From 5c77abd8a807d25710d75873b32d3d724c2f4c60 Mon Sep 17 00:00:00 2001 From: J08nY Date: Thu, 7 Jul 2016 23:50:14 +0200 Subject: [PATCH 1/2] Doctool: correct XML indentation fixes #4483 --- tools/doc/doc_data.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/tools/doc/doc_data.cpp b/tools/doc/doc_data.cpp index 14b937be380..398267937b5 100644 --- a/tools/doc/doc_data.cpp +++ b/tools/doc/doc_data.cpp @@ -940,11 +940,11 @@ Error DocData::save(const String& p_path) { _write_string(f,0,header); _write_string(f,1,""); if (c.brief_description!="") - _write_string(f,1,c.brief_description.xml_escape()); + _write_string(f,2,c.brief_description.xml_escape()); _write_string(f,1,""); _write_string(f,1,""); if (c.description!="") - _write_string(f,1,c.description.xml_escape()); + _write_string(f,2,c.description.xml_escape()); _write_string(f,1,""); _write_string(f,1,""); @@ -980,7 +980,7 @@ Error DocData::save(const String& p_path) { _write_string(f,3,""); if (m.description!="") - _write_string(f,3,m.description.xml_escape()); + _write_string(f,4,m.description.xml_escape()); _write_string(f,3,""); _write_string(f,2,""); @@ -1026,7 +1026,7 @@ Error DocData::save(const String& p_path) { _write_string(f,3,""); if (m.description!="") - _write_string(f,3,m.description.xml_escape()); + _write_string(f,4,m.description.xml_escape()); _write_string(f,3,""); _write_string(f,2,""); From f5ce4e251d0d5d6d1c77a25587870d91ac66e337 Mon Sep 17 00:00:00 2001 From: J08nY Date: Fri, 8 Jul 2016 00:25:54 +0200 Subject: [PATCH 2/2] Classref: update with new doctool indentation --- doc/base/classes.xml | 6404 +++++++++++++++++++++--------------------- 1 file changed, 3202 insertions(+), 3202 deletions(-) diff --git a/doc/base/classes.xml b/doc/base/classes.xml index b04d4cfe16c..c56f0084ace 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -2,10 +2,10 @@ - Built-in GDScript functions. + Built-in GDScript functions. - This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects. + This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects. @@ -20,7 +20,7 @@ - Make a color from red, green, blue and alpha. Arguments can range from 0 to 255. + Make a color from red, green, blue and alpha. Arguments can range from 0 to 255. @@ -29,7 +29,7 @@ - Remove sign (works for integer and float). + Remove sign (works for integer and float). @@ -38,7 +38,7 @@ - Arc-cosine. + Arc-cosine. @@ -47,7 +47,7 @@ - Arc-sine. + Arc-sine. @@ -56,7 +56,7 @@ - Assert that the condition is true. If the condition is false, generates an error. + Assert that the condition is true. If the condition is false, generates an error. @@ -65,7 +65,7 @@ - Arc-tangent. + Arc-tangent. @@ -76,7 +76,7 @@ - Arc-tangent that takes a 2D vector as argument, returns the full -pi to +pi range. + Arc-tangent that takes a 2D vector as argument, returns the full -pi to +pi range. @@ -85,7 +85,7 @@ - Decode a byte array back to a value. + Decode a byte array back to a value. @@ -94,7 +94,7 @@ - Ceiling (rounds up to nearest integer). + Ceiling (rounds up to nearest integer). @@ -107,7 +107,7 @@ - Clamp both values to a range. + Clamp both values to a range. @@ -118,7 +118,7 @@ - Convert from a type to another in the best way possible. The "type" parameter uses the enum TYPE_* in [@Global Scope]. + Convert from a type to another in the best way possible. The "type" parameter uses the enum TYPE_* in [@Global Scope]. @@ -127,7 +127,7 @@ - Standard cosine function. + Standard cosine function. @@ -136,7 +136,7 @@ - Hyperbolic cosine. + Hyperbolic cosine. @@ -145,7 +145,7 @@ - Convert from decibels to linear energy (audio). + Convert from decibels to linear energy (audio). @@ -154,7 +154,7 @@ - Return the amount of decimals in the floating point value. + Return the amount of decimals in the floating point value. @@ -167,7 +167,7 @@ - Decreases time by a specified amount. + Decreases time by a specified amount. @@ -176,7 +176,7 @@ - Convert from degrees to radians. + Convert from degrees to radians. @@ -185,7 +185,7 @@ - Convert a previously converted instances to dictionary back into an instance. Useful for deserializing. + Convert a previously converted instances to dictionary back into an instance. Useful for deserializing. @@ -196,7 +196,7 @@ - Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in. + Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in. @@ -205,7 +205,7 @@ - Exponential logarithm. + Exponential logarithm. @@ -214,7 +214,7 @@ - Floor (rounds down to nearest integer). + Floor (rounds down to nearest integer). @@ -225,7 +225,7 @@ - Module (remainder of x/y). + Module (remainder of x/y). @@ -236,7 +236,7 @@ - Module (remainder of x/y) that wraps equally in positive and negative. + Module (remainder of x/y) that wraps equally in positive and negative. @@ -247,7 +247,7 @@ - Return a reference to the specified function. + Return a reference to the specified function. @@ -256,7 +256,7 @@ - Hash the variable passed and return an integer. + Hash the variable passed and return an integer. @@ -265,7 +265,7 @@ - Convert a script class instance to a dictionary (useful for serializing). + Convert a script class instance to a dictionary (useful for serializing). @@ -274,7 +274,7 @@ - Get an object by its ID. + Get an object by its ID. @@ -303,7 +303,7 @@ - Linear interpolates between two values by a normalized value. + Linear interpolates between two values by a normalized value. @@ -312,7 +312,7 @@ - Convert from linear energy to decibels (audio). + Convert from linear energy to decibels (audio). @@ -321,7 +321,7 @@ - Load a resource from the filesystem, pass a valid path as argument. + Load a resource from the filesystem, pass a valid path as argument. @@ -330,7 +330,7 @@ - Natural logarithm. + Natural logarithm. @@ -341,7 +341,7 @@ - Return the maximum of two values. + Return the maximum of two values. @@ -352,7 +352,7 @@ - Return the minimum of two values. + Return the minimum of two values. @@ -361,7 +361,7 @@ - Return the nearest larger power of 2 for an integer. + Return the nearest larger power of 2 for an integer. @@ -372,7 +372,7 @@ - Power function, x elevate to y. + Power function, x elevate to y. @@ -381,7 +381,7 @@ - Preload a resource from the filesystem. The resource is loaded during script parsing. + Preload a resource from the filesystem. The resource is loaded during script parsing. @@ -392,14 +392,14 @@ - Print one or more arguments to strings in the best way possible to a console line. + Print one or more arguments to strings in the best way possible to a console line. - Print a stack track at code location, only works when running with debugger turned on. + Print a stack track at code location, only works when running with debugger turned on. @@ -410,7 +410,7 @@ - Print one or more arguments to strings in the best way possible to standard error line. + Print one or more arguments to strings in the best way possible to standard error line. @@ -421,7 +421,7 @@ - Print one or more arguments to strings in the best way possible to console. No newline is added at the end. + Print one or more arguments to strings in the best way possible to console. No newline is added at the end. @@ -432,7 +432,7 @@ - Print one or more arguments to the console with a space between each argument. + Print one or more arguments to the console with a space between each argument. @@ -443,7 +443,7 @@ - Print one or more arguments to the console with a tab between each argument. + Print one or more arguments to the console with a tab between each argument. @@ -452,7 +452,7 @@ - Convert from radians to degrees. + Convert from radians to degrees. @@ -463,7 +463,7 @@ - Random range, any floating point value between 'from' and 'to' + Random range, any floating point value between 'from' and 'to' @@ -472,28 +472,28 @@ - Random from seed, pass a seed and an array with both number and new seed is returned. + Random from seed, pass a seed and an array with both number and new seed is returned. - Random value (0 to 1 float). + Random value (0 to 1 float). - Random 32 bits value (integer). To obtain a value from 0 to N, you can use remainder, like (for random from 0 to 19): randi() % 20. + Random 32 bits value (integer). To obtain a value from 0 to N, you can use remainder, like (for random from 0 to 19): randi() % 20. - Reset the seed of the random number generator with a new, different one. + Reset the seed of the random number generator with a new, different one. @@ -502,7 +502,7 @@ - Return an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial, final-1, increment). + Return an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial, final-1, increment). @@ -511,7 +511,7 @@ - Round to nearest integer. + Round to nearest integer. @@ -520,7 +520,7 @@ - Set seed for the random number generator. + Set seed for the random number generator. @@ -529,7 +529,7 @@ - Return sign (-1 or +1). + Return sign (-1 or +1). @@ -538,7 +538,7 @@ - Standard sine function. + Standard sine function. @@ -547,7 +547,7 @@ - Hyperbolic sine. + Hyperbolic sine. @@ -556,7 +556,7 @@ - Square root. + Square root. @@ -567,7 +567,7 @@ - Snap float value to a given step. + Snap float value to a given step. @@ -578,7 +578,7 @@ - Convert one or more arguments to strings in the best way possible. + Convert one or more arguments to strings in the best way possible. @@ -587,7 +587,7 @@ - Convert a formatted string that was returned by [method var2str] to the original value. + Convert a formatted string that was returned by [method var2str] to the original value. @@ -596,7 +596,7 @@ - Standard tangent function. + Standard tangent function. @@ -605,7 +605,7 @@ - Hyperbolic tangent. + Hyperbolic tangent. @@ -622,7 +622,7 @@ - Return the internal type of the given Variant object, using the TYPE_* enum in [@Global Scope]. + Return the internal type of the given Variant object, using the TYPE_* enum in [@Global Scope]. @@ -631,7 +631,7 @@ - Encode a variable value to a byte array. + Encode a variable value to a byte array. @@ -640,7 +640,7 @@ - Convert a value to a formatted string that can later be parsed using [method str2var]. + Convert a value to a formatted string that can later be parsed using [method str2var]. @@ -649,7 +649,7 @@ - Return a weak reference to an object. + Return a weak reference to an object. @@ -660,7 +660,7 @@ - Stop the function execution and return the current state. Call resume on the state to resume execution. This makes the state invalid. + Stop the function execution and return the current state. Call resume on the state to resume execution. This makes the state invalid. Returns anything that was passed to the resume function call. If passed an object and a signal, the execution is resumed when the object's signal is emmited. @@ -674,10 +674,10 @@ - Global scope constants and variables. + Global scope constants and variables. - Global scope constants and variables. This is all that resides in the globals, constants regarding error codes, scancodes, property hints, etc. It's not much. + Global scope constants and variables. This is all that resides in the globals, constants regarding error codes, scancodes, property hints, etc. It's not much. Singletons are also documented here, since they can be accessed from anywhere. @@ -1948,10 +1948,10 @@ - Axis-Aligned Bounding Box. + Axis-Aligned Bounding Box. - AABB provides an 3D Axis-Aligned Bounding Box. It consists of a position, a size, and several utility functions. It is typically used for simple (fast) overlap tests. + AABB provides an 3D Axis-Aligned Bounding Box. It consists of a position, a size, and several utility functions. It is typically used for simple (fast) overlap tests. @@ -1962,7 +1962,7 @@ - Optional constructor, accepts position and size. + Optional constructor, accepts position and size. @@ -1971,7 +1971,7 @@ - Return true if this [AABB] completely encloses another one. + Return true if this [AABB] completely encloses another one. @@ -1980,14 +1980,14 @@ - Return this [AABB] expanded to include a given point. + Return this [AABB] expanded to include a given point. - Get the area of the [AABB]. + Get the area of the [AABB]. @@ -1996,49 +1996,49 @@ - Get the position of the 8 endpoints of the [AABB] in space. + Get the position of the 8 endpoints of the [AABB] in space. - Return the normalized longest axis of the [AABB]. + Return the normalized longest axis of the [AABB]. - Return the index of the longest axis of the [AABB] (according to [Vector3]::AXIS* enum). + Return the index of the longest axis of the [AABB] (according to [Vector3]::AXIS* enum). - Return the scalar length of the longest axis of the [AABB]. + Return the scalar length of the longest axis of the [AABB]. - Return the normalized shortest axis of the [AABB]. + Return the normalized shortest axis of the [AABB]. - Return the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum). + Return the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum). - Return the scalar length of the shortest axis of the [AABB]. + Return the scalar length of the shortest axis of the [AABB]. @@ -2047,7 +2047,7 @@ - Return the support point in a given direction. This is useful for collision detection algorithms. + Return the support point in a given direction. This is useful for collision detection algorithms. @@ -2056,21 +2056,21 @@ - Return a copy of the [AABB] grown a given amount of units towards all the sides. + Return a copy of the [AABB] grown a given amount of units towards all the sides. - Return true if the [AABB] is flat or empty. + Return true if the [AABB] is flat or empty. - Return true if the [AABB] is empty. + Return true if the [AABB] is empty. @@ -2079,7 +2079,7 @@ - Return true if the [AABB] contains a point. + Return true if the [AABB] contains a point. @@ -2088,7 +2088,7 @@ - Return the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure. + Return the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure. @@ -2097,7 +2097,7 @@ - Return true if the [AABB] overlaps with another. + Return true if the [AABB] overlaps with another. @@ -2106,7 +2106,7 @@ - Return true if the [AABB] is at both sides of a plane. + Return true if the [AABB] is at both sides of a plane. @@ -2117,7 +2117,7 @@ - Return true if the [AABB] intersects the line segment between from and to + Return true if the [AABB] intersects the line segment between from and to @@ -2126,7 +2126,7 @@ - Combine this [AABB] with another, a larger one is returned that contains both. + Combine this [AABB] with another, a larger one is returned that contains both. @@ -2146,10 +2146,10 @@ - Base dialog for user notification. + Base dialog for user notification. - This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result. + This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result. @@ -2162,7 +2162,7 @@ - Add custom button to the dialog and return the created button. + Add custom button to the dialog and return the created button. The button titled with [i]text[/i] and the [i]action[/i] will be passed to [custom_action] signal when it is pressed. @@ -2172,35 +2172,35 @@ - Add custom cancel button to the dialog and return the created button. + Add custom cancel button to the dialog and return the created button. - Return true if the dialog will be hidden when accepted (default true). + Return true if the dialog will be hidden when accepted (default true). - Return the label used for built-in text. + Return the label used for built-in text. - Return the OK Button. + Return the OK Button. - Return the built-in label text. + Return the built-in label text. @@ -2209,35 +2209,35 @@ - Register a [LineEdit] in the dialog. When the enter key is pressed, the dialog will be accepted. + Register a [LineEdit] in the dialog. When the enter key is pressed, the dialog will be accepted. - Set whether the dialog is hidden when accepted (default true). + Set whether the dialog is hidden when accepted (default true). - Set the built-in label text. + Set the built-in label text. - Emitted when accepted. + Emitted when accepted. - Emitted with a custom button is added. + Emitted with a custom button is added. @@ -2246,10 +2246,10 @@ - Sprite node that can use multiple textures for animation. + Sprite node that can use multiple textures for animation. - Sprite node that can use multiple textures for animation. + Sprite node that can use multiple textures for animation. @@ -2262,49 +2262,49 @@ - Return the visible frame index. + Return the visible frame index. - Return the color modulation for this sprite. + Return the color modulation for this sprite. - Return the offset of the sprite in the node origin. + Return the offset of the sprite in the node origin. - Get the [SpriteFrames] resource, which contains all frames. + Get the [SpriteFrames] resource, which contains all frames. - Return true when centered. See [method set_centered]. + Return true when centered. See [method set_centered]. - Return true if sprite is flipped horizontally. + Return true if sprite is flipped horizontally. - Return true if sprite is flipped vertically. + Return true if sprite is flipped vertically. @@ -2329,49 +2329,49 @@ - When turned on, offset at (0,0) is the center of the sprite, when off, the top-left corner is. + When turned on, offset at (0,0) is the center of the sprite, when off, the top-left corner is. - If true, sprite is flipped horizontally. + If true, sprite is flipped horizontally. - If true, sprite is flipped vertically. + If true, sprite is flipped vertically. - Set the visible sprite frame index (from the list of frames inside the [SpriteFrames] resource). + Set the visible sprite frame index (from the list of frames inside the [SpriteFrames] resource). - Change the color modulation (multiplication) for this sprite. + Change the color modulation (multiplication) for this sprite. - Set the offset of the sprite in the node origin. Position varies depending on whether it is centered or not. + Set the offset of the sprite in the node origin. Position varies depending on whether it is centered or not. - Set the [SpriteFrames] resource, which contains all frames. + Set the [SpriteFrames] resource, which contains all frames. @@ -2382,7 +2382,7 @@ - Emmited when frame is changed. + Emmited when frame is changed. @@ -2459,10 +2459,10 @@ - Contains data used to animate everything in the engine. + Contains data used to animate everything in the engine. - An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. + An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. Animations are just data containers, and must be added to odes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. @@ -2474,12 +2474,12 @@ - Add a track to the Animation. The track type must be specified as any of the values in the TYPE_* enumeration. + Add a track to the Animation. The track type must be specified as any of the values in the TYPE_* enumeration. - Clear the animation (clear all tracks and reset all). + Clear the animation (clear all tracks and reset all). @@ -2494,7 +2494,7 @@ - Return the total length of the animation (in seconds). + Return the total length of the animation (in seconds). @@ -2507,14 +2507,14 @@ - Return the amount of tracks in the animation. + Return the amount of tracks in the animation. - Return whether the animation has the loop flag set. + Return whether the animation has the loop flag set. @@ -2527,7 +2527,7 @@ - Return all the key indices of a method track, given a position and delta time. + Return all the key indices of a method track, given a position and delta time. @@ -2538,7 +2538,7 @@ - Return the method name of a method track. + Return the method name of a method track. @@ -2549,28 +2549,28 @@ - Return the arguments values to be called on a method track for a given key in a given track. + Return the arguments values to be called on a method track for a given key in a given track. - Remove a track by specifying the track index. + Remove a track by specifying the track index. - Set the total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping. + Set the total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping. - Set 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. + Set 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. @@ -2589,7 +2589,7 @@ - Find the key index by time in a given track. Optionally, only find it if the exact time is given. + Find the key index by time in a given track. Optionally, only find it if the exact time is given. @@ -2598,7 +2598,7 @@ - Return the interpolation type of a given track, from the INTERPOLATION_* enum. + Return the interpolation type of a given track, from the INTERPOLATION_* enum. @@ -2607,7 +2607,7 @@ - Return the amount of keys in a given track. + Return the amount of keys in a given track. @@ -2618,7 +2618,7 @@ - Return the time at which the key is located. + Return the time at which the key is located. @@ -2629,7 +2629,7 @@ - Return the transition curve (easing) for a specific key (see built-in math function "ease"). + Return the transition curve (easing) for a specific key (see built-in math function "ease"). @@ -2638,7 +2638,7 @@ - Return the value of a given key in a given track. + Return the value of a given key in a given track. @@ -2647,7 +2647,7 @@ - Get the path of a track. for more information on the path format, see [method track_set_path] + Get the path of a track. for more information on the path format, see [method track_set_path] @@ -2656,7 +2656,7 @@ - Get the type of a track. + Get the type of a track. @@ -2669,7 +2669,7 @@ - Insert a generic key in a given track. + Insert a generic key in a given track. @@ -2684,14 +2684,14 @@ - Move a track down. + Move a track down. - Move a track up. + Move a track up. @@ -2700,7 +2700,7 @@ - Remove a key by index in a given track. + Remove a key by index in a given track. @@ -2709,7 +2709,7 @@ - Remove a key by position (seconds) in a given track. + Remove a key by position (seconds) in a given track. @@ -2726,7 +2726,7 @@ - Set the interpolation type of a given track, from the INTERPOLATION_* enum. + Set the interpolation type of a given track, from the INTERPOLATION_* enum. @@ -2737,7 +2737,7 @@ - Set the transition curve (easing) for a specific key (see built-in math function "ease"). + Set the transition curve (easing) for a specific key (see built-in math function "ease"). @@ -2748,7 +2748,7 @@ - Set the value of an existing key. + Set the value of an existing key. @@ -2757,7 +2757,7 @@ - Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local" + Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local" @@ -2774,7 +2774,7 @@ - Insert a transform key for a transform track. + Insert a transform key for a transform track. @@ -2785,7 +2785,7 @@ - Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([Vector3]), rotation ([Quat]) and scale ([Vector3]). + Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([Vector3]), rotation ([Quat]) and scale ([Vector3]). @@ -2798,7 +2798,7 @@ - Return all the key indices of a value track, given a position and delta time. + Return all the key indices of a value track, given a position and delta time. @@ -2847,10 +2847,10 @@ - Container and player of [Animation] resources. + Container and player of [Animation] resources. - An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. + An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. @@ -2861,14 +2861,14 @@ - Add an animation resource to the player, which will be later referenced by the "name" argument. + Add an animation resource to the player, which will be later referenced by the "name" argument. - Used to skip ahead or skip back in an animation. Delta is the time in seconds to skip. + Used to skip ahead or skip back in an animation. Delta is the time in seconds to skip. @@ -2889,12 +2889,12 @@ - The animation player creates caches for faster access to the nodes it will animate. However, if a specific node is removed, it may not notice it, so clear_caches will force the player to search for the nodes again. + The animation player creates caches for faster access to the nodes it will animate. However, if a specific node is removed, it may not notice it, so clear_caches will force the player to search for the nodes again. - If animations are queued to play, clear them. + If animations are queued to play, clear them. @@ -2903,7 +2903,7 @@ - Find an animation name by resource. + Find an animation name by resource. @@ -2912,28 +2912,28 @@ - Get an [Animation] resource by requesting a name. + Get an [Animation] resource by requesting a name. - Get the list of names of the animations stored in the player. + Get the list of names of the animations stored in the player. - Return the mode in which the animation player processes. See [method set_animation_process_mode]. + Return the mode in which the animation player processes. See [method set_animation_process_mode]. - Return the name of the animation that will be automatically played when the scene is loaded. + Return the name of the animation that will be automatically played when the scene is loaded. @@ -2944,56 +2944,56 @@ - Get the blend time between two animations, referenced by their names. + Get the blend time between two animations, referenced by their names. - Return the name of the animation being played. + Return the name of the animation being played. - Get the length (in seconds) of the currently being played animation. + Get the length (in seconds) of the currently being played animation. - Get the position (in seconds) of the currently being played animation. + Get the position (in seconds) of the currently being played animation. - Return the default blend time between animations. + Return the default blend time between animations. - Return the playback position (in seconds) in an animation channel (or channel 0 if none is provided). + Return the playback position (in seconds) in an animation channel (or channel 0 if none is provided). - Return path to root node (see [method set_root]). + Return path to root node (see [method set_root]). - Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling). + Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling). @@ -3002,21 +3002,21 @@ - Request whether an [Animation] name exist within the player. + Request whether an [Animation] name exist within the player. - Return true if the player is active. + Return true if the player is active. - Return whether an animation is playing. + Return whether an animation is playing. @@ -3029,7 +3029,7 @@ - Play a given animation by the animation name. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards. + Play a given animation by the animation name. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards. @@ -3038,21 +3038,21 @@ - Play a given animation by the animation name in reverse. + Play a given animation by the animation name in reverse. - Queue an animation for playback once the current one is done. + Queue an animation for playback once the current one is done. - Remove an animation from the player (by supplying the same name used to add it). + Remove an animation from the player (by supplying the same name used to add it). @@ -3061,7 +3061,7 @@ - Rename an existing animation. + Rename an existing animation. @@ -3070,14 +3070,14 @@ - Seek the animation to a given position in time (in seconds). If 'update' is true, the animation will be updated too, otherwise it will be updated at process time. + Seek the animation to a given position in time (in seconds). If 'update' is true, the animation will be updated too, otherwise it will be updated at process time. - Set the player as active (playing). If false, it + Set the player as active (playing). If false, it will do nothing. @@ -3085,14 +3085,14 @@ - Set the mode in which the animation player processes. By default, it processes on idle time (framerate dependent), but using fixed time works well for animating static collision bodies in 2D and 3D. See enum ANIMATION_PROCESS_*. + Set the mode in which the animation player processes. By default, it processes on idle time (framerate dependent), but using fixed time works well for animating static collision bodies in 2D and 3D. See enum ANIMATION_PROCESS_*. - Set the name of the animation that will be automatically played when the scene is loaded. + Set the name of the animation that will be automatically played when the scene is loaded. @@ -3103,47 +3103,47 @@ - Specify a blend time (in seconds) between two animations, referenced by their names. + Specify a blend time (in seconds) between two animations, referenced by their names. - Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to calling play(). + Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to calling play(). - Set the default blend time between animations. + Set the default blend time between animations. - AnimationPlayer resolves animation track paths from this node (which is relative to itself), by default root is "..", but it can be changed. + AnimationPlayer resolves animation track paths from this node (which is relative to itself), by default root is "..", but it can be changed. - Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling). + Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling). - Stop the currently playing animation. + Stop the currently playing animation. - Stop playback of animations (deprecated). + Stop playback of animations (deprecated). @@ -3154,19 +3154,19 @@ - If the currently being played animation changes, this signal will notify of such change. + If the currently being played animation changes, this signal will notify of such change. - Notifies when an animation starts playing. + Notifies when an animation starts playing. - Notifies when an animation finished playing. + Notifies when an animation finished playing. @@ -3181,10 +3181,10 @@ - Animation Player that uses a node graph for the blending. + Animation Player that uses a node graph for the blending. - Animation Player that uses a node graph for the blending. This kind of player is very useful when animating character or other skeleton based rigs, because it can combine several animations to form a desired pose. + Animation Player that uses a node graph for the blending. This kind of player is very useful when animating character or other skeleton based rigs, because it can combine several animations to form a desired pose. @@ -3193,7 +3193,7 @@ - Add a node of a given type in the graph with given id. + Add a node of a given type in the graph with given id. @@ -3224,7 +3224,7 @@ - Set the animation for an animation node. + Set the animation for an animation node. @@ -3387,7 +3387,7 @@ - Check if a node exists (by name). + Check if a node exists (by name). @@ -3396,7 +3396,7 @@ - Return the input count for a given node. Different types of nodes have different amount of inputs. + Return the input count for a given node. Different types of nodes have different amount of inputs. @@ -3407,7 +3407,7 @@ - Return the input source for a given node input. + Return the input source for a given node input. @@ -3424,7 +3424,7 @@ - Get the node type, will return from NODE_* enum. + Get the node type, will return from NODE_* enum. @@ -3435,7 +3435,7 @@ - Rename a node in the graph. + Rename a node in the graph. @@ -3720,24 +3720,24 @@ - General purpose area detection and influence for 3D physics. + General purpose area detection and influence for 3D physics. - General purpose area detection for 3D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass. + General purpose area detection for 3D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass. - Return the angular damp rate. + Return the angular damp rate. - Return the physics layers this area can scan for collisions. + Return the physics layers this area can scan for collisions. @@ -3746,35 +3746,35 @@ - Return an individual bit on the collision mask. + Return an individual bit on the collision mask. - Return the gravity intensity. + Return the gravity intensity. - Return the falloff factor for point gravity. + Return the falloff factor for point gravity. - Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. + Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - Return the physics layer this area is in. + Return the physics layer this area is in. @@ -3783,63 +3783,63 @@ - Return an individual bit on the layer mask. + Return an individual bit on the layer mask. - Return the linear damp rate. + Return the linear damp rate. - Return a list of the areas that are totally or partially inside this area. + Return a list of the areas that are totally or partially inside this area. - Return a list of the bodies ([PhysicsBody]) that are totally or partially inside this area. + Return a list of the bodies ([PhysicsBody]) that are totally or partially inside this area. - Return the processing order of this area. + Return the processing order of this area. - Return the space override mode. + Return the space override mode. - Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. + Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. - Return whether this area can be detected by other, monitoring, areas. + Return whether this area can be detected by other, monitoring, areas. - Return whether this area detects bodies/areas entering/exiting it. + Return whether this area detects bodies/areas entering/exiting it. @@ -3848,7 +3848,7 @@ - Return whether the area passed is totally or partially inside this area. + Return whether the area passed is totally or partially inside this area. @@ -3857,14 +3857,14 @@ - Return whether the body passed is totally or partially inside this area. + Return whether the body passed is totally or partially inside this area. - Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. + Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. @@ -3872,7 +3872,7 @@ - Set the physics layers this area can scan for collisions. + Set the physics layers this area can scan for collisions. @@ -3881,21 +3881,21 @@ - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. + Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. - Set whether this area can detect bodies/areas entering/exiting it. + Set whether this area can detect bodies/areas entering/exiting it. - Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. + Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity). @@ -3903,21 +3903,21 @@ - Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. + Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. - When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector]. + When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector]. - Set the gravity vector. This vector does not have to be normalized. + Set the gravity vector. This vector does not have to be normalized. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. @@ -3925,7 +3925,7 @@ - Set the physics layers this area is in. + Set the physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. @@ -3936,14 +3936,14 @@ - Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. + Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. - Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. + Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. @@ -3951,14 +3951,14 @@ - Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. + Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. - Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. + Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important. @@ -3966,7 +3966,7 @@ - Set the space override mode. This mode controls how an area affects gravity and damp. + Set the space override mode. This mode controls how an area affects gravity and damp. AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. AREA_SPACE_OVERRIDE_COMBINE: 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. AREA_SPACE_OVERRIDE_COMBINE_REPLACE: 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. @@ -3980,7 +3980,7 @@ - This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area. + This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area. @@ -3993,14 +3993,14 @@ - This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. + This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. - This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area. + This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area. @@ -4013,14 +4013,14 @@ - This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. + This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. - This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area. + This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area. @@ -4033,14 +4033,14 @@ - This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering. + This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering. - This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area. + This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area. @@ -4053,7 +4053,7 @@ - This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit. + This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit. @@ -4062,24 +4062,24 @@ - General purpose area detection and influence for 2D physics. + General purpose area detection and influence for 2D physics. - General purpose area detection for 2D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass. + General purpose area detection for 2D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass. - Return the angular damp rate. + Return the angular damp rate. - Return the physics layers this area can scan for collisions. + Return the physics layers this area can scan for collisions. @@ -4088,35 +4088,35 @@ - Return an individual bit on the collision mask. + Return an individual bit on the collision mask. - Return the gravity intensity. + Return the gravity intensity. - Return the falloff factor for point gravity. + Return the falloff factor for point gravity. - Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. + Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - Return the physics layer this area is in. + Return the physics layer this area is in. @@ -4125,63 +4125,63 @@ - Return an individual bit on the layer mask. + Return an individual bit on the layer mask. - Return the linear damp rate. + Return the linear damp rate. - Return a list of the areas that are totally or partially inside this area. + Return a list of the areas that are totally or partially inside this area. - Return a list of the bodies ([PhysicsBody2D]) that are totally or partially inside this area. + Return a list of the bodies ([PhysicsBody2D]) that are totally or partially inside this area. - Return the processing order of this area. + Return the processing order of this area. - Return the space override mode. + Return the space override mode. - Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. + Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. - Return whether this area can be detected by other, monitoring, areas. + Return whether this area can be detected by other, monitoring, areas. - Return whether this area detects bodies/areas entering/exiting it. + Return whether this area detects bodies/areas entering/exiting it. @@ -4190,7 +4190,7 @@ - Return whether the area passed is totally or partially inside this area. + Return whether the area passed is totally or partially inside this area. @@ -4199,14 +4199,14 @@ - Return whether the body passed is totally or partially inside this area. + Return whether the body passed is totally or partially inside this area. - Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. + Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. @@ -4214,7 +4214,7 @@ - Set the physics layers this area can scan for collisions. + Set the physics layers this area can scan for collisions. @@ -4223,21 +4223,21 @@ - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. + Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. - Set whether this area can detect bodies/areas entering/exiting it. + Set whether this area can detect bodies/areas entering/exiting it. - Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. + Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity). @@ -4245,21 +4245,21 @@ - Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. + Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. - When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector]. + When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector]. - Set the gravity vector. This vector does not have to be normalized. + Set the gravity vector. This vector does not have to be normalized. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. @@ -4267,7 +4267,7 @@ - Set the physics layers this area is in. + Set the physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. @@ -4278,14 +4278,14 @@ - Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. + Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. - Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. + Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. @@ -4293,14 +4293,14 @@ - Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. + Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. - Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. + Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important. @@ -4308,7 +4308,7 @@ - Set the space override mode. This mode controls how an area affects gravity and damp. + Set the space override mode. This mode controls how an area affects gravity and damp. AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. AREA_SPACE_OVERRIDE_COMBINE: 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. AREA_SPACE_OVERRIDE_COMBINE_REPLACE: 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. @@ -4322,7 +4322,7 @@ - This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area. + This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area. @@ -4335,14 +4335,14 @@ - This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. + This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. - This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area. + This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area. @@ -4355,14 +4355,14 @@ - This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. + This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering. - This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area. + This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area. @@ -4375,14 +4375,14 @@ - This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering. + This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering. - This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area. + This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area. @@ -4395,7 +4395,7 @@ - This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit. + This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit. @@ -4404,10 +4404,10 @@ - Generic array datatype. + Generic array datatype. - Generic array, contains several elements of any type, accessible by numerical index starting at 0. Negative indices can be used to count from the right, like in Python. Arrays are always passed by reference. + Generic array, contains several elements of any type, accessible by numerical index starting at 0. Negative indices can be used to count from the right, like in Python. Arrays are always passed by reference. @@ -4416,7 +4416,7 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. @@ -4425,7 +4425,7 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. @@ -4434,7 +4434,7 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. @@ -4443,7 +4443,7 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. @@ -4452,7 +4452,7 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. @@ -4461,7 +4461,7 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. @@ -4470,19 +4470,19 @@ - Construct an array from a [RawArray]. + Construct an array from a [RawArray]. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Clear the array (resize to 0). + Clear the array (resize to 0). @@ -4491,21 +4491,21 @@ - Return the amount of times an element is in the array. + Return the amount of times an element is in the array. - Return true if the array is empty (size==0). + Return true if the array is empty (size==0). - Remove the first occurrence of a value from the array. + Remove the first occurrence of a value from the array. @@ -4516,7 +4516,7 @@ - Searches the array for a value and returns its index or -1 if not found. Optionally, the initial search index can be passed. + Searches the array for a value and returns its index or -1 if not found. Optionally, the initial search index can be passed. @@ -4525,14 +4525,14 @@ - Searches the array in reverse order for a value and returns its index or -1 if not found. + Searches the array in reverse order for a value and returns its index or -1 if not found. - Return a hashed integer value representing the array contents. + Return a hashed integer value representing the array contents. @@ -4541,57 +4541,57 @@ - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Get whether this is a shared array instance. + Get whether this is a shared array instance. - Remove the last element of the array. + Remove the last element of the array. - Remove the first element of the array. + Remove the first element of the array. - Append an element at the end of the array. + Append an element at the end of the array. - Add an element at the beginning of the array. + Add an element at the beginning of the array. - Remove an element from the array by index. + Remove an element from the array by index. - Resize the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are Null. + Resize the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are Null. @@ -4602,19 +4602,19 @@ - Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. + Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array. - Return the amount of elements in the array. + Return the amount of elements in the array. - Sort the array using natural order. + Sort the array using natural order. @@ -4623,7 +4623,7 @@ - Sort the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise. + Sort the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise. @@ -4684,38 +4684,38 @@ - Server interface for low level audio access. + Server interface for low level audio access. - AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. + AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - Free a [RID] resource. + Free a [RID] resource. - Return the global scale for event-based stream playback. + Return the global scale for event-based stream playback. - Return the global scale for all voices. + Return the global scale for all voices. - Return the global scale for stream playback. + Return the global scale for stream playback. @@ -4728,7 +4728,7 @@ - Create an audio sample, return a [RID] referencing it. The sample will be created with a given format (from the SAMPLE_FORMAT_* enum), a total length (in samples, not bytes), in either stereo or mono. + Create an audio sample, return a [RID] referencing it. The sample will be created with a given format (from the SAMPLE_FORMAT_* enum), a total length (in samples, not bytes), in either stereo or mono. Even if a stereo sample consists of a left sample and a right sample, it still counts as one sample for length purposes. @@ -4738,7 +4738,7 @@ - Return the sample data as an array of bytes. The length will be the expected length in bytes. + Return the sample data as an array of bytes. The length will be the expected length in bytes. @@ -4747,7 +4747,7 @@ - Return the description of an audio sample. Mainly used for organization. + Return the description of an audio sample. Mainly used for organization. @@ -4756,7 +4756,7 @@ - Return the format of the audio sample, in the form of the SAMPLE_FORMAT_* enum. + Return the format of the audio sample, in the form of the SAMPLE_FORMAT_* enum. @@ -4765,7 +4765,7 @@ - Return the length in samples (not bytes) of the audio sample. Even if a stereo sample consists of a left sample and a right sample, it still counts as one sample for length purposes. + Return the length in samples (not bytes) of the audio sample. Even if a stereo sample consists of a left sample and a right sample, it still counts as one sample for length purposes. @@ -4774,7 +4774,7 @@ - Return the initial loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. + Return the initial loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. @@ -4783,7 +4783,7 @@ - Return the final loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. + Return the final loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. @@ -4792,7 +4792,7 @@ - Return the loop format for a sample, as a value from the SAMPLE_LOOP_* enum. + Return the loop format for a sample, as a value from the SAMPLE_LOOP_* enum. @@ -4801,7 +4801,7 @@ - Return the mix rate of the given sample. + Return the mix rate of the given sample. @@ -4810,7 +4810,7 @@ - Return whether the sample is stereo (2 channels). + Return whether the sample is stereo (2 channels). @@ -4819,7 +4819,7 @@ - Set the sample data for a given sample as an array of bytes. The length must be equal to the sample length expected in bytes or an error will be produced. The byte length can be calculated as follows: + Set the sample data for a given sample as an array of bytes. The length must be equal to the sample length expected in bytes or an error will be produced. The byte length can be calculated as follows: Get the sample length ([method sample_get_length]). If the sample format is SAMPLE_FORMAT_PCM16, multiply it by 2. If the sample format is SAMPLE_FORMAT_IMA_ADPCM, divide it by 2 (rounding any fraction up), then add 4. @@ -4832,7 +4832,7 @@ - Set the description of an audio sample. Mainly used for organization. + Set the description of an audio sample. Mainly used for organization. @@ -4841,7 +4841,7 @@ - Set the initial loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. + Set the initial loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. @@ -4850,7 +4850,7 @@ - Set the final loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. + Set the final loop point of a sample. Only has effect if sample loop is enabled. See [method sample_set_loop_format]. @@ -4859,7 +4859,7 @@ - Set the loop format for a sample from the SAMPLE_LOOP_* enum. As a warning, Ping Pong loops may not be available on some hardware-mixing platforms. + Set the loop format for a sample from the SAMPLE_LOOP_* enum. As a warning, Ping Pong loops may not be available on some hardware-mixing platforms. @@ -4868,7 +4868,7 @@ - Change the default mix rate of a given sample. + Change the default mix rate of a given sample. @@ -4877,7 +4877,7 @@ - Set the sample data for a given sample as an array of floats. The length must be equal to the sample length or an error will be produced. + Set the sample data for a given sample as an array of floats. The length must be equal to the sample length or an error will be produced. For this method, a stereo sample is made from two samples. Thus, in case of a stereo sample, the array length must be twice the length returned by [method sample_get_length]. Trying to alter a SAMPLE_FORMAT_IMA_ADPCM sample is not supported. It will throw an error to the console, but will not alter the sample data. @@ -4886,28 +4886,28 @@ - Set global scale for event-based stream ([EventStream]) playback. Default is 1.0. + Set global scale for event-based stream ([EventStream]) playback. Default is 1.0. - Set global scale for all voices (not including streams). Default is 1.0. + Set global scale for all voices (not including streams). Default is 1.0. - Set global scale for stream playback. Default is 1.0. + Set global scale for stream playback. Default is 1.0. - Allocate a voice for playback. Voices are persistent. A voice can play a single sample at the same time. See [method sample_create]. + Allocate a voice for playback. Voices are persistent. A voice can play a single sample at the same time. See [method sample_create]. @@ -4916,7 +4916,7 @@ - Return the current chorus send for a given voice (0 to 1). + Return the current chorus send for a given voice (0 to 1). @@ -4925,7 +4925,7 @@ - Return the current filter cutoff (in hz) for a given voice. + Return the current filter cutoff (in hz) for a given voice. @@ -4934,7 +4934,7 @@ - Return the current filter resonance for a given voice. + Return the current filter resonance for a given voice. @@ -4943,7 +4943,7 @@ - Return the current selected filter type for a given voice, from the FILTER_* enum. + Return the current selected filter type for a given voice, from the FILTER_* enum. @@ -4952,7 +4952,7 @@ - Return the current mix rate for a given voice. + Return the current mix rate for a given voice. @@ -4961,7 +4961,7 @@ - Return the current pan for a given voice (-1 to +1 range). + Return the current pan for a given voice (-1 to +1 range). @@ -4970,7 +4970,7 @@ - Return the current pan depth for a given voice (-1 to +1 range). + Return the current pan depth for a given voice (-1 to +1 range). @@ -4979,7 +4979,7 @@ - Return the current pan height for a given voice (-1 to +1 range). + Return the current pan height for a given voice (-1 to +1 range). @@ -4988,7 +4988,7 @@ - Return the current reverb send for a given voice (0 to 1). + Return the current reverb send for a given voice (0 to 1). @@ -4997,7 +4997,7 @@ - Return the current reverb type for a given voice from the REVERB_* enum. + Return the current reverb type for a given voice from the REVERB_* enum. @@ -5006,7 +5006,7 @@ - Return the current volume for a given voice. + Return the current volume for a given voice. @@ -5015,7 +5015,7 @@ - Return whether the current voice is positional. See [method voice_set_positional]. + Return whether the current voice is positional. See [method voice_set_positional]. @@ -5024,7 +5024,7 @@ - Start playback of a given voice using a given sample. If the voice was already playing it will be restarted. + Start playback of a given voice using a given sample. If the voice was already playing it will be restarted. @@ -5033,7 +5033,7 @@ - Set chorus send post processing for the voice (from 0 to 1). + Set chorus send post processing for the voice (from 0 to 1). @@ -5048,7 +5048,7 @@ - Set a resonant filter post processing for the voice. Filter type is a value from the FILTER_* enum. + Set a resonant filter post processing for the voice. Filter type is a value from the FILTER_* enum. @@ -5057,7 +5057,7 @@ - Set a different playback mix rate for the given voice. + Set a different playback mix rate for the given voice. @@ -5070,7 +5070,7 @@ - Change the pan of a currently playing voice and, optionally, the depth and height for a positional/3D sound. Panning values are expressed within the -1 to +1 range. + Change the pan of a currently playing voice and, optionally, the depth and height for a positional/3D sound. Panning values are expressed within the -1 to +1 range. @@ -5079,7 +5079,7 @@ - Set whether a given voice is positional. This is only interpreted as a hint and used for backends that may support binaural encoding. + Set whether a given voice is positional. This is only interpreted as a hint and used for backends that may support binaural encoding. @@ -5090,7 +5090,7 @@ - Set the reverb send post processing for the voice (from 0 to 1) and the reverb type, from the REVERB_* enum. + Set the reverb send post processing for the voice (from 0 to 1) and the reverb type, from the REVERB_* enum. @@ -5099,14 +5099,14 @@ - Change the volume of a currently playing voice. Volume is expressed as linear gain where 0.0 is mute and 1.0 is default. + Change the volume of a currently playing voice. Volume is expressed as linear gain where 0.0 is mute and 1.0 is default. - Stop a given voice. + Stop a given voice. @@ -5163,10 +5163,10 @@ - Software implementation of [AudioServer]. + Software implementation of [AudioServer]. - This is a software audio server. It does not use any kind of hardware acceleration. + This is a software audio server. It does not use any kind of hardware acceleration. This class does not expose any new method. @@ -5176,10 +5176,10 @@ - Base class for audio streams. + Base class for audio streams. - Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample]. + Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample]. @@ -5188,10 +5188,10 @@ - MusePack audio stream driver. + MusePack audio stream driver. - MusePack audio stream driver. + MusePack audio stream driver. @@ -5200,10 +5200,10 @@ - OGG Vorbis audio stream driver. + OGG Vorbis audio stream driver. - OGG Vorbis audio stream driver. + OGG Vorbis audio stream driver. @@ -5212,10 +5212,10 @@ - Opus Codec audio stream driver. + Opus Codec audio stream driver. - Opus Codec audio stream driver. + Opus Codec audio stream driver. @@ -5304,10 +5304,10 @@ - Speex audio stream driver. + Speex audio stream driver. - Speex audio stream driver. Speex is very useful for compressed speech. It allows loading a very large amount of speech in memory at little IO/latency cost. + Speex audio stream driver. Speex is very useful for compressed speech. It allows loading a very large amount of speech in memory at little IO/latency cost. @@ -5316,38 +5316,38 @@ - Copies a region of the screen (or the whole screen) to a buffer so it can be accessed with the texscreen() shader instruction. + Copies a region of the screen (or the whole screen) to a buffer so it can be accessed with the texscreen() shader instruction. - 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. Accessing this buffer is done with the texscreen() shader instruction. + 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. Accessing this buffer is done with the texscreen() shader instruction. - Return the copy mode currently applied to the BackBufferCopy (refer to constants section). + Return the copy mode currently applied to the BackBufferCopy (refer to constants section). - Return the area covered by the BackBufferCopy. + Return the area covered by the BackBufferCopy. - Set the copy mode of the BackBufferCopy (refer to constants section). + Set the copy mode of the BackBufferCopy (refer to constants section). - Defines the area covered by the BackBufferCopy. + Defines the area covered by the BackBufferCopy. @@ -5769,43 +5769,43 @@ - Provides a base class for different kinds of buttons. + Provides a base class for different kinds of buttons. - BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesn't display anything). Other types of buttons inherit from it. + BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesn't display anything). Other types of buttons inherit from it. - Called when button is pressed. + Called when button is pressed. - Called when button is toggled (only if toggle_mode is active). + Called when button is toggled (only if toggle_mode is active). - Return the state of the click_on_press property (see [method set_click_on_press]). + Return the state of the click_on_press property (see [method set_click_on_press]). - Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW_* enum. + Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW_* enum. - Returns focus access mode used when switching between enabled/disabled (see [method Control.set_focus_mode] and [method set_disabled]). + Returns focus access mode used when switching between enabled/disabled (see [method Control.set_focus_mode] and [method set_disabled]). @@ -5818,56 +5818,56 @@ - Return whether the button is in disabled state (see [method set_disabled]). + Return whether the button is in disabled state (see [method set_disabled]). - Return true if mouse entered the button before it exit. + Return true if mouse entered the button before it exit. - If toggle_mode is active, return whether the button is toggled. If toggle_mode is not active, return whether the button is pressed down. + If toggle_mode is active, return whether the button is toggled. If toggle_mode is not active, return whether the button is pressed down. - Return the toggle_mode property (see [method set_toggle_mode]). + Return the toggle_mode property (see [method set_toggle_mode]). - Set the button click_on_press mode. This mode generates click events when a mouse button or key is just pressed (by default events are generated when the button/keys are released and both press and release occur in the visual area of the Button). + Set the button click_on_press mode. This mode generates click events when a mouse button or key is just pressed (by default events are generated when the button/keys are released and both press and release occur in the visual area of the Button). - Set the button into disabled state. When a button is disabled, it can't be clicked or toggled. + Set the button into disabled state. When a button is disabled, it can't be clicked or toggled. - Sets the focus access mode to use when switching between enabled/disabled (see [method Control.set_focus_mode] and [method set_disabled]). + Sets the focus access mode to use when switching between enabled/disabled (see [method Control.set_focus_mode] and [method set_disabled]). - Set the button to pressed state (only if toggle_mode is active). + Set the button to pressed state (only if toggle_mode is active). @@ -5880,26 +5880,26 @@ - Set the button toggle_mode property. Toggle mode makes the button flip state between pressed and unpressed each time its area is clicked. + Set the button toggle_mode property. Toggle mode makes the button flip state between pressed and unpressed each time its area is clicked. - This signal is emitted every time the button is pressed or toggled. + This signal is emitted every time the button is pressed or toggled. - This signal is emitted when the button was released. + This signal is emitted when the button was released. - This signal is emitted when the button was just toggled between pressed and normal states (only if toggle_mode is active). The new state is contained in the [i]pressed[/i] argument. + This signal is emitted when the button was just toggled between pressed and normal states (only if toggle_mode is active). The new state is contained in the [i]pressed[/i] argument. @@ -5994,7 +5994,7 @@ - Add a character to the font, where [i]character[/i] is the unicode value, [i]texture[/i] is the texture index, [i]rect[/i] is the region in the texture (in pixels!), [i]align[/i] is the (optional) alignment for the character and [i]advance[/i] is the (optional) advance. + Add a character to the font, where [i]character[/i] is the unicode value, [i]texture[/i] is the texture index, [i]rect[/i] is the region in the texture (in pixels!), [i]align[/i] is the (optional) alignment for the character and [i]advance[/i] is the (optional) advance. @@ -6005,19 +6005,19 @@ - Add a kerning pair to the [BitmapFont] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character. + Add a kerning pair to the [BitmapFont] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character. - Add a texture to the [BitmapFont]. + Add a texture to the [BitmapFont]. - Clear all the font data. + Clear all the font data. @@ -6036,7 +6036,7 @@ - Return the size of a character, optionally taking kerning into account if the next character is provided. + Return the size of a character, optionally taking kerning into account if the next character is provided. @@ -6053,7 +6053,7 @@ - Return a kerning pair as a difference. + Return a kerning pair as a difference. @@ -6074,7 +6074,7 @@ - Set the font ascent (number of pixels above the baseline). + Set the font ascent (number of pixels above the baseline). @@ -6093,7 +6093,7 @@ - Set the total font height (ascent plus descent) in pixels. + Set the total font height (ascent plus descent) in pixels. @@ -6102,10 +6102,10 @@ - A node that will attach to a bone. + A node that will attach to a bone. - This node must be the child of a [Skeleton] node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone. + This node must be the child of a [Skeleton] node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone. @@ -6114,17 +6114,17 @@ - Base class for Box containers. + Base class for Box containers. - Base class for Box containers. It arranges children controls vertically or horizontally, and rearranges them automatically when their minimum size changes. + Base class for Box containers. It arranges children controls vertically or horizontally, and rearranges them automatically when their minimum size changes. - Add a control to the box as a spacer. + Add a control to the box as a spacer. If [i]begin[/i] is true the spacer control will be inserted in front of other children. @@ -6132,14 +6132,14 @@ - Return the alignment of children in the container. + Return the alignment of children in the container. - Set the alignment of children in the container(Must be one of ALIGN_BEGIN, ALIGN_CENTER or ALIGN_END). + Set the alignment of children in the container(Must be one of ALIGN_BEGIN, ALIGN_CENTER or ALIGN_END). @@ -6157,24 +6157,24 @@ - Box shape resource. + Box shape resource. - Box shape resource, which can be set into a [PhysicsBody] or area. + Box shape resource, which can be set into a [PhysicsBody] or area. - Return the half extents of the shape. + Return the half extents of the shape. - Set the half extents for the shape. + Set the half extents for the shape. @@ -6183,80 +6183,80 @@ - Standard themed Button. + Standard themed Button. - Button is the standard themed button. It can contain text and an icon, and will display them according to the current [Theme]. + Button is the standard themed button. It can contain text and an icon, and will display them according to the current [Theme]. - Return the button icon. + Return the button icon. - Return the state of the [i]clip_text[/i] property (see [method set_clip_text]) + Return the state of the [i]clip_text[/i] property (see [method set_clip_text]) - Return the button text. + Return the button text. - Return the text alignment policy. + Return the text alignment policy. - Return the state of the [i]flat[/i] property (see [method set_flat]). + Return the state of the [i]flat[/i] property (see [method set_flat]). - Set the icon that will be displayed next to the text inside the button area. + Set the icon that will be displayed next to the text inside the button area. - Set the [i]clip_text[/i] property of a Button. When this property is enabled, text that is too large to fit the button is clipped, when disabled (default) the Button will always be wide enough to hold the text. + Set the [i]clip_text[/i] property of a Button. When this property is enabled, text that is too large to fit the button is clipped, when disabled (default) the Button will always be wide enough to hold the text. - Set the [i]flat[/i] property of a Button. Flat buttons don't display decoration unless hovered or pressed. + Set the [i]flat[/i] property of a Button. Flat buttons don't display decoration unless hovered or pressed. - Set the button text, which will be displayed inside the button area. + Set the button text, which will be displayed inside the button area. - Set the text alignment policy, using one of the ALIGN_* constants. + Set the text alignment policy, using one of the ALIGN_* constants. @@ -6298,10 +6298,10 @@ - Array of Buttons. + Array of Buttons. - Array of Buttons. A ButtonArray is useful to have an array of buttons laid out vertically or horizontally. Only one button can be selected, and is referenced by its index in the array (first button is 0, second button is 1, etc.). + Array of Buttons. A ButtonArray is useful to have an array of buttons laid out vertically or horizontally. Only one button can be selected, and is referenced by its index in the array (first button is 0, second button is 1, etc.). This is useful [i]e.g.