as children.
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</description>
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<tutorials>
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@ -191,6 +191,11 @@
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</member>
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="70.0">
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The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the other axis' field of view angle.
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For reference, the default vertical field of view value ([code]75.0[/code]) is equivalent to a horizontal FOV of:
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- ~91.31 degrees in a 4:3 viewport
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- ~101.67 degrees in a 16:10 viewport
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- ~107.51 degrees in a 16:9 viewport
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- ~121.63 degrees in a 21:9 viewport
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</member>
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<member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2( 0, 0 )">
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The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
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@ -140,7 +140,7 @@
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<argument index="0" name="data" type="String">
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</argument>
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<description>
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Parses the the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
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Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
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Returns one of the [enum Error] code constants ([code]OK[/code] on success).
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</description>
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</method>
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@ -4,7 +4,7 @@
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Dictionary type.
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</brief_description>
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<description>
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Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as an hash map or associative array.
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Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as a hash map or associative array.
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You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code].
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Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior.
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[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
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<argument index="0" name="keys" type="Array">
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</argument>
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<description>
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Returns [code]true[/code] if the dictionary has all of the keys in the given array.
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Returns [code]true[/code] if the dictionary has all the keys in the given array.
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</description>
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</method>
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<method name="hash">
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@ -94,7 +94,7 @@
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<argument index="0" name="idx" type="int">
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</argument>
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<description>
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On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). On other platforms, or if the requested drive does not existed, the method returns an empty String.
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On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]). On other platforms, or if the requested drive does not exist, the method returns an empty String.
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</description>
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</method>
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<method name="get_drive_count">
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<return type="void">
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</return>
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<description>
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Closes the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] or not does not matter).
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Closes the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] does not matter).
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</description>
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</method>
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<method name="make_dir">
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@ -90,7 +90,7 @@
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<argument index="0" name="resources" type="PoolStringArray">
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</argument>
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<description>
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Remitted if a resource is reimported.
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Emitted if a resource is reimported.
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</description>
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</signal>
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<signal name="resources_reload">
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@ -4,12 +4,12 @@
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Plugin for adding custom property editors on inspector.
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</brief_description>
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<description>
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This plugins allows adding custom property editors to [EditorInspector].
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These plugins allow adding custom property editors to [EditorInspector].
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Plugins are registered via [method EditorPlugin.add_inspector_plugin].
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When an object is edited, the [method can_handle] function is called and must return [code]true[/code] if the object type is supported.
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If supported, the function [method parse_begin] will be called, allowing to place custom controls at the beginning of the class.
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Subsequently, the [method parse_category] and [method parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too.
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Finally [method parse_end] will be called.
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Finally, [method parse_end] will be called.
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On each of these calls, the "add" functions can be called.
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</description>
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<tutorials>
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<return type="bool">
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</return>
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<description>
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Override this method to define whether Spatial with this gizmo should be selecteble even when the gizmo is hidden.
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Override this method to define whether a Spatial with this gizmo should be selectable even when the gizmo is hidden.
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</description>
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</method>
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<method name="redraw" qualifiers="virtual">
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<return type="Dictionary">
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</return>
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<description>
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Returns a [Dictionary] containing the path of the detected file change mapped to an integer signifying what kind of a change the corresponding file has experienced.
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Returns a [Dictionary] containing the path of the detected file change mapped to an integer signifying what kind of change the corresponding file has experienced.
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The following integer values are being used to signify that the detected file is:
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- [code]0[/code]: New to the VCS working directory
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- [code]1[/code]: Modified
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@ -150,7 +150,7 @@
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The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
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</member>
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<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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</member>
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<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
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The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
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</return>
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<description>
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Gets the [HBoxContainer] that contains the zooming and grid snap controls in the top left of the graph.
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Warning: The intended usage of this function is to allow you to reposition or add your own custom controls to the container. This is an internal control and as such should not be freed. If you wish to hide this or any of it's children use their [member CanvasItem.visible] property instead.
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Warning: The intended usage of this function is to allow you to reposition or add your own custom controls to the container. This is an internal control and as such should not be freed. If you wish to hide this or any of its children, use their [member CanvasItem.visible] property instead.
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</description>
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</method>
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<method name="is_node_connected">
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<description>
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A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
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After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.
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In the Inspector you can enable (show) or disable (hide) slots. By default all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
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In the Inspector you can enable (show) or disable (hide) slots. By default, all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
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</description>
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<tutorials>
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</tutorials>
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Low-level hyper-text transfer protocol client.
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</brief_description>
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<description>
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Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for an higher-level alternative.[/b]
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Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for a higher-level alternative.[/b]
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[b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started.
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A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
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For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
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<return type="Array">
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</return>
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<description>
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Returns all of the user's current IPv4 and IPv6 addresses as an array.
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Returns all the user's current IPv4 and IPv6 addresses as an array.
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</description>
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</method>
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<method name="get_local_interfaces" qualifiers="const">
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<argument index="0" name="renormalize" type="bool" default="false">
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</argument>
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<description>
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Generates mipmaps for the image. Mipmaps are pre-calculated and lower resolution copies of the image. Mipmaps are automatically used if the image needs to be scaled down when rendered. This improves image quality and the performance of the rendering. Returns an error if the image is compressed, in a custom format or if the image's width/height is 0.
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Generates mipmaps for the image. Mipmaps are precalculated and lower resolution copies of the image. Mipmaps are automatically used if the image needs to be scaled down when rendered. This improves image quality and the performance of the rendering. Returns an error if the image is compressed, in a custom format or if the image's width/height is 0.
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</description>
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</method>
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<method name="get_data" qualifiers="const">
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</methods>
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<members>
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<member name="data" type="Dictionary" setter="_set_data" getter="_get_data" default="{"data": PoolByteArray( ),"format": "Lum8","height": 0,"mipmaps": false,"width": 0}">
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Holds all of the image's color data in a given format. See [enum Format] constants.
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Holds all the image's color data in a given format. See [enum Format] constants.
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</member>
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</members>
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<constants>
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<return type="Vector3">
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</return>
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<description>
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Returns the the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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[b]Note:[/b] This method only works on Android, iOS and UWP. On other platforms, it always returns [constant Vector3.ZERO].
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</description>
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</method>
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If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
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</member>
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<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
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The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.
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The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.
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</member>
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</members>
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<constants>
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</brief_description>
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<description>
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Special button that brings up a [PopupMenu] when clicked.
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New items can be created inside this [PopupMenu] using [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from the editor. To do so, select the [MenuButton] node, then in the toolbar at the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the popup. You will be able to give each items new properties.
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New items can be created inside this [PopupMenu] using [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from the editor. To do so, select the [MenuButton] node, then in the toolbar at the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the popup. You will be able to give each item new properties.
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See also [BaseButton] which contains common properties and methods associated with this node.
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</description>
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<tutorials>
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<description>
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MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow, since each object is submitted to the GPU then drawn individually.
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MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
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As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object).
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As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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</description>
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<tutorials>
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</argument>
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<description>
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Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
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If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
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If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instanced instead of its type.
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[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
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[codeblock]
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if child_node.get_parent():
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</argument>
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<description>
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Adds [code]child_node[/code] as a child. The child is placed below the given [code]node[/code] in the list of children.
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If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
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If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instanced instead of its type.
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</description>
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</method>
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<method name="add_to_group">
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Object" version="3.3">
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<brief_description>
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Base class for all non built-in types.
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Base class for all non-built-in types.
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</brief_description>
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<description>
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Every class which is not a built-in type inherits from this class.