[/i] for joypad-friendly interfaces and option menus. @@ -6309,7 +6309,7 @@ - Append a new button to the array, with the specified text. + Append a new button to the array, with the specified text. @@ -6318,26 +6318,26 @@ - Append a new button to the array, with the specified icon and text. + Append a new button to the array, with the specified icon and text. - Remove all buttons from the array. + Remove all buttons from the array. - Remove the specified button in the array. + Remove the specified button in the array. - Return the amount of buttons in the array. + Return the amount of buttons in the array. @@ -6346,7 +6346,7 @@ - Return the icon of the specified button. + Return the icon of the specified button. @@ -6355,21 +6355,21 @@ - Return the text of the specified button. + Return the text of the specified button. - Return the index of the currently hovered button in the array. + Return the index of the currently hovered button in the array. - Return the index of the currently selected button in the array. + Return the index of the currently selected button in the array. @@ -6378,7 +6378,7 @@ - Set the icon of the specified button. + Set the icon of the specified button. @@ -6387,14 +6387,14 @@ - Define the text of the specified button. + Define the text of the specified button. - Select a button in the array based on the given index. + Select a button in the array based on the given index. @@ -6403,7 +6403,7 @@ - A button has been selected, its index is given as the argument. + A button has been selected, its index is given as the argument. @@ -6427,45 +6427,45 @@ - Group of Buttons. + Group of Buttons. - Group of [Button]. All direct and indirect children buttons become radios. Only one allows being pressed. + Group of [Button]. All direct and indirect children buttons become radios. Only one allows being pressed. - Return the list of all the buttons in the group. + Return the list of all the buttons in the group. - Return the focused button. + Return the focused button. - Return the pressed button. + Return the pressed button. - Return the index of the pressed button (by tree order). + Return the index of the pressed button (by tree order). - Set the button to be pressed. + Set the button to be pressed. @@ -6478,10 +6478,10 @@ - Camera node, displays from a point of view. + Camera node, displays from a point of view. - Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides [i]3D[/i] display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed. + Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides [i]3D[/i] display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed. @@ -6492,7 +6492,7 @@ - Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform. + Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform. @@ -6547,7 +6547,7 @@ - Return whether the Camera is the current one in the [Viewport], or plans to become current (if outside the scene tree). + Return whether the Camera is the current one in the [Viewport], or plans to become current (if outside the scene tree). @@ -6560,7 +6560,7 @@ - Make this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added. + Make this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added. @@ -6585,7 +6585,7 @@ - Return a normal vector in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking. + Return a normal vector in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking. @@ -6594,7 +6594,7 @@ - Return a 3D position in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking. + Return a 3D position in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking. @@ -6617,7 +6617,7 @@ - Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) + Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) @@ -6628,7 +6628,7 @@ - Set the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. + Set the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. @@ -6643,7 +6643,7 @@ - Return how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle. + Return how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle. @@ -6662,10 +6662,10 @@ - Camera node for 2D scenes. + Camera node for 2D scenes. - Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem] based nodes. + Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem] based nodes. This node is intended to be a simple helper get get things going quickly and it may happen often that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from [Node2D] and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in [Viewport]. @@ -6675,7 +6675,7 @@ - Force the camera to update scroll immediately. + Force the camera to update scroll immediately. @@ -6688,7 +6688,7 @@ - Return the camera position. + Return the camera position. @@ -6703,7 +6703,7 @@ - Return the margins needed to drag the camera (see [method set_drag_margin]). + Return the margins needed to drag the camera (see [method set_drag_margin]). @@ -6724,14 +6724,14 @@ - Return the scrolling limit in pixels. + Return the scrolling limit in pixels. - Return the scroll offset. + Return the scroll offset. @@ -6750,7 +6750,7 @@ - Return true of this is the current camera (see [method make_current]). + Return true of this is the current camera (see [method make_current]). @@ -6779,7 +6779,7 @@ - Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene. + Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene. @@ -6794,7 +6794,7 @@ - Set the margins needed to drag the camera (relative to the screen size). Margin uses the MARGIN_* enum. Drag margins of 0,0,0,0 will keep the camera at the center of the screen, while drag margins of 1,1,1,1 will only move when the camera is at the edges. + Set the margins needed to drag the camera (relative to the screen size). Margin uses the MARGIN_* enum. Drag margins of 0,0,0,0 will keep the camera at the center of the screen, while drag margins of 1,1,1,1 will only move when the camera is at the edges. @@ -6827,14 +6827,14 @@ - Set the scrolling limit in pixels. + Set the scrolling limit in pixels. - Set the scroll offset. Useful for looking around or camera shake animations. + Set the scroll offset. Useful for looking around or camera shake animations. @@ -6871,10 +6871,10 @@ - Base class of anything 2D. + Base class of anything 2D. - Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by [Control], for anything GUI related, and by [Node2D] for anything 2D engine related. + Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by [Control], for anything GUI related, and by [Node2D] for anything 2D engine related. Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significantly. Several functions for drawing on the CanvasItem are provided (see draw_* functions). They can only be used inside the notification, signal or _draw() overrides function, though. Canvas items are draw in tree order. By default, children are on top of their parents so a root CanvasItem will be drawn behind everything (this can be changed per item though). Canvas items can also be hidden (hiding also their subtree). They provide many means for changing standard parameters such as opacity (for it and the subtree) and self opacity, blend mode. @@ -6883,7 +6883,7 @@ - Called (if exists) to draw the canvas item. + Called (if exists) to draw the canvas item. @@ -6900,7 +6900,7 @@ - Draw a string character using a custom font. Returns the advance, depending on the char width and kerning with an optional next char. + Draw a string character using a custom font. Returns the advance, depending on the char width and kerning with an optional next char. @@ -6911,7 +6911,7 @@ - Draw a colored circle. + Draw a colored circle. @@ -6924,7 +6924,7 @@ - Draw a colored polygon of any amount of points, convex or concave. + Draw a colored polygon of any amount of points, convex or concave. @@ -6937,7 +6937,7 @@ - Draw a line from a 2D point to another, with a given color and width. + Draw a line from a 2D point to another, with a given color and width. @@ -6950,7 +6950,7 @@ - Draw a polygon of any amount of points, convex or concave. + Draw a polygon of any amount of points, convex or concave. @@ -6965,7 +6965,7 @@ - Draw a custom primitive, 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad. + Draw a custom primitive, 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad. @@ -6974,7 +6974,7 @@ - Draw a colored rectangle. + Draw a colored rectangle. @@ -6985,7 +6985,7 @@ - Set a custom transform for drawing. Anything drawn afterwards will be transformed by this. + Set a custom transform for drawing. Anything drawn afterwards will be transformed by this. @@ -7006,7 +7006,7 @@ - Draw a string using a custom font. + Draw a string using a custom font. @@ -7015,7 +7015,7 @@ - Draw a styled rectangle. + Draw a styled rectangle. @@ -7026,7 +7026,7 @@ - Draw a texture at a given position. + Draw a texture at a given position. @@ -7041,7 +7041,7 @@ - Draw a textured rectangle at a given position, optionally modulated by a color. Transpose swaps the x and y coordinates when reading the texture. + Draw a textured rectangle at a given position, optionally modulated by a color. Transpose swaps the x and y coordinates when reading the texture. @@ -7056,21 +7056,21 @@ - Draw a textured rectangle region at a given position, optionally modulated by a color. Transpose swaps the x and y coordinates when reading the texture. + Draw a textured rectangle region at a given position, optionally modulated by a color. Transpose swaps the x and y coordinates when reading the texture. - Used for editing, returns an opaque value representing the transform state. + Used for editing, returns an opaque value representing the transform state. - Used for editing, handle rotation. + Used for editing, handle rotation. @@ -7083,173 +7083,173 @@ - Set the transform state of this CanvasItem. For [Node2D], this is an [Array] with (in order) a [Vector2] for position, a float for rotation and another [Vector2] for scale. For [Control] this is a [Rect2] with the position and size. + Set the transform state of this CanvasItem. For [Node2D], this is an [Array] with (in order) a [Vector2] for position, a float for rotation and another [Vector2] for scale. For [Control] this is a [Rect2] with the position and size. - Return the current blending mode from enum BLEND_MODE_*. + Return the current blending mode from enum BLEND_MODE_*. - Return the [RID] of the [World2D] canvas where this item is in. + Return the [RID] of the [World2D] canvas where this item is in. - Return the canvas item RID used by [VisualServer] for this item. + Return the canvas item RID used by [VisualServer] for this item. - Get the transform matrix of this item's canvas. + Get the transform matrix of this item's canvas. - Get the global position of the mouse. + Get the global position of the mouse. - Get the global transform matrix of this item. + Get the global transform matrix of this item. - Get the global transform matrix of this item in relation to the canvas. + Get the global transform matrix of this item in relation to the canvas. - Get a [Rect2] with the boundaries of this item and its children. + Get a [Rect2] with the boundaries of this item and its children. - Return a rect containing the editable boundaries of the item. + Return a rect containing the editable boundaries of the item. - Get this item's light mask number. + Get this item's light mask number. - Get the mouse position relative to this item's position. + Get the mouse position relative to this item's position. - Get the material of this item. + Get the material of this item. - Return the canvas item opacity. This affects the canvas item and all the children. + Return the canvas item opacity. This affects the canvas item and all the children. - Return the canvas item self-opacity. + Return the canvas item self-opacity. - Get the transform matrix of this item. + Get the transform matrix of this item. - Get whether this item uses its parent's material. + Get whether this item uses its parent's material. - Get the viewport's boundaries as a [Rect2]. + Get the viewport's boundaries as a [Rect2]. - Get this item's transform in relation to the viewport. + Get this item's transform in relation to the viewport. - Get the [World2D] where this item is in. + Get the [World2D] where this item is in. - Hide the CanvasItem currently visible. + Hide the CanvasItem currently visible. - Return whether the item is drawn behind its parent. + Return whether the item is drawn behind its parent. - Return true if this CanvasItem is hidden. Note that the CanvasItem may not be visible, but as long as it's not hidden ([method hide] called) the function will return false. + Return true if this CanvasItem is hidden. Note that the CanvasItem may not be visible, but as long as it's not hidden ([method hide] called) the function will return false. - Return if set as toplevel. See [method set_as_toplevel]. + Return if set as toplevel. See [method set_as_toplevel]. - Return true if this CanvasItem is visible. It may be invisible because itself or a parent canvas item is hidden. + Return true if this CanvasItem is visible. It may be invisible because itself or a parent canvas item is hidden. @@ -7258,102 +7258,102 @@ - Takes a global input event and convert to this item's coordinate system. + Takes a global input event and convert to this item's coordinate system. - Set as top level. This means that it will not inherit transform from parent canvas items. + Set as top level. This means that it will not inherit transform from parent canvas items. - Set the blending mode from enum BLEND_MODE_*. + Set the blending mode from enum BLEND_MODE_*. - Set whether the canvas item is drawn behind its parent. + Set whether the canvas item is drawn behind its parent. - Set whether this item should be hidden or not. Note that no matter what is set here this item won't be shown if its parent or grandparents nodes are also hidden. A hidden CanvasItem make all children hidden too. + Set whether this item should be hidden or not. Note that no matter what is set here this item won't be shown if its parent or grandparents nodes are also hidden. A hidden CanvasItem make all children hidden too. - Set the ligtht mask number of this item. + Set the ligtht mask number of this item. - Set the material of this item. + Set the material of this item. - Set canvas item opacity. This will affect the canvas item and all the children. + Set canvas item opacity. This will affect the canvas item and all the children. - Set canvas item self-opacity. This does not affect the opacity of children items. + Set canvas item self-opacity. This does not affect the opacity of children items. - Set whether or not this item should use its parent's material. + Set whether or not this item should use its parent's material. - Show the CanvasItem currently hidden. + Show the CanvasItem currently hidden. - Queue the CanvasItem for update. [code]NOTIFICATION_DRAW[/code] will be called on idle time to request redraw. + Queue the CanvasItem for update. [code]NOTIFICATION_DRAW[/code] will be called on idle time to request redraw. - Emitted when the CanvasItem must redraw. This can only be connected realtime, as deferred will not allow drawing. + Emitted when the CanvasItem must redraw. This can only be connected realtime, as deferred will not allow drawing. - Emitted when becoming hidden. + Emitted when becoming hidden. - Emitted when the item rect has changed. + Emitted when the item rect has changed. - Emitted when the visibility (hidden/visible) changes. + Emitted when the visibility (hidden/visible) changes. @@ -7466,108 +7466,108 @@ - Canvas Item layer. + Canvas Item layer. - Canvas Item layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). + Canvas Item layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - Return the layer index, determines the draw order, a lower value will be below a higher one. + Return the layer index, determines the draw order, a lower value will be below a higher one. - Return the base offset for this layer (helper). + Return the base offset for this layer (helper). - Return the base rotation for this layer (helper). + Return the base rotation for this layer (helper). - Get rotation of the layer in degree. + Get rotation of the layer in degree. - Return the base scale for this layer (helper). + Return the base scale for this layer (helper). - Return the base transform for this layer. + Return the base transform for this layer. - Return the viewport RID for this layer. + Return the viewport RID for this layer. - Return the [World2D] used by this layer. + Return the [World2D] used by this layer. - Set the layer index, determines the draw order, a lower value will be below a higher one. + Set the layer index, determines the draw order, a lower value will be below a higher one. - Set the base offset for this layer (helper). + Set the base offset for this layer (helper). - Set the base rotation for this layer (helper). + Set the base rotation for this layer (helper). - Set rotation of the layer in degree. + Set rotation of the layer in degree. - Set the base scale for this layer (helper). + Set the base scale for this layer (helper). - Set the base transform for this layer. + Set the base transform for this layer. @@ -7576,24 +7576,24 @@ - Tint the entire canvas + Tint the entire canvas - CanvasModulate tints the canvas elements using its asigned color + CanvasModulate tints the canvas elements using its asigned color - Gets the canvas tint color + Gets the canvas tint color - Sets the canvas tint color + Sets the canvas tint color @@ -7602,38 +7602,38 @@ - Capsule shape resource. + Capsule shape resource. - Capsule shape resource, which can be set into a [PhysicsBody] or area. + Capsule shape resource, which can be set into a [PhysicsBody] or area. - Return the capsule height. + Return the capsule height. - Return the capsule radius. + Return the capsule radius. - Set the capsule height. + Set the capsule height. - Set the capsule radius. + Set the capsule radius. @@ -7642,38 +7642,38 @@ - Capsule 2D shape resource for physics. + Capsule 2D shape resource for physics. - Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modeling biped characters. + Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modeling biped characters. - Return the height of the [CapsuleShape2D]. + Return the height of the [CapsuleShape2D]. - Return the radius of the [CapsuleShape2D]. + Return the radius of the [CapsuleShape2D]. - Set the height of the [CapsuleShape2D]. + Set the height of the [CapsuleShape2D]. - Set the radius of the [CapsuleShape2D]. + Set the radius of the [CapsuleShape2D]. @@ -7682,24 +7682,24 @@ - Keeps children controls centered. + Keeps children controls centered. - CenterContainer Keeps children controls centered. This container keeps all children to their minimum size, in the center. + CenterContainer Keeps children controls centered. This container keeps all children to their minimum size, in the center. - Should put children to the top left corner instead of center of the container. + Should put children to the top left corner instead of center of the container. - This function will anchor the container children to the top left corner of the the container boundaries, moving all its children to that position, (the children new center will be the top left corner of the container). + This function will anchor the container children to the top left corner of the the container boundaries, moving all its children to that position, (the children new center will be the top left corner of the container). @@ -7708,10 +7708,10 @@ - Binary choice user interface widget + Binary choice user interface widget - A checkbox allows the user to make a binary choice (choosing only one of two posible options), for example Answer 'yes' or 'no'. + A checkbox allows the user to make a binary choice (choosing only one of two posible options), for example Answer 'yes' or 'no'. @@ -7754,10 +7754,10 @@ - Checkable button. + Checkable button. - CheckButton is a toggle button displayed as a check field. + CheckButton is a toggle button displayed as a check field. @@ -7796,24 +7796,24 @@ - Circular Shape for 2D Physics. + Circular Shape for 2D Physics. - Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and it's collision detection with everything else is very fast. + Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and it's collision detection with everything else is very fast. - Return the radius of the circle shape. + Return the radius of the circle shape. - Set the radius of the circle shape. + Set the radius of the circle shape. @@ -7972,10 +7972,10 @@ - Base node for 2D collisionables. + Base node for 2D collisionables. - CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing [CollisionShape2D] and/or [CollisionPolygon2D] nodes as children. Such nodes are for reference and not present outside the editor, so code should use the regular shape API. + CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing [CollisionShape2D] and/or [CollisionPolygon2D] nodes as children. Such nodes are for reference and not present outside the editor, so code should use the regular shape API. @@ -7986,7 +7986,7 @@ - This method can be used to override normal input processing. The first parameter is the viewport where the event took place. The second holds the input event received, and the third the shape of this object where it happened. + This method can be used to override normal input processing. The first parameter is the viewport where the event took place. The second holds the input event received, and the third the shape of this object where it happened. @@ -7995,19 +7995,19 @@ - Add a [Shape2D] to the collision body, with a given custom transform. + Add a [Shape2D] to the collision body, with a given custom transform. - Remove all shapes. + Remove all shapes. - Return the RID of this object. + Return the RID of this object. @@ -8016,14 +8016,14 @@ - Return the shape in the given index. + Return the shape in the given index. - Return the amount of shapes in the collision body. Because a [CollisionPolygon2D] can generate more than one [Shape2D], the amount returned does not have to match the sum of [CollisionShape2D] and [CollisionPolygon2D]. + Return the amount of shapes in the collision body. Because a [CollisionPolygon2D] can generate more than one [Shape2D], the amount returned does not have to match the sum of [CollisionShape2D] and [CollisionPolygon2D]. @@ -8032,14 +8032,14 @@ - Return the shape transform in the given index. + Return the shape transform in the given index. - Return whether this object is pickable. + Return whether this object is pickable. @@ -8048,21 +8048,21 @@ - Return whether a shape is a trigger. A trigger shape detects collisions, but is otherwise unaffected by physics (i.e. colliding objects will not get blocked). + Return whether a shape is a trigger. A trigger shape detects collisions, but is otherwise unaffected by physics (i.e. colliding objects will not get blocked). - Remove the shape in the given index. + Remove the shape in the given index. - Set whether this object is pickable. A pickable object can detect the mouse pointer enter/leave it and, if the mouse is inside it, report input events. + Set whether this object is pickable. A pickable object can detect the mouse pointer enter/leave it and, if the mouse is inside it, report input events. @@ -8071,7 +8071,7 @@ - Change a shape in the collision body. + Change a shape in the collision body. @@ -8080,7 +8080,7 @@ - Set whether a shape is a trigger. A trigger shape detects collisions, but is otherwise unaffected by physics (i.e. colliding objects will not get blocked). + Set whether a shape is a trigger. A trigger shape detects collisions, but is otherwise unaffected by physics (i.e. colliding objects will not get blocked). @@ -8089,7 +8089,7 @@ - Change the shape transform in the collision body. + Change the shape transform in the collision body. @@ -8102,17 +8102,17 @@ - This signal triggers when an input event fires over a shape. The first parameter is the viewport where the event took place. The second holds the input event received, and the third the shape of this object where it happened. + This signal triggers when an input event fires over a shape. The first parameter is the viewport where the event took place. The second holds the input event received, and the third the shape of this object where it happened. - This event fires only once when the mouse pointer enters any shape of this object. + This event fires only once when the mouse pointer enters any shape of this object. - This event fires only once when the mouse pointer exits all shapes of this object. + This event fires only once when the mouse pointer exits all shapes of this object. @@ -8179,24 +8179,24 @@ - Editor-only class for easy editing of collision polygons. + Editor-only class for easy editing of collision polygons. - Editor-only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D]. This is not accessible from regular code. This class is for editing custom shape polygons. + Editor-only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D]. This is not accessible from regular code. This class is for editing custom shape polygons. - Return whether the polygon is a [ConvexPolygonShape2D] ([code]build_mode==0[/code]), or a [ConcavePolygonShape2D] ([code]build_mode==1[/code]). + Return whether the polygon is a [ConvexPolygonShape2D] ([code]build_mode==0[/code]), or a [ConcavePolygonShape2D] ([code]build_mode==1[/code]). - Return the index of the first shape generated by the editor. + Return the index of the first shape generated by the editor. When [code]build_mode[/code] is set to generate convex polygons, the shape shown in the editor may be decomposed into many convex polygons. In that case, a range of indexes is needed to directly access the [Shape2D]. When [code]build_mode[/code] is set to generate concave polygons, there is only one [Shape2D] generated, so the start index and the end index are the same. @@ -8205,35 +8205,35 @@ - Return the index of the last shape generated by the editor. + Return the index of the last shape generated by the editor. - Return the list of points that define the polygon. + Return the list of points that define the polygon. - Return whether this polygon is a trigger. + Return whether this polygon is a trigger. - Set whether the polygon is to be a [ConvexPolygonShape2D] ([code]build_mode==0[/code]), or a [ConcavePolygonShape2D] ([code]build_mode==1[/code]). + Set whether the polygon is to be a [ConvexPolygonShape2D] ([code]build_mode==0[/code]), or a [ConcavePolygonShape2D] ([code]build_mode==1[/code]). - Set the array of points forming the polygon. + Set the array of points forming the polygon. When editing the point list via the editor, depending on [method get_build_mode], it has to be a list of points (for [code]build_mode==0[/code]), or a list of lines (for [code]build_mode==1[/code]). In the second case, the even elements of the array define the start point of the line, and the odd elements the end point. @@ -8241,7 +8241,7 @@ - Set whether this polygon is a trigger. A trigger polygon detects collisions, but is otherwise unaffected by physics (i.e. colliding objects will not get blocked). + Set whether this polygon is a trigger. A trigger polygon detects collisions, but is otherwise unaffected by physics (i.e. colliding objects will not get blocked). @@ -8300,45 +8300,45 @@ - Editor-only class for easy editing of shapes. + Editor-only class for easy editing of shapes. - Editor-only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D]. This is not accessible from regular code. + Editor-only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D]. This is not accessible from regular code. - Return the index of this shape inside its container [CollisionObject2D]. This can be used to directly access the underlying [Shape2D]. + Return the index of this shape inside its container [CollisionObject2D]. This can be used to directly access the underlying [Shape2D]. - Return this shape's [Shape2D]. + Return this shape's [Shape2D]. - Return whether this shape is a trigger. + Return whether this shape is a trigger. - Set this shape's [Shape2D]. This will not appear as a node, but can be directly edited as a property. + Set this shape's [Shape2D]. This will not appear as a node, but can be directly edited as a property. - Set whether this shape is a trigger. A trigger shape detects collisions, but is otherwise unaffected by physics (i.e. will not block movement of colliding objects). + Set whether this shape is a trigger. A trigger shape detects collisions, but is otherwise unaffected by physics (i.e. will not block movement of colliding objects). @@ -8347,10 +8347,10 @@ - Color in RGBA format. + Color in RGBA format. - A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate() ) may accept values > 1. + A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate() ) may accept values > 1. @@ -8365,7 +8365,7 @@ - Construct the color from an RGBA profile. + Construct the color from an RGBA profile. @@ -8378,7 +8378,7 @@ - Construct the color from an RGBA profile. + Construct the color from an RGBA profile. @@ -8387,7 +8387,7 @@ - Construct the color from an RGBA profile. + Construct the color from an RGBA profile. @@ -8396,7 +8396,7 @@ - Construct the color from an RGBA profile. + Construct the color from an RGBA profile. @@ -8405,28 +8405,28 @@ - Return a new color blended with anothor one. + Return a new color blended with anothor one. - Return the most contrasting color with this one. + Return the most contrasting color with this one. - Convert the color to gray. + Convert the color to gray. - Return the inverted color (1-r, 1-g, 1-b, 1-a). + Return the inverted color (1-r, 1-g, 1-b, 1-a). @@ -8437,21 +8437,21 @@ - Return the linear interpolation with another color. + Return the linear interpolation with another color. - Convert the color to a 32 its integer (each byte represents a RGBA). + Convert the color to a 32 its integer (each byte represents a RGBA). - Convert color to ARGB32, more compatible with DirectX. + Convert color to ARGB32, more compatible with DirectX. @@ -8460,7 +8460,7 @@ - Return the HTML hexadecimal color string. + Return the HTML hexadecimal color string. @@ -8504,10 +8504,10 @@ - Array of Colors + Array of Colors - Array of Color, can only contains colors. Optimized for memory usage, can't fragment the memory. + Array of Color, can only contains colors. Optimized for memory usage, can't fragment the memory. @@ -8516,21 +8516,21 @@ - Create from a generic array. + Create from a generic array. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Append an [ColorArray] at the end of this array. + Append an [ColorArray] at the end of this array. @@ -8541,33 +8541,33 @@ - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Append a value to the array. + Append a value to the array. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the [ColorArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the [ColorArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -8576,14 +8576,14 @@ - Change the [Color] at the given index. + Change the [Color] at the given index. - Return the array size. + Return the array size. @@ -8592,59 +8592,59 @@ - Color picker control. + Color picker control. - This is a simple color picker [Control]. It's useful for selecting a color from an RGB/RGBA colorspace. + This is a simple color picker [Control]. It's useful for selecting a color from an RGB/RGBA colorspace. - Adds the current selected to color to a list of colors (presets), the presets will be displayed in the color picker and the user will be able to select them, notice that the presets list is only for this color picker. + Adds the current selected to color to a list of colors (presets), the presets will be displayed in the color picker and the user will be able to select them, notice that the presets list is only for this color picker. - Return the current (edited) color. + Return the current (edited) color. - Returns whether the color has transparency or not. + Returns whether the color has transparency or not. - Returns whether this color picker is in raw mode or not + Returns whether this color picker is in raw mode or not - Select the current color. + Select the current color. - Set true if you want the color to have an alpha channel (transparency), or false if you want a solid color. + Set true if you want the color to have an alpha channel (transparency), or false if you want a solid color. - When set to true, every color channel will be represented as a value from 0 to 1, insetead of 0, 255. + When set to true, every color channel will be represented as a value from 0 to 1, insetead of 0, 255. @@ -8653,7 +8653,7 @@ - Emitted when the color is changed. + Emitted when the color is changed. @@ -8678,17 +8678,17 @@ - Button that pops out a [ColorPicker] + Button that pops out a [ColorPicker] - Encapsulates a [ColorPicker] making it accesible by pressing a button, pressing the button will toggle the [ColorPicker] visibility + Encapsulates a [ColorPicker] making it accesible by pressing a button, pressing the button will toggle the [ColorPicker] visibility - Gets the current color + Gets the current color @@ -8701,21 +8701,21 @@ - See [method ColorPicker.is_edit_alpha] + See [method ColorPicker.is_edit_alpha] - Sets the current color + Sets the current color - See [method ColorPicker.set_edit_alpha] + See [method ColorPicker.set_edit_alpha] @@ -8724,7 +8724,7 @@ - Emitted when the color is changed. + Emitted when the color is changed. @@ -8757,10 +8757,10 @@ - Color interpolator node + Color interpolator node - Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1. + Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1. @@ -8769,7 +8769,7 @@ - Adds the specified color to the end of the ramp, with the specified offset + Adds the specified color to the end of the ramp, with the specified offset @@ -8778,14 +8778,14 @@ - Returns the color of the ramp color at index [i]point[/i] + Returns the color of the ramp color at index [i]point[/i] - Returns the colors in the ramp + Returns the colors in the ramp @@ -8794,21 +8794,21 @@ - Returns the offset of the ramp color at index [i]point[/i] + Returns the offset of the ramp color at index [i]point[/i] - Returns the offsets for the colors in this ramp + Returns the offsets for the colors in this ramp - Returns the number of colors in the ramp + Returns the number of colors in the ramp @@ -8817,14 +8817,14 @@ - Returns the interpolated color specified by [i]offset[/i] + Returns the interpolated color specified by [i]offset[/i] - Removes the color at the index [i]offset[/i] + Removes the color at the index [i]offset[/i] @@ -8833,14 +8833,14 @@ - Sets the color of the ramp color at index [i]point[/i] + Sets the color of the ramp color at index [i]point[/i] - Sets the colors for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accomodate the new elements. + Sets the colors for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accomodate the new elements. @@ -8849,14 +8849,14 @@ - Sets the offset for the ramp color at index [i]point[/i] + Sets the offset for the ramp color at index [i]point[/i] - Sets the offset for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accomodate the new elements, all new colors will be black by default. + Sets the offset for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accomodate the new elements, all new colors will be black by default. @@ -8865,24 +8865,24 @@ - Concave polygon shape. + Concave polygon shape. - Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles. + Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles. - Return the faces (an array of triangles). + Return the faces (an array of triangles). - Set the faces (an array of triangles). + Set the faces (an array of triangles). @@ -8891,10 +8891,10 @@ - Concave polygon 2D shape resource for physics. + Concave polygon 2D shape resource for physics. - Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. + Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. @@ -8902,14 +8902,14 @@ - Return the array of segments. + Return the array of segments. - Set the array of segments. + Set the array of segments. @@ -8956,10 +8956,10 @@ - Helper class to handle INI-style files. + Helper class to handle INI-style files. - This helper class can be used to store [Variant] values on the filesystem using an INI-style formatting. The stored values as referenced by a section and a key. The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly with accessing the filesystem. + This helper class can be used to store [Variant] values on the filesystem using an INI-style formatting. The stored values as referenced by a section and a key. The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly with accessing the filesystem. The following example shows how to parse a INI-style file from the system, read its contents and store new values in it: [codeblock] var config = ConfigFile.new() @@ -8981,14 +8981,14 @@ - Return an array of all defined key identifiers in the specified section. + Return an array of all defined key identifiers in the specified section. - Return an array of all defined section identifiers. + Return an array of all defined section identifiers. @@ -9001,7 +9001,7 @@ - Return the current value for the specified section and key. If the section and/or the key do not exist, the method returns the value of the optional [i]default[/i] argument (and thus [code]NULL[/code] if not specified). + Return the current value for the specified section and key. If the section and/or the key do not exist, the method returns the value of the optional [i]default[/i] argument (and thus [code]NULL[/code] if not specified). @@ -9010,7 +9010,7 @@ - Check if the specified section exists. + Check if the specified section exists. @@ -9021,7 +9021,7 @@ - Check if the specified section-key pair exists. + Check if the specified section-key pair exists. @@ -9030,7 +9030,7 @@ - Load the config file specified as a parameter. The file's contents are parsed and loaded in the ConfigFile object from which the method was called. The return value is one of the OK, FAILED or ERR_* constants listed in [@Global Scope] (if the load was successful, it returns OK). + Load the config file specified as a parameter. The file's contents are parsed and loaded in the ConfigFile object from which the method was called. The return value is one of the OK, FAILED or ERR_* constants listed in [@Global Scope] (if the load was successful, it returns OK). @@ -9039,7 +9039,7 @@ - Save the contents of the ConfigFile object to the file specified as a parameter. The output file uses an INI-style structure. + Save the contents of the ConfigFile object to the file specified as a parameter. The output file uses an INI-style structure. The return value is one of the OK, FAILED or ERR_* constants listed in [@Global Scope] (if the save was successful, it returns OK). @@ -9051,7 +9051,7 @@ - Assign a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a [code]NULL[/code] value deletes the specified key if it exists (and deletes the section if it ends up empty once the key has been removed). + Assign a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a [code]NULL[/code] value deletes the specified key if it exists (and deletes the section if it ends up empty once the key has been removed). @@ -9060,17 +9060,17 @@ - Dialog for confirmation of actions. + Dialog for confirmation of actions. - Dialog for confirmation of actions. This dialog inherits from [AcceptDialog], but has by default an OK and Cancel button (in host OS order). + Dialog for confirmation of actions. This dialog inherits from [AcceptDialog], but has by default an OK and Cancel button (in host OS order). - Return the cancel button. + Return the cancel button. @@ -9079,10 +9079,10 @@ - Base node for containers. + Base node for containers. - Base node for containers. A [Container] contains other controls and automatically arranges them in a certain way. + Base node for containers. A [Container] contains other controls and automatically arranges them in a certain way. A Control can inherit this to create custom container classes. @@ -9092,19 +9092,19 @@ - Fit a child control in a given rect. This is mainly a helper for creating custom container classes. + Fit a child control in a given rect. This is mainly a helper for creating custom container classes. - Queue resort of the contained children. This is called automatically anyway, but can be called upon request. + Queue resort of the contained children. This is called automatically anyway, but can be called upon request. - Emitted when sorting the children is needed. + Emitted when sorting the children is needed. @@ -9116,10 +9116,10 @@ - Control is the base node for all the GUI components. + Control is the base node for all the GUI components. - Control is the base class Node for all the GUI components. Every GUI component inherits from it, directly or indirectly. In this way, sections of the scene tree made of contiguous control nodes, become user interfaces. + Control is the base class Node for all the GUI components. Every GUI component inherits from it, directly or indirectly. In this way, sections of the scene tree made of contiguous control nodes, become user interfaces. Controls are relative to the parent position and size by using anchors and margins. This ensures that they can adapt easily in most situation to changing dialog and screen sizes. When more flexibility is desired, [Container] derived nodes can be used. Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range. Input device events ([InputEvent]) are first sent to the root controls via the [method Node._input], which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling [method MainLoop._input_event]. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even [method Node._unhandled_input]), the control can accept it by calling [method accept_event]. @@ -9132,12 +9132,12 @@ - Called when an input event reaches the control. + Called when an input event reaches the control. - Handles the event, no other control will receive it and it will not be sent to nodes waiting on [method Node._unhandled_input] or [method Node._unhandled_key_input]. + Handles the event, no other control will receive it and it will not be sent to nodes waiting on [method Node._unhandled_input] or [method Node._unhandled_key_input]. @@ -9154,7 +9154,7 @@ - Override a single constant (integer) in the theme of this Control. If constant equals Theme.INVALID_CONSTANT, override is cleared. + Override a single constant (integer) in the theme of this Control. If constant equals Theme.INVALID_CONSTANT, override is cleared. @@ -9163,7 +9163,7 @@ - Override a single font (font) in the theme of this Control. If font is empty, override is cleared. + Override a single font (font) in the theme of this Control. If font is empty, override is cleared. @@ -9172,7 +9172,7 @@ - Override a single icon ([Texture]) in the theme of this Control. If texture is empty, override is cleared. + Override a single icon ([Texture]) in the theme of this Control. If texture is empty, override is cleared. @@ -9189,7 +9189,7 @@ - Override a single stylebox ([Stylebox]) in the theme of this Control. If stylebox is empty, override is cleared. + Override a single stylebox ([Stylebox]) in the theme of this Control. If stylebox is empty, override is cleared. @@ -9224,7 +9224,7 @@ - Return the anchor type (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) for a given margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). + Return the anchor type (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) for a given margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). @@ -9265,7 +9265,7 @@ - Return the cursor shape at a certain position in the control. + Return the cursor shape at a certain position in the control. @@ -9278,7 +9278,7 @@ - Return the default cursor shape for this control. See enum CURSOR_* for the list of shapes. + Return the default cursor shape for this control. See enum CURSOR_* for the list of shapes. @@ -9293,14 +9293,14 @@ - Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [method set_margin]). + Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [method set_margin]). - Returns the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL) (see [method set_focus_mode]). + Returns the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL) (see [method set_focus_mode]). @@ -9309,14 +9309,14 @@ - Return the forced neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. + Return the forced neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. - Return which control is owning the keyboard focus, or null if no one. + Return which control is owning the keyboard focus, or null if no one. @@ -9333,21 +9333,21 @@ - Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode. + Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode. - Return position and size of the Control, relative to the top-left corner of the [i]window[/i] Control. This is a helper (see [method get_global_pos], [method get_size]). + Return position and size of the Control, relative to the top-left corner of the [i]window[/i] Control. This is a helper (see [method get_global_pos], [method get_size]). - Hint for containers, return horizontal positioning flags. + Hint for containers, return horizontal positioning flags. @@ -9366,21 +9366,21 @@ - Return a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being returned depends on the anchor mode. + Return a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being returned depends on the anchor mode. - Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. + Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. - Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. + Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. @@ -9399,14 +9399,14 @@ - Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode. + Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode. - Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [method get_pos], [method get_size]). + Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [method get_pos], [method get_size]). @@ -9431,14 +9431,14 @@ - Returns the size of the Control, computed from all margins, however the size returned will [b]never be smaller than the minimum size reported by [method get_minimum_size][/b]. This means that even if end position of the Control rectangle is smaller than the begin position, the Control will still display and interact correctly. (see description, [method get_minimum_size], [method set_margin], [method set_anchor]). + Returns the size of the Control, computed from all margins, however the size returned will [b]never be smaller than the minimum size reported by [method get_minimum_size][/b]. This means that even if end position of the Control rectangle is smaller than the begin position, the Control will still display and interact correctly. (see description, [method get_minimum_size], [method set_margin], [method set_anchor]). - Hint for containers, return the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big. + Hint for containers, return the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big. @@ -9455,7 +9455,7 @@ - Return a [Theme] override, if one exists (see [method set_theme]). + Return a [Theme] override, if one exists (see [method set_theme]). @@ -9464,14 +9464,14 @@ - Return the tooltip, which will appear when the cursor is resting over this control. + Return the tooltip, which will appear when the cursor is resting over this control. - Hint for containers, return vertical positioning flags. + Hint for containers, return vertical positioning flags. @@ -9480,7 +9480,7 @@ - Steal the focus from another control and become the focused control (see [method set_focus_mode]). + Steal the focus from another control and become the focused control (see [method set_focus_mode]). @@ -9523,7 +9523,7 @@ - Return whether the Control is the current focused control (see [method set_focus_mode]). + Return whether the Control is the current focused control (see [method set_focus_mode]). @@ -9584,7 +9584,7 @@ - Return if the control is ignoring mouse events (even touchpad events send mouse events). + Return if the control is ignoring mouse events (even touchpad events send mouse events). @@ -9599,7 +9599,7 @@ - Give up the focus, no other control will be able to receive keyboard input. + Give up the focus, no other control will be able to receive keyboard input. @@ -9610,7 +9610,7 @@ - Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previous anchor mode to the new one, so margin offsets ([method set_margin]) must be done after setting anchors, or at the same time ([method set_anchor_and_margin]) + Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previous anchor mode to the new one, so margin offsets ([method set_margin]) must be done after setting anchors, or at the same time ([method set_anchor_and_margin]) Additionally, [code]keep_margin[/code] controls whether margins should be left the same, or changed to keep the same position and size on-screen. @@ -9623,21 +9623,21 @@ - Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM), and also set its offset. This is a helper (see [method set_anchor] and [method set_margin]). + Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM), and also set its offset. This is a helper (see [method set_anchor] and [method set_margin]). - Change all margins and anchors, so this Control always takes up the same area as the parent Control. This is a helper (see [method set_anchor], [method set_margin]). + Change all margins and anchors, so this Control always takes up the same area as the parent Control. This is a helper (see [method set_anchor], [method set_margin]). - Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [method set_margin]). + Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [method set_margin]). @@ -9650,7 +9650,7 @@ - Set the default cursor shape for this control. See enum CURSOR_* for the list of shapes. + Set the default cursor shape for this control. See enum CURSOR_* for the list of shapes. @@ -9669,14 +9669,14 @@ - Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [method set_margin]). + Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [method set_margin]). - Set the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL). Only