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<argument index="1" name="state" type="int">
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</argument>
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||||
<description>
|
||||
Sets the state of an multistate item. See [method add_multistate_item] for details.
|
||||
Sets the state of a multistate item. See [method add_multistate_item] for details.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_item_shortcut">
|
||||
|
@ -605,13 +605,13 @@
|
|||
<argument index="0" name="idx" type="int">
|
||||
</argument>
|
||||
<description>
|
||||
Cycle to the next state of an multistate item. See [method add_multistate_item] for details.
|
||||
Cycle to the next state of a multistate item. See [method add_multistate_item] for details.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
<members>
|
||||
<member name="allow_search" type="bool" setter="set_allow_search" getter="get_allow_search" default="false">
|
||||
If [code]true[/code], allows to navigate [PopupMenu] with letter keys.
|
||||
If [code]true[/code], allows navigating [PopupMenu] with letter keys.
|
||||
</member>
|
||||
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" />
|
||||
<member name="hide_on_checkable_item_selection" type="bool" setter="set_hide_on_checkable_item_selection" getter="is_hide_on_checkable_item_selection" default="true">
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
</methods>
|
||||
<members>
|
||||
<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )">
|
||||
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.
|
||||
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
|
||||
</member>
|
||||
<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
|
||||
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
|
||||
|
|
|
@ -412,7 +412,7 @@
|
|||
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
|
||||
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
|
||||
If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
|
||||
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non real-time rendering of static frames, or test the project under lag conditions.
|
||||
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
|
||||
</member>
|
||||
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
|
||||
Maximum call stack allowed for debugging GDScript.
|
||||
|
|
|
@ -101,7 +101,7 @@
|
|||
<argument index="0" name="quat" type="Quat">
|
||||
</argument>
|
||||
<description>
|
||||
Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
|
||||
Returns [code]true[/code] if this quaternion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
|
||||
</description>
|
||||
</method>
|
||||
<method name="is_normalized">
|
||||
|
|
|
@ -171,7 +171,7 @@
|
|||
Beginning corner. Typically has values lower than [member end].
|
||||
</member>
|
||||
<member name="size" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
|
||||
Size from [member position] to [member end]. Typically all components are positive.
|
||||
Size from [member position] to [member end]. Typically, all components are positive.
|
||||
If the size is negative, you can use [method abs] to fix it.
|
||||
</member>
|
||||
</members>
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
<description>
|
||||
Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine.
|
||||
Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver].
|
||||
[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with better efficiency on the graphics card.
|
||||
[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with better efficiency on the graphics card.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
A body that is controlled by the 2D physics engine.
|
||||
</brief_description>
|
||||
<description>
|
||||
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
|
||||
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
|
||||
A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
|
||||
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
|
||||
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
</brief_description>
|
||||
<description>
|
||||
As one of the most important classes, the [SceneTree] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.
|
||||
You can also use the [SceneTree] to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
|
||||
You can also use the [SceneTree] to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
|
||||
[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
|
||||
</description>
|
||||
<tutorials>
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
<members>
|
||||
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
|
||||
The collision margin for the shape. Used in Bullet Physics only.
|
||||
Collision margins allows collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
|
||||
Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
|
|
@ -70,7 +70,7 @@
|
|||
The texture's drawing offset.
|
||||
</member>
|
||||
<member name="opacity" type="float" setter="set_opacity" getter="get_opacity" default="1.0">
|
||||
The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
|
||||
The objects' visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
|
||||
</member>
|
||||
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
|
||||
The size of one pixel's width on the sprite to scale it in 3D.
|
||||
|
|
|
@ -188,7 +188,7 @@
|
|||
If [code]true[/code], tabs can be rearranged with mouse drag.
|
||||
</member>
|
||||
<member name="scrolling_enabled" type="bool" setter="set_scrolling_enabled" getter="get_scrolling_enabled" default="true">
|
||||
if [code]true[/code], the mouse's scroll wheel cab be used to navigate the scroll view.
|
||||
if [code]true[/code], the mouse's scroll wheel can be used to navigate the scroll view.
|
||||
</member>
|
||||
<member name="tab_align" type="int" setter="set_tab_align" getter="get_tab_align" enum="Tabs.TabAlign" default="1">
|
||||
The alignment of all tabs. See [enum TabAlign] for details.
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
</brief_description>
|
||||
<description>
|
||||
Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.
|
||||
[b]Note:[/b] To create an one-shot timer without instantiating a node, use [method SceneTree.create_timer].
|
||||
[b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||||
tween.start()
|
||||
[/codeblock]
|
||||
Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
|
||||
Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (e.g. [code]position:x[/code]), where it would only apply to that particular component.
|
||||
Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
|
||||
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
|
||||
</description>
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
Resources are created using the [code]*_create[/code] functions.
|
||||
All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas].
|
||||
In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any [Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be created with [method scenario_create].
|
||||
Similarly in 2D, a canvas is needed to draw all canvas items.
|
||||
Similarly, in 2D, a canvas is needed to draw all canvas items.
|
||||
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible.
|
||||
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
|
||||
</description>
|
||||
|
@ -1987,7 +1987,7 @@
|
|||
<argument index="1" name="margin" type="float">
|
||||
</argument>
|
||||
<description>
|
||||
Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance.extra_cull_margin].
|
||||
Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance.extra_cull_margin].
|
||||
</description>
|
||||
</method>
|
||||
<method name="instance_set_layer_mask">
|
||||
|
@ -3199,7 +3199,7 @@
|
|||
<argument index="1" name="time" type="float">
|
||||
</argument>
|
||||
<description>
|
||||
Sets the preprocess time for the particles animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member Particles.preprocess].
|
||||
Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member Particles.preprocess].
|
||||
</description>
|
||||
</method>
|
||||
<method name="particles_set_process_material">
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
<return type="String">
|
||||
</return>
|
||||
<description>
|
||||
Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog.
|
||||
Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog. The path may look like [code]"MyGame/MyFunctions/Noise"[/code].
|
||||
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Custom" category.
|
||||
</description>
|
||||
</method>
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Calculates the determinant of a [Transform] within the visual shader graph.
|
||||
</brief_description>
|
||||
<description>
|
||||
Translates to [code]deteminant(x)[/code] in the shader language.
|
||||
Translates to [code]determinant(x)[/code] in the shader language.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
</brief_description>
|
||||
<description>
|
||||
Custom Godot Shading Language expression, with a custom amount of input and output ports.
|
||||
The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
|
||||
The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Returns the vector that points in the same direction as a reference vector within the visual shader graph.
|
||||
</brief_description>
|
||||
<description>
|
||||
Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise [code]-N[/code] is returned.
|
||||
Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/code] is returned.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
|
@ -74,7 +74,7 @@
|
|||
<return type="String">
|
||||
</return>
|
||||
<description>
|
||||
Returns a [String] description of the input ports as as colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).
|
||||
Returns a [String] description of the input ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_output_port_count" qualifiers="const">
|
||||
|
@ -88,7 +88,7 @@
|
|||
<return type="String">
|
||||
</return>
|
||||
<description>
|
||||
Returns a [String] description of the output ports as as colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).
|
||||
Returns a [String] description of the output ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).
|
||||
</description>
|
||||
</method>
|
||||
<method name="has_input_port" qualifiers="const">
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Boolean built-in type.
|
||||
</brief_description>
|
||||
<description>
|
||||
Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
|
||||
Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as a switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
|
||||
Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
|
||||
[codeblock]
|
||||
var can_shoot = true
|
||||
|
|
|
@ -956,7 +956,7 @@
|
|||
<return type="int">
|
||||
</return>
|
||||
<description>
|
||||
Returns a random unsigned 32 bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
|
||||
Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
|
||||
[codeblock]
|
||||
randi() # Returns random integer between 0 and 2^32 - 1
|
||||
randi() % 20 # Returns random integer between 0 and 19
|
||||
|
|
Loading…
Reference in New Issue