one Control can be focused at the same time, and it will receive keyboard signals. + Set the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL). Only one Control can be focused at the same time, and it will receive keyboard signals. @@ -9685,28 +9685,28 @@ - Force a neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. + Force a neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. - Move the Control to a new position, relative to the top-left corner of the [i]window[/i] Control, and without changing current anchor mode. (see [method set_margin]). + Move the Control to a new position, relative to the top-left corner of the [i]window[/i] Control, and without changing current anchor mode. (see [method set_margin]). - Hint for containers, set horizontal positioning flags. + Hint for containers, set horizontal positioning flags. - Ignore mouse events on this control (even touchpad events send mouse events). + Ignore mouse events on this control (even touchpad events send mouse events). @@ -9715,14 +9715,14 @@ - Set a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being set depends on the anchor mode. + Set a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being set depends on the anchor mode. - Move the Control to a new position, relative to the top-left corner of the parent Control, changing all margins if needed and without changing current anchor mode. This is a helper (see [method set_margin]). + Move the Control to a new position, relative to the top-left corner of the parent Control, changing all margins if needed and without changing current anchor mode. This is a helper (see [method set_margin]). @@ -9747,7 +9747,7 @@ - Changes MARGIN_RIGHT and MARGIN_BOTTOM to fit a given size. This is a helper (see [method set_margin]). + Changes MARGIN_RIGHT and MARGIN_BOTTOM to fit a given size. This is a helper (see [method set_margin]). @@ -9760,35 +9760,35 @@ - Hint for containers, set the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big. + Hint for containers, set the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big. - Override whole the [Theme] for this Control and all its children controls. + Override whole the [Theme] for this Control and all its children controls. - Set a tooltip, which will appear when the cursor is resting over this control. + Set a tooltip, which will appear when the cursor is resting over this control. - Hint for containers, set vertical positioning flags. + Hint for containers, set vertical positioning flags. - Display a Control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. + Display a Control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. @@ -9801,24 +9801,24 @@ - Emitted when keyboard focus is gained. + Emitted when keyboard focus is gained. - Emitted when the keyboard focus is lost. + Emitted when the keyboard focus is lost. - Emitted when an input event is received. Connecting in realtime is recommended for accepting the events. + Emitted when an input event is received. Connecting in realtime is recommended for accepting the events. - Emitted when the minimum size of the control changed. + Emitted when the minimum size of the control changed. @@ -9827,22 +9827,22 @@ - Emitted when the mouse enters the control area. + Emitted when the mouse enters the control area. - Emitted when the mouse left the control area. + Emitted when the mouse left the control area. - Emitted when the control changed size. + Emitted when the control changed size. - Emitted when the size flags changed. + Emitted when the size flags changed. @@ -9932,10 +9932,10 @@ - Convex Polygon Shape. + Convex Polygon Shape. - Convex polygon shape resource, which can be set into a [PhysicsBody] or area. + Convex polygon shape resource, which can be set into a [PhysicsBody] or area. @@ -9956,10 +9956,10 @@ - Convex Polygon Shape for 2D physics. + Convex Polygon Shape for 2D physics. - Convex Polygon Shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). + Convex Polygon Shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. @@ -9967,21 +9967,21 @@ - Return a list of points in either clockwise or counter clockwise order, forming a convex polygon. + Return a list of points in either clockwise or counter clockwise order, forming a convex polygon. - Currently, this method does nothing. + Currently, this method does nothing. - Set a list of points in either clockwise or counter clockwise order, forming a convex polygon. + Set a list of points in either clockwise or counter clockwise order, forming a convex polygon. @@ -10096,10 +10096,10 @@ - Describes a Bezier curve in 2D space. + Describes a Bezier curve in 2D space. - This class describes a Bezier curve in 2D space. It is mainly used to give a shape to a [Path2D], but can be manually sampled for other purposes. + This class describes a Bezier curve in 2D space. It is mainly used to give a shape to a [Path2D], but can be manually sampled for other purposes. It keeps a cache of precalculated points along the curve, to speed further calculations up. @@ -10113,7 +10113,7 @@ It keeps a cache of precalculated points along the curve, to speed further calcu - Adds a point to a curve, at position "pos", with control points "in" and "out". + Adds a point to a curve, at position "pos", with control points "in" and "out". If "atpos" is given, the point is inserted before the point number "atpos", moving that point (and every point after) after the inserted point. If "atpos" is not given, or is an illegal value (atpos <0 or atpos >= [method get_point_count]), the point will be appended at the end of the point list. @@ -10121,28 +10121,28 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the distance between two adjacent cached points. + Returns the distance between two adjacent cached points. - Returns the total length of the curve, based on the cached points. Given enough density (see [method set_bake_interval]), it should be approximate enough. + Returns the total length of the curve, based on the cached points. Given enough density (see [method set_bake_interval]), it should be approximate enough. - Returns the cache of points as a [Vector2Array]. + Returns the cache of points as a [Vector2Array]. - Returns the number of points describing the curve. + Returns the number of points describing the curve. @@ -10151,7 +10151,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0). + Returns the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0). @@ -10160,7 +10160,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0). + Returns the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0). @@ -10169,7 +10169,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0). + Returns the position of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0). @@ -10180,7 +10180,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results. + Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results. If "idx" is out of bounds it is truncated to the first or last vertex, and "t" is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0). @@ -10192,7 +10192,7 @@ If "idx" is out of bounds it is truncated to the first or last vertex, and "t" i - Returns a point within the curve at position "offset", where "offset" is measured as a pixel distance along the curve. + Returns a point within the curve at position "offset", where "offset" is measured as a pixel distance along the curve. To do that, it finds the two cached points where the "offset" lies between, then interpolates the values. This interpolation is cubic if "cubic" is set to true, or linear if set to false. Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough). @@ -10203,21 +10203,21 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Returns the position at the vertex "fofs". It calls [method interpolate] using the integer part of fofs as "idx", and its fractional part as "t". + Returns the position at the vertex "fofs". It calls [method interpolate] using the integer part of fofs as "idx", and its fractional part as "t". - Deletes the point "idx" from the curve. Sends an error to the console if "idx" is out of bounds. + Deletes the point "idx" from the curve. Sends an error to the console if "idx" is out of bounds. - Sets the distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time a xxx_baked_xxx function is called. The less distance, the more points the cache will have, and the more memory it will consume, so use with care. + Sets the distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time a xxx_baked_xxx function is called. The less distance, the more points the cache will have, and the more memory it will consume, so use with care. @@ -10226,7 +10226,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console. @@ -10235,7 +10235,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console. @@ -10244,7 +10244,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the position for the vertex "idx". If the index is out of bounds, the function sends an error to the console. + Sets the position for the vertex "idx". If the index is out of bounds, the function sends an error to the console. @@ -10255,7 +10255,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts. + Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts. This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough. "max_stages" controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! "tolerance_degrees" controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided. @@ -10267,10 +10267,10 @@ This approximation makes straight segments between each point, then subdivides t - Describes a Bezier curve in 3D space. + Describes a Bezier curve in 3D space. - This class describes a Bezier curve in 3D space. It is mainly used to give a shape to a [Path], but can be manually sampled for other purposes. + This class describes a Bezier curve in 3D space. It is mainly used to give a shape to a [Path], but can be manually sampled for other purposes. It keeps a cache of precalculated points along the curve, to speed further calculations up. @@ -10284,7 +10284,7 @@ It keeps a cache of precalculated points along the curve, to speed further calcu - Adds a point to a curve, at position "pos", with control points "in" and "out". + Adds a point to a curve, at position "pos", with control points "in" and "out". If "atpos" is given, the point is inserted before the point number "atpos", moving that point (and every point after) after the inserted point. If "atpos" is not given, or is an illegal value (atpos <0 or atpos >= [method get_point_count]), the point will be appended at the end of the point list. @@ -10292,35 +10292,35 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the distance between two adjacent cached points. + Returns the distance between two adjacent cached points. - Returns the total length of the curve, based on the cached points. Given enough density (see [method set_bake_interval]), it should be approximate enough. + Returns the total length of the curve, based on the cached points. Given enough density (see [method set_bake_interval]), it should be approximate enough. - Returns the cache of points as a [Vector3Array]. + Returns the cache of points as a [Vector3Array]. - Returns the cache of tilts as a [RealArray]. + Returns the cache of tilts as a [RealArray]. - Returns the number of points describing the curve. + Returns the number of points describing the curve. @@ -10329,7 +10329,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0). + Returns the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0). @@ -10338,7 +10338,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0). + Returns the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0). @@ -10347,7 +10347,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0). + Returns the position of the vertex "idx". If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0). @@ -10356,7 +10356,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the tilt angle in radians for the point "idx". If the index is out of bounds, the function sends an error to the console, and returns 0. + Returns the tilt angle in radians for the point "idx". If the index is out of bounds, the function sends an error to the console, and returns 0. @@ -10367,7 +10367,7 @@ If "atpos" is given, the point is inserted before the point number "atpos", movi - Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results. + Returns the position between the vertex "idx" and the vertex "idx"+1, where "t" controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of "t" outside the range (0.0 >= t <=1) give strange, but predictable results. If "idx" is out of bounds it is truncated to the first or last vertex, and "t" is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0). @@ -10379,7 +10379,7 @@ If "idx" is out of bounds it is truncated to the first or last vertex, and "t" i - Returns a point within the curve at position "offset", where "offset" is measured as a distance in 3D units along the curve. + Returns a point within the curve at position "offset", where "offset" is measured as a distance in 3D units along the curve. To do that, it finds the two cached points where the "offset" lies between, then interpolates the values. This interpolation is cubic if "cubic" is set to true, or linear if set to false. Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough). @@ -10390,21 +10390,21 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Returns the position at the vertex "fofs". It calls [method interpolate] using the integer part of fofs as "idx", and its fractional part as "t". + Returns the position at the vertex "fofs". It calls [method interpolate] using the integer part of fofs as "idx", and its fractional part as "t". - Deletes the point "idx" from the curve. Sends an error to the console if "idx" is out of bounds. + Deletes the point "idx" from the curve. Sends an error to the console if "idx" is out of bounds. - Sets the distance in 3D units between two adjacent cached points. Changing it forces the cache to be recomputed the next time a xxx_baked_xxx function is called. The less distance, the more points the cache will have, and the more memory it will consume, so use with care. + Sets the distance in 3D units between two adjacent cached points. Changing it forces the cache to be recomputed the next time a xxx_baked_xxx function is called. The less distance, the more points the cache will have, and the more memory it will consume, so use with care. @@ -10413,7 +10413,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading to the vertex "idx". If the index is out of bounds, the function sends an error to the console. @@ -10422,7 +10422,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading out of the vertex "idx". If the index is out of bounds, the function sends an error to the console. @@ -10431,7 +10431,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the position for the vertex "idx". If the index is out of bounds, the function sends an error to the console. + Sets the position for the vertex "idx". If the index is out of bounds, the function sends an error to the console. @@ -10440,7 +10440,7 @@ Cubic interpolation tends to follow the curves better, but linear is faster (and - Sets the tilt angle in radians for the point "idx". If the index is out of bounds, the function sends an error to the console. + Sets the tilt angle in radians for the point "idx". If the index is out of bounds, the function sends an error to the console. The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a [PathFollow], this tilt is an offset over the natural tilt the PathFollow calculates. @@ -10452,7 +10452,7 @@ The tilt controls the rotation along the look-at axis an object traveling the pa - Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts. + Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts. This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough. "max_stages" controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! "tolerance_degrees" controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided. @@ -10464,66 +10464,66 @@ This approximation makes straight segments between each point, then subdivides t - Damped spring constraint for 2D physics. + Damped spring constraint for 2D physics. - Damped spring constraint for 2D physics. This resembles a spring joint that always wants to go back to a given length. + Damped spring constraint for 2D physics. This resembles a spring joint that always wants to go back to a given length. - Return 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). + Return 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). - Return the maximum length of the spring joint. + Return the maximum length of the spring joint. - Return the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. + Return the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. - Return the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. + Return 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). + 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). - Set the maximum length of the spring joint. + Set the maximum length of the spring joint. - Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. + 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 stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. @@ -10532,29 +10532,29 @@ This approximation makes straight segments between each point, then subdivides t - Dictionary type. + Dictionary type. - Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are always passed by reference. + Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are always passed by reference. - Clear the dictionary, removing all key/value pairs. + Clear the dictionary, removing all key/value pairs. - Return true if the dictionary is empty. + Return true if the dictionary is empty. - Erase a dictionary key/value pair by key. + Erase a dictionary key/value pair by key. @@ -10563,7 +10563,7 @@ This approximation makes straight segments between each point, then subdivides t - Return true if the dictionary has a given key. + Return true if the dictionary has a given key. @@ -10572,21 +10572,21 @@ This approximation makes straight segments between each point, then subdivides t - Return true if the dictionary has all of the keys in the given array. + Return true if the dictionary has all of the keys in the given array. - Return a hashed integer value representing the dictionary contents. + Return a hashed integer value representing the dictionary contents. - Return the list of keys in the [Dictionary]. + Return the list of keys in the [Dictionary]. @@ -10595,28 +10595,28 @@ This approximation makes straight segments between each point, then subdivides t - Parse json text to the dictionary. Return OK when successed or the error code when failed. + Parse json text to the dictionary. Return OK when successed or the error code when failed. - Return the size of the dictionary (in pairs). + Return the size of the dictionary (in pairs). - Return the dictionary as json text. + Return the dictionary as json text. - Return the list of values in the [Dictionary]. + Return the list of values in the [Dictionary]. @@ -10625,10 +10625,10 @@ This approximation makes straight segments between each point, then subdivides t - Directional Light, such as the Sun or the Moon. + Directional Light, such as the Sun or the Moon. - A DirectionalLight is a type of [Light] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. + A DirectionalLight is a type of [Light] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. @@ -10679,10 +10679,10 @@ This approximation makes straight segments between each point, then subdivides t - Type used to handle the filesystem. + Type used to handle the filesystem. - Directory type. It is used to manage directories and their content (not restricted to the project folder). + Directory type. It is used to manage directories and their content (not restricted to the project folder). Here is an example on how to iterate through the files of a directory: [codeblock] func dir_contents(path): @@ -10707,7 +10707,7 @@ This approximation makes straight segments between each point, then subdivides t - Change the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. [code]newdir[/code] or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/code] or [code]res://somedir/newdir[/code]). + Change the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. [code]newdir[/code] or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/code] or [code]res://somedir/newdir[/code]). The method returns one of the error code constants defined in [@Global Scope] (OK or ERR_*). @@ -10719,7 +10719,7 @@ This approximation makes straight segments between each point, then subdivides t - Copy the [i]from[/i] file to the [i]to[/i] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten. + Copy the [i]from[/i] file to the [i]to[/i] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten. Returns one of the error code constants defined in [@Global Scope] (OK, FAILED or ERR_*). @@ -10727,7 +10727,7 @@ This approximation makes straight segments between each point, then subdivides t - Return whether the current item processed with the last [method get_next] call is a directory ([code].[/code] and [code]..[/code] are considered directories). + Return whether the current item processed with the last [method get_next] call is a directory ([code].[/code] and [code]..[/code] are considered directories). @@ -10736,7 +10736,7 @@ This approximation makes straight segments between each point, then subdivides t - Return whether the target directory exists. The argument can be relative to the current directory, or an absolute path. + Return whether the target directory exists. The argument can be relative to the current directory, or an absolute path. @@ -10745,14 +10745,14 @@ This approximation makes straight segments between each point, then subdivides t - Return whether the target file exists. The argument can be relative to the current directory, or an absolute path. + Return whether the target file exists. The argument can be relative to the current directory, or an absolute path. - Return the absolute path to the currently opened directory (e.g. [code]res://folder[/code] or [code]C:\tmp\folder[/code]). + Return the absolute path to the currently opened directory (e.g. [code]res://folder[/code] or [code]C:\tmp\folder[/code]). @@ -10761,41 +10761,41 @@ This approximation makes straight segments between each point, then subdivides t - On Windows, return 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. + On Windows, return 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. - On Windows, return the number of drives (partitions) mounted on the current filesystem. On other platforms, the method returns 0. + On Windows, return the number of drives (partitions) mounted on the current filesystem. On other platforms, the method returns 0. - Return the next element (file or directory) in the current directory (including [code].[/code] and [code]..[/code]). The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case). + Return the next element (file or directory) in the current directory (including [code].[/code] and [code]..[/code]). The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case). - On Unix desktop systems, return the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1. + On Unix desktop systems, return the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1. - Initialise the stream used to list all files and directories using the [method get_next] function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with [method list_dir_end]. + Initialise the stream used to list all files and directories using the [method get_next] function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with [method list_dir_end]. Return false if the stream could not be initialised. - Close the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] or not does not matter). + Close the current stream opened with [method list_dir_begin] (whether it has been fully processed with [method get_next] or not does not matter). @@ -10804,7 +10804,7 @@ This approximation makes straight segments between each point, then subdivides t - Create a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see [method make_dir_recursive]). + Create a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see [method make_dir_recursive]). The method returns one of the error code constants defined in [@Global Scope] (OK, FAILED or ERR_*). @@ -10814,7 +10814,7 @@ This approximation makes straight segments between each point, then subdivides t - Create a target directory and all necessary intermediate directories in its path, by calling [method make_dir] recursively. The argument can be relative to the current directory, or an absolute path. + Create a target directory and all necessary intermediate directories in its path, by calling [method make_dir] recursively. The argument can be relative to the current directory, or an absolute path. Returns one of the error code constants defined in [@Global Scope] (OK, FAILED or ERR_*). @@ -10824,7 +10824,7 @@ This approximation makes straight segments between each point, then subdivides t - Open an existing directory of the filesystem. The [i]path[/i] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]). + Open an existing directory of the filesystem. The [i]path[/i] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]). The method returns one of the error code constants defined in [@Global Scope] (OK or ERR_*). @@ -10834,7 +10834,7 @@ This approximation makes straight segments between each point, then subdivides t - Delete the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail. + Delete the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail. Returns one of the error code constants defined in [@Global Scope] (OK or FAILED). @@ -10846,7 +10846,7 @@ This approximation makes straight segments between each point, then subdivides t - Rename (move) the [i]from[/i] file to the [i]to[/i] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten. + Rename (move) the [i]from[/i] file to the [i]to[/i] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten. Returns one of the error code constants defined in [@Global Scope] (OK or FAILED). @@ -10946,10 +10946,10 @@ This approximation makes straight segments between each point, then subdivides t - Editor plugin to control the export process. + Editor plugin to control the export process. - This plugin is added into EditorImportExport and allows to modify + This plugin is added into EditorImportExport and allows to modify the behavior of the export process for individual files. @@ -10961,7 +10961,7 @@ This approximation makes straight segments between each point, then subdivides t - This function is called for each file exported and + This function is called for each file exported and depending from the return value one of many things might happen. @@ -11149,10 +11149,10 @@ This approximation makes straight segments between each point, then subdivides t - Import plugin for editor + Import plugin for editor - Import plugins make it easy to handle importing of external assets + Import plugins make it easy to handle importing of external assets into a project. They way they work is not that obvious though, so please make sure @@ -11173,7 +11173,7 @@ This approximation makes straight segments between each point, then subdivides t - Generally, files that are imported stay the same + Generally, files that are imported stay the same when exported. The only exception is in some cases when the file must be re-imported for different platforms (ie. texture compression). @@ -11195,7 +11195,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the name of the import plugin, which will be + Get the name of the import plugin, which will be used to identify content imported by this plugin. Try to use lowecase and underscores if possible. @@ -11205,7 +11205,7 @@ This approximation makes straight segments between each point, then subdivides t - Visible name for this plugin, which will be shown on + Visible name for this plugin, which will be shown on the import menu. @@ -11217,7 +11217,7 @@ This approximation makes straight segments between each point, then subdivides t - Perform an import of an external resources into the + Perform an import of an external resources into the project. This function is both called on import (from the dialog) or re-import (manual or automatic when external source files @@ -11246,7 +11246,7 @@ This approximation makes straight segments between each point, then subdivides t - This function is called when either the user chooses + This function is called when either the user chooses to import a resource of this type (Import menu), or when the user chooses to re-import the resource (from filesystem). In the later case, the path for @@ -11292,10 +11292,10 @@ This approximation makes straight segments between each point, then subdivides t - Used by the editor to extend it's functionality. + Used by the editor to extend it's functionality. - Plugins are used by the editor to extend functionality. The most + Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. @@ -11306,7 +11306,7 @@ This approximation makes straight segments between each point, then subdivides t - Add a control to the bottom panel (together with + Add a control to the bottom panel (together with Output, Debug, Animation, etc). If your plugin is being removed, also make sure to @@ -11320,7 +11320,7 @@ This approximation makes straight segments between each point, then subdivides t - Add a custom control to a container (see + Add a custom control to a container (see CONTAINER_* enum). There are many locations where custom controls can be added in the editor UI. @@ -11338,7 +11338,7 @@ This approximation makes straight segments between each point, then subdivides t - Add the control to a specific dock slot (see DOCK_* + Add the control to a specific dock slot (see DOCK_* enum for options). If the dock is repositioned and as long as the @@ -11360,7 +11360,7 @@ This approximation makes straight segments between each point, then subdivides t - Add a custom type, which will appear in the list of + Add a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed. @@ -11382,7 +11382,7 @@ This approximation makes straight segments between each point, then subdivides t - Add an export plugin. Plugins of this kind can + Add an export plugin. Plugins of this kind can change files being exported. On exit don't forget to call [method remove_export_plugin]. @@ -11391,7 +11391,7 @@ This approximation makes straight segments between each point, then subdivides t - Add an import plugin. These plugins manage importing + Add an import plugin. These plugins manage importing external content (from outside the project) into formats the engine can understand. @@ -11401,7 +11401,7 @@ This approximation makes straight segments between each point, then subdivides t - This method is called when the editor is about to + This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency. @@ -11413,7 +11413,7 @@ This approximation makes straight segments between each point, then subdivides t - Clear all the state and reset the object being + Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node fromt the wrong scene. @@ -11425,7 +11425,7 @@ This approximation makes straight segments between each point, then subdivides t - This is used for plugins that create gizmos used by + This is used for plugins that create gizmos used by the spatial editor. Just check that the node passed in the "for_spatial" argument matches your plugin. @@ -11434,7 +11434,7 @@ This approximation makes straight segments between each point, then subdivides t - This function is used for plugins that edit specific + This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object. @@ -11445,7 +11445,7 @@ This approximation makes straight segments between each point, then subdivides t - This is a low level function for plugins that edit a given + This is a low level function for plugins that edit a given object type derived from CanvasItem to capture the input in the 2D editor viewport. The function is only being called if your object is being edited. @@ -11462,7 +11462,7 @@ This approximation makes straight segments between each point, then subdivides t - This is a low level function for plugins that edit a + This is a low level function for plugins that edit a given objet type derived from Spatial to capture the input of the viewport. The function is only being called if your object is being edited. @@ -11479,7 +11479,7 @@ This approximation makes straight segments between each point, then subdivides t - Get a base control where it's safe to place dialogs. + Get a base control where it's safe to place dialogs. Many plugins open dialogs and they need a control as a base to make sure they use the editor icons and theme. @@ -11489,7 +11489,7 @@ This approximation makes straight segments between each point, then subdivides t - This is for editors that edit script based objects. + This is for editors that edit script based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25 @@ -11498,7 +11498,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the general settings for the editor (the same + Get the general settings for the editor (the same window that appears in the Settings menu). @@ -11506,7 +11506,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the name of the editor plugin. For main scren + Get the name of the editor plugin. For main scren plugins this is what will appear in the selector (which by default is 2D, 3D, Script). @@ -11515,7 +11515,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the object that handles the selection of nodes + Get the object that handles the selection of nodes in the Scene Tree editor. @@ -11523,7 +11523,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the state of your plugin editor. This is used + Get the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). @@ -11533,7 +11533,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the undo/redo object. Most actions in the editor + Get the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it. @@ -11544,7 +11544,7 @@ This approximation makes straight segments between each point, then subdivides t - Implement this function if your plugin edits a + Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions [EditorPlugin.edit] and [EditorPlugin.make_visible] @@ -11555,7 +11555,7 @@ This approximation makes straight segments between each point, then subdivides t - Return true if this is a main screen editor plugin + Return true if this is a main screen editor plugin (it goes in the main screen selector together with 2D, 3D, Script). @@ -11564,7 +11564,7 @@ This approximation makes straight segments between each point, then subdivides t - This function will be called when the editor is + This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type. @@ -11576,7 +11576,7 @@ This approximation makes straight segments between each point, then subdivides t - Remove the control from the bottom panel. Don't forget + Remove the control from the bottom panel. Don't forget to call this if you added one, so the editor can remove it cleanly. @@ -11585,7 +11585,7 @@ This approximation makes straight segments between each point, then subdivides t - Remove the control from the dock. Don't forget to + Remove the control from the dock. Don't forget to call this if you added one, so the editor can save the layout and remove it cleanly. @@ -11594,7 +11594,7 @@ This approximation makes straight segments between each point, then subdivides t - Remove a custom type added by + Remove a custom type added by [EditorPlugin.add_custom_type] @@ -11602,7 +11602,7 @@ This approximation makes straight segments between each point, then subdivides t - Remove the export plugin, don't forget to call this + Remove the export plugin, don't forget to call this on exit. @@ -11610,7 +11610,7 @@ This approximation makes straight segments between each point, then subdivides t - Remove the import plugin, don't forget to call this + Remove the import plugin, don't forget to call this on exit. @@ -11618,7 +11618,7 @@ This approximation makes straight segments between each point, then subdivides t - Restore the state saved by [EditorPlugin.get_state]. + Restore the state saved by [EditorPlugin.get_state]. @@ -11659,10 +11659,10 @@ This approximation makes straight segments between each point, then subdivides t - Base script for post-processing scenes being imported. + Base script for post-processing scenes being imported. - These scripts can modify scenes after being imported by the 3D Scene + These scripts can modify scenes after being imported by the 3D Scene import option of the Import menu. @@ -11670,7 +11670,7 @@ This approximation makes straight segments between each point, then subdivides t - This function is called upon import with the + This function is called upon import with the imported scene. Just do any changes desired to the scene and return @@ -11684,10 +11684,10 @@ This approximation makes straight segments between each point, then subdivides t - Simple script to perform changes in the currently edited scene. + Simple script to perform changes in the currently edited scene. - This script can be run from the Scene -> Run Script menu option. + This script can be run from the Scene -> Run Script menu option. @@ -11712,43 +11712,43 @@ This approximation makes straight segments between each point, then subdivides t - Manages the SceneTree selection in the editor. + Manages the SceneTree selection in the editor. - This object manages the SceneTree selection in the editor. + This object manages the SceneTree selection in the editor. - Add a node to the selection. + Add a node to the selection. - Clear the selection. + Clear the selection. - Get the list of selectes nodes. + Get the list of selectes nodes. - Remove a node from the selection. + Remove a node from the selection. - Emitted when the selection changes. + Emitted when the selection changes. @@ -11757,10 +11757,10 @@ This approximation makes straight segments between each point, then subdivides t - Object that holds the project-independent editor settings. + Object that holds the project-independent editor settings. - Object that holds the project-independent editor settings. These + Object that holds the project-independent editor settings. These settings are generally visible in the Editor Settings menu. Accessing the settings is done by using the regular [Object] API, @@ -11777,14 +11777,14 @@ This approximation makes straight segments between each point, then subdivides t - Erase a given setting (pass full property path). + Erase a given setting (pass full property path). - Get the list of favorite directories for this + Get the list of favorite directories for this project. @@ -11792,7 +11792,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the specific project settings path. Projects all + Get the specific project settings path. Projects all have an unique sub-directory inside the settings path where project specific settings are saved. @@ -11801,7 +11801,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the list of recently visited folders in the file + Get the list of recently visited folders in the file dialog for this project. @@ -11809,7 +11809,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the global settings path for the engine. Inside + Get the global settings path for the engine. Inside this path you can find some standard paths such as: settings/tmp - used for temporary storage of files @@ -11822,7 +11822,7 @@ This approximation makes straight segments between each point, then subdivides t - Set the list of favorite directories for this + Set the list of favorite directories for this project. @@ -11830,7 +11830,7 @@ This approximation makes straight segments between each point, then subdivides t - Set the list of recently visited folders in the file + Set the list of recently visited folders in the file dialog for this project. @@ -11846,10 +11846,10 @@ This approximation makes straight segments between each point, then subdivides t - Custom gizmo for editing Spatial objects. + Custom gizmo for editing Spatial objects. - Custom gizmo that is used for providing custom visualization and + Custom gizmo that is used for providing custom visualization and editing (handles) for 3D Spatial objects. These are created by [method EditorPlugin.create_spatial_gizmo]. @@ -11864,7 +11864,7 @@ This approximation makes straight segments between each point, then subdivides t - Add collision triangles to the gizmo for picking. A + Add collision triangles to the gizmo for picking. A [TriangleMesh] can be generated from a regular [Mesh] too. @@ -11879,7 +11879,7 @@ This approximation makes straight segments between each point, then subdivides t - Add a list of handles (points) which can be used to + Add a list of handles (points) which can be used to deform the object being edited. There are virtual functions which will be called @@ -11896,7 +11896,7 @@ This approximation makes straight segments between each point, then subdivides t - Add lines to the gizmo (as sets of 2 points), with a + Add lines to the gizmo (as sets of 2 points), with a given material. The lines are used for visualizing the gizmo. @@ -11911,7 +11911,7 @@ This approximation makes straight segments between each point, then subdivides t - Add a mesh to the gizmo, this is used for + Add a mesh to the gizmo, this is used for visualization. Call this function during [method redraw]. @@ -11923,7 +11923,7 @@ This approximation makes straight segments between each point, then subdivides t - Add an unscaled billboard for visualization. + Add an unscaled billboard for visualization. Call this function during [method redraw]. @@ -11936,7 +11936,7 @@ This approximation makes straight segments between each point, then subdivides t - Commit a handle being edited (handles must have been + Commit a handle being edited (handles must have been prevously added by [method add_handles]). If the cancel parameter is true, an option to @@ -11950,7 +11950,7 @@ This approximation makes straight segments between each point, then subdivides t - Get the name of an edited handle (handles must have + Get the name of an edited handle (handles must have been previously added by [method add_handles]). Handles can be named for reference to the user when editing. @@ -11962,14 +11962,14 @@ This approximation makes straight segments between each point, then subdivides t - Get actual value of a handle. This value can be + Get actual value of a handle. This value can be anything and used for eventually undoing the motion when calling [method commit_handle] - This function is called when the Spatial this gizmo + This function is called when the Spatial this gizmo refers to changes (the [method Spatial.update_gizmo] is called). @@ -11982,7 +11982,7 @@ This approximation makes straight segments between each point, then subdivides t - This function is used when the user drags a gizmo + This function is used when the user drags a gizmo handle (previously added with [method add_handles]) in screen coordinates. @@ -11994,7 +11994,7 @@ This approximation makes straight segments between each point, then subdivides t - Call this function once and upon creation of the + Call this function once and upon creation of the gizmo, otherwise no other function will work. The argument is the node being edited by the gizmo. @@ -12188,10 +12188,10 @@ This approximation makes straight segments between each point, then subdivides t - Class for event stream playback. + Class for event stream playback. - Class for event stream playback. Event streams are music expressed as a series of events (note on, note off, instrument change...), as opposed to audio streams, which are just audio data. Examples of event-based streams are MIDI files, or MOD music. + Class for event stream playback. Event streams are music expressed as a series of events (note on, note off, instrument change...), as opposed to audio streams, which are just audio data. Examples of event-based streams are MIDI files, or MOD music. Currently, only MOD, S3M, IT, and XM music is supported. @@ -12201,7 +12201,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the time at which the last note of a given channel in the stream plays. + Return the time at which the last note of a given channel in the stream plays. @@ -12210,117 +12210,117 @@ This approximation makes straight segments between each point, then subdivides t - Return the volume scale for an individual channel of the stream. + Return the volume scale for an individual channel of the stream. - Return the song length. May be in seconds, but depends on the stream type. + Return the song length. May be in seconds, but depends on the stream type. - Return the number of times the playback has looped. + Return the number of times the playback has looped. - Return the pitch scale factor for this player. + Return the pitch scale factor for this player. - Return the playback position. May be in seconds, but depends on the stream type. + Return the playback position. May be in seconds, but depends on the stream type. - Return the currently assigned stream. + Return the currently assigned stream. - Return the name of the currently assigned stream. This is not the file name, but a field inside the file. If no stream is assigned, if returns "<No Stream>". + Return the name of the currently assigned stream. This is not the file name, but a field inside the file. If no stream is assigned, if returns "<No Stream>". - Return the tempo multiplier. + Return the tempo multiplier. - Return the playback volume for this player. + Return the playback volume for this player. - Return the playback volume for this player, in decibels. + Return the playback volume for this player, in decibels. - Return whether this player will start playing as soon as it enters the scene tree. + Return whether this player will start playing as soon as it enters the scene tree. - Return whether this player will be restart the playback at the end. + Return whether this player will be restart the playback at the end. - Return whether the playback is currently paused. + Return whether the playback is currently paused. - Return whether this player is playing. + Return whether this player is playing. - Play the currently assigned stream. + Play the currently assigned stream. - Set the playback position. May be in seconds, but depends on the stream type. + Set the playback position. May be in seconds, but depends on the stream type. - Set whether this player will start playing as soon as it enters the scene tree. + Set whether this player will start playing as soon as it enters the scene tree. @@ -12329,7 +12329,7 @@ This approximation makes straight segments between each point, then subdivides t - Set the volume scale for an individual channel of the stream, with the same value range as [method set_volume]. The channel number depends on the stream format. For example, MIDIs range from 0 to 15, and MODs from 0 to 63. + Set the volume scale for an individual channel of the stream, with the same value range as [method set_volume]. The channel number depends on the stream format. For example, MIDIs range from 0 to 15, and MODs from 0 to 63. Many stream formats are multichannel, so this allows to affect only a part of the music. @@ -12337,42 +12337,42 @@ This approximation makes straight segments between each point, then subdivides t - Set whether the stream will be restarted at the end. + Set whether the stream will be restarted at the end. - Pause stream playback. + Pause stream playback. - Set the pitch multiplier for all sounds coming from this stream. A value of 2.0 shifts all pitches one octave up, and a value of 0.5 shifts pitches one octave down. + Set the pitch multiplier for all sounds coming from this stream. A value of 2.0 shifts all pitches one octave up, and a value of 0.5 shifts pitches one octave down. - Set the [EventStream] this player will play. + Set the [EventStream] this player will play. - Set the tempo multiplier. This allows to slow down or speed up the music, without affecting its pitch. + Set the tempo multiplier. This allows to slow down or speed up the music, without affecting its pitch. - Set the playback volume for this player. This is a float between 0.0 (silent) and 1.0 (full volume). Values over 1.0 may amplify sound even more, but may introduce distortion. Negative values may just invert the output waveform, which produces no audible difference. + Set the playback volume for this player. This is a float between 0.0 (silent) and 1.0 (full volume). Values over 1.0 may amplify sound even more, but may introduce distortion. Negative values may just invert the output waveform, which produces no audible difference. The effect of these special values ultimately depends on the low-level implementation of the file format being played. @@ -12380,12 +12380,12 @@ This approximation makes straight segments between each point, then subdivides t - Set the playback volume for this player, in decibels. This is a float between -80.0 (silent) and 0.0 (full volume). Values under -79.0 get truncated to -80, but values over 0.0 do not, so the warnings for over amplifying (see [method set_volume]) still apply. + Set the playback volume for this player, in decibels. This is a float between -80.0 (silent) and 0.0 (full volume). Values under -79.0 get truncated to -80, but values over 0.0 do not, so the warnings for over amplifying (see [method set_volume]) still apply. - Stop playing. + Stop playing. @@ -12394,10 +12394,10 @@ This approximation makes straight segments between each point, then subdivides t - Base class for all event-based stream drivers. + Base class for all event-based stream drivers. - Base class for all event-based stream drivers. Event streams are music expressed as a series of events (note on, note off, instrument change...), as opposed to audio streams, which are just audio data. Examples of event-based streams are MIDI files, of MOD music. + Base class for all event-based stream drivers. Event streams are music expressed as a series of events (note on, note off, instrument change...), as opposed to audio streams, which are just audio data. Examples of event-based streams are MIDI files, of MOD music. This class exposes no methods. @@ -12407,10 +12407,10 @@ This approximation makes straight segments between each point, then subdivides t - Driver for MOD playback. + Driver for MOD playback. - This driver plays MOD music. MOD music, as all event-based streams, is a music format defined by note events occurring at defined moments, instead of a stream of audio samples. + This driver plays MOD music. MOD music, as all event-based streams, is a music format defined by note events occurring at defined moments, instead of a stream of audio samples. Currently, this driver supports the MOD, S3M, IT, and XM formats. This class exposes no methods. This class can return its playback position in seconds, but does not allow to set it, failing with only a console warning. @@ -12424,10 +12424,10 @@ This approximation makes straight segments between each point, then subdivides t - Type to handle file reading and writing operations. + Type to handle file reading and writing operations. - File type. This is used to permanently store data into the user device's file system and to read from it. This can be used to store game save data or player configuration files, for example. + File type. This is used to permanently store data into the user device's file system and to read from it. This can be used to store game save data or player configuration files, for example. Here's a sample on how to write and read from a file: @@ -12449,14 +12449,14 @@ This approximation makes straight segments between each point, then subdivides t - Close the currently opened file. + Close the currently opened file. - Return whether the file cursor reached the end of the file. + Return whether the file cursor reached the end of the file. @@ -12465,42 +12465,42 @@ This approximation makes straight segments between each point, then subdivides t - Get whether or not the file in the specified path exists. + Get whether or not the file in the specified path exists. - Get the next 16 bits from the file as an integer. + Get the next 16 bits from the file as an integer. - Get the next 32 bits from the file as an integer. + Get the next 32 bits from the file as an integer. - Get the next 64 bits from the file as an integer. + Get the next 64 bits from the file as an integer. - Get the next 8 bits from the file as an integer. + Get the next 8 bits from the file as an integer. - Get the whole file as a [String]. + Get the whole file as a [String]. @@ -12509,7 +12509,7 @@ This approximation makes straight segments between each point, then subdivides t - Get next len bytes of the file as a [RawArray]. + Get next len bytes of the file as a [RawArray]. @@ -12518,49 +12518,49 @@ This approximation makes straight segments between each point, then subdivides t - Get the next value of the file in CSV (Comma Separated Values) format. You can pass a different delimiter to use other than the default "," (comma). + Get the next value of the file in CSV (Comma Separated Values) format. You can pass a different delimiter to use other than the default "," (comma). - Get the next 64 bits from the file as a floating point number. + Get the next 64 bits from the file as a floating point number. - Get whether endian swap is enabled for this file. + Get whether endian swap is enabled for this file. - Get the last error that happened when trying to perform operations. Compare with the [code]ERR_FILE_*[/code] constants from [@Global Scope]. + Get the last error that happened when trying to perform operations. Compare with the [code]ERR_FILE_*[/code] constants from [@Global Scope]. - Get the next 32 bits from the file as a floating point number. + Get the next 32 bits from the file as a floating point number. - Return the size of the file in bytes. + Return the size of the file in bytes. - Get the next line of the file as a [String]. + Get the next line of the file as a [String]. @@ -12569,28 +12569,28 @@ This approximation makes straight segments between each point, then subdivides t - Return a md5 String representing the file at the given path or an empty [String] on failure. + Return a md5 String representing the file at the given path or an empty [String] on failure. - Get a [String] saved in Pascal format from the file. + Get a [String] saved in Pascal format from the file. - Return the file cursor position. + Return the file cursor position. - Get the next bits from the file as a floating point number. + Get the next bits from the file as a floating point number. @@ -12599,19 +12599,19 @@ This approximation makes straight segments between each point, then subdivides t - Return a sha256 String representing the file at the given path or an empty [String] on failure. + Return a sha256 String representing the file at the given path or an empty [String] on failure. - Get the next Variant value from the file. + Get the next Variant value from the file. - Return whether the file is currently opened. + Return whether the file is currently opened. @@ -12622,7 +12622,7 @@ This approximation makes straight segments between each point, then subdivides t - Open the file for writing or reading, depending on the flags. + Open the file for writing or reading, depending on the flags. @@ -12635,7 +12635,7 @@ This approximation makes straight segments between each point, then subdivides t - Open an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. + Open an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. @@ -12648,28 +12648,28 @@ This approximation makes straight segments between each point, then subdivides t - Open an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it. + Open an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it. - Change the file reading/writing cursor to the specified position (in bytes from the beginning of the file). + Change the file reading/writing cursor to the specified position (in bytes from the beginning of the file). - Change the file reading/writing cursor to the specified position (in bytes from the end of the file). Note that this is an offset, so you should use negative numbers or the cursor will be at the end of the file. + Change the file reading/writing cursor to the specified position (in bytes from the end of the file). Note that this is an offset, so you should use negative numbers or the cursor will be at the end of the file. - Set whether to swap the endianess of the file. Enable this if you're dealing with files written in big endian machines. + Set whether to swap the endianess of the file. Enable this if you're dealing with files written in big endian machines. Note that this is about the file format, not CPU type. This is always reseted to [code]false[/code] whenever you open the file. @@ -12678,84 +12678,84 @@ This approximation makes straight segments between each point, then subdivides t - Store an integer as 16 bits in the file. + Store an integer as 16 bits in the file. - Store an integer as 32 bits in the file. + Store an integer as 32 bits in the file. - Store an integer as 64 bits in the file. + Store an integer as 64 bits in the file. - Store an integer as 8 bits in the file. + Store an integer as 8 bits in the file. - Store the given array of bytes in the file. + Store the given array of bytes in the file. - Store a floating point number as 64 bits in the file. + Store a floating point number as 64 bits in the file. - Store a floating point number as 32 bits in the file. + Store a floating point number as 32 bits in the file. - Store the given [String] as a line in the file. + Store the given [String] as a line in the file. - Store the given [String] as a line in the file in Pascal format (i.e. also store the length of the string). + Store the given [String] as a line in the file in Pascal format (i.e. also store the length of the string). - Store a floating point number in the file. + Store a floating point number in the file. - Store the given [String] in the file. + Store the given [String] in the file. - Store any Variant value in the file. + Store any Variant value in the file. @@ -12776,118 +12776,118 @@ This approximation makes straight segments between each point, then subdivides t - Dialog for selecting files or directories in the filesystem. + Dialog for selecting files or directories in the filesystem. - FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. + FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. - Add a custom filter. Filter format is: "mask ; description", example (C++): dialog->add_filter("*.png ; PNG Images"); + Add a custom filter. Filter format is: "mask ; description", example (C++): dialog->add_filter("*.png ; PNG Images"); - Clear all the added filters in the dialog. + Clear all the added filters in the dialog. - Return the file access permission of the dialog. + Return the file access permission of the dialog. - Get the current working directory of the file dialog. + Get the current working directory of the file dialog. - Get the current selected file of the file dialog (empty if none). + Get the current selected file of the file dialog (empty if none). - Get the current selected path (directory and file) of the file dialog (empty if none). + Get the current selected path (directory and file) of the file dialog (empty if none). - Get the file dialog mode from the MODE_* enum. + Get the file dialog mode from the MODE_* enum. - Return the vertical box container of the dialog, custom controls can be added to it. + Return the vertical box container of the dialog, custom controls can be added to it. - Invalidate and update the current dialog content list. + Invalidate and update the current dialog content list. - Return true if the diaog allows show hidden files. + Return true if the diaog allows show hidden files. - Set the file access permission of the dialog(Must be one of [ACCESS_RESOURCES], [ACCESS_USERDATA] or [ACCESS_FILESYSTEM]). + Set the file access permission of the dialog(Must be one of [ACCESS_RESOURCES], [ACCESS_USERDATA] or [ACCESS_FILESYSTEM]). - Set the current working directory of the file dialog. + Set the current working directory of the file dialog. - Set the current selected file name of the file dialog. + Set the current selected file name of the file dialog. - Set the current selected file path of the file dialog. + Set the current selected file path of the file dialog. - Set the file dialog mode from the MODE_* enum. + Set the file dialog mode from the MODE_* enum. - Set the dialog should show hidden files. + Set the dialog should show hidden files. @@ -12896,21 +12896,21 @@ This approximation makes straight segments between each point, then subdivides t - Event emitted when the user selects a directory. + Event emitted when the user selects a directory. - Event emitted when the user selects a file (double clicks it or presses the OK button). + Event emitted when the user selects a file (double clicks it or presses the OK button). - Event emitted when the user selects multiple files. + Event emitted when the user selects multiple files. @@ -12951,10 +12951,10 @@ This approximation makes straight segments between each point, then subdivides t - Simple Material with a fixed parameter set. + Simple Material with a fixed parameter set. - FixedMaterial is a simple type of material [Resource], which contains a fixed amount of parameters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [ShaderMaterial] for most simple use cases. + FixedMaterial is a simple type of material [Resource], which contains a fixed amount of parameters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [ShaderMaterial] for most simple use cases. @@ -12975,7 +12975,7 @@ This approximation makes straight segments between each point, then subdivides t - Return a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it's best to check the enum. + Return a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it's best to check the enum. @@ -12990,7 +12990,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object. + Return the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object. @@ -12999,14 +12999,14 @@ This approximation makes straight segments between each point, then subdivides t - Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [method set_texcoord_mode]). + Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [method set_texcoord_mode]). - Returns the special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM. + Returns the special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM. @@ -13029,7 +13029,7 @@ This approximation makes straight segments between each point, then subdivides t - Set a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it's best to check the enum. + Set a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it's best to check the enum. @@ -13044,7 +13044,7 @@ This approximation makes straight segments between each point, then subdivides t - Set the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object. + Set the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object. @@ -13053,14 +13053,14 @@ This approximation makes straight segments between each point, then subdivides t - Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [method set_texcoord_mode]). + Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [method set_texcoord_mode]). - Sets a special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM. + Sets a special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM. @@ -13122,10 +13122,10 @@ This approximation makes straight segments between each point, then subdivides t - Internationalized font and text drawing support. + Internationalized font and text drawing support. - Font contains an unicode compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts. TODO check wikipedia for graph of ascent/baseline/descent/height/etc. + Font contains an unicode compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts. TODO check wikipedia for graph of ascent/baseline/descent/height/etc. @@ -13140,7 +13140,7 @@ This approximation makes straight segments between each point, then subdivides t - Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. @@ -13157,28 +13157,28 @@ This approximation makes straight segments between each point, then subdivides t - Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is passed. clipping the width. "pos" specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character. + Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is passed. clipping the width. "pos" specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character. - Return the font ascent (number of pixels above the baseline). + Return the font ascent (number of pixels above the baseline). - Return the font descent (number of pixels below the baseline). + Return the font descent (number of pixels below the baseline). - Return the total font height (ascent plus descent) in pixels. + Return the total font height (ascent plus descent) in pixels. @@ -13187,7 +13187,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the size of a string, taking kerning and advance into account. + Return the size of a string, taking kerning and advance into account. @@ -13256,7 +13256,7 @@ This approximation makes straight segments between each point, then subdivides t - Should put children to the top left corner instead of center of the container. + Should put children to the top left corner instead of center of the container. @@ -13671,10 +13671,10 @@ This approximation makes straight segments between each point, then subdivides t - Base node for geometry based visual instances. + Base node for geometry based visual instances. - Base node for geometry based visual instances. Shares some common functionality like visibility and custom materials. + Base node for geometry based visual instances. Shares some common functionality like visibility and custom materials. @@ -13719,7 +13719,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the material override for the whole geometry. + Return the material override for the whole geometry. @@ -13764,7 +13764,7 @@ This approximation makes straight segments between each point, then subdivides t - Set the material override for the whole geometry. + Set the material override for the whole geometry. @@ -13797,17 +13797,17 @@ This approximation makes straight segments between each point, then subdivides t - Contains global variables accessible from everywhere. + Contains global variables accessible from everywhere. - Contains global variables accessible from everywhere. Use the normal [Object] API, such as "Globals.get(variable)", "Globals.set(variable,value)" or "Globals.has(variable)" to access them. Variables stored in engine.cfg are also loaded into globals, making this object very useful for reading custom game configuration options. + Contains global variables accessible from everywhere. Use the normal [Object] API, such as "Globals.get(variable)", "Globals.set(variable,value)" or "Globals.has(variable)" to access them. Variables stored in engine.cfg are also loaded into globals, making this object very useful for reading custom game configuration options. - Clear the whole configuration (not recommended, may break things). + Clear the whole configuration (not recommended, may break things). @@ -13816,7 +13816,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the order of a configuration value (influences when saved to the config file). + Return the order of a configuration value (influences when saved to the config file). @@ -13833,7 +13833,7 @@ This approximation makes straight segments between each point, then subdivides t - Convert a localized path (res://) to a full native OS path. + Convert a localized path (res://) to a full native OS path. @@ -13842,7 +13842,7 @@ This approximation makes straight segments between each point, then subdivides t - Return true if a configuration value is present. + Return true if a configuration value is present. @@ -13859,7 +13859,7 @@ This approximation makes straight segments between each point, then subdivides t - If returns true, this value can be saved to the configuration file. This is useful for editors. + If returns true, this value can be saved to the configuration file. This is useful for editors. @@ -13876,7 +13876,7 @@ This approximation makes straight segments between each point, then subdivides t - Convert a path to a localized path (res:// path). + Convert a path to a localized path (res:// path). @@ -13899,7 +13899,7 @@ This approximation makes straight segments between each point, then subdivides t - Set the order of a configuration value (influences when saved to the config file). + Set the order of a configuration value (influences when saved to the config file). @@ -13908,7 +13908,7 @@ This approximation makes straight segments between each point, then subdivides t - If set to true, this value can be saved to the configuration file. This is useful for editors. + If set to true, this value can be saved to the configuration file. This is useful for editors. @@ -13917,10 +13917,10 @@ This approximation makes straight segments between each point, then subdivides t - GraphEdit is an area capable of showing various GraphNodes. It manages connection events between them. + GraphEdit is an area capable of showing various GraphNodes. It manages connection events between them. - GraphEdit manages the showing of GraphNodes it contains, as well as connections an disconnections between them. Signals are sent for each of these two events. Disconnection between GraphNodes slots is disabled by default. + GraphEdit manages the showing of GraphNodes it contains, as well as connections an disconnections between them. Signals are sent for each of these two events. Disconnection between GraphNodes slots is disabled by default. It is greatly advised to enable low processor usage mode (see [method OS.set_low_processor_usage_mode]) when using GraphEdits. @@ -13936,7 +13936,7 @@ This approximation makes straight segments between each point, then subdivides t - Create a connection between 'from_port' slot of 'from' GraphNode and 'to_port' slot of 'to' GraphNode. If the connection already exists, no connection is created. + Create a connection between 'from_port' slot of 'from' GraphNode and 'to_port' slot of 'to' GraphNode. If the connection already exists, no connection is created. @@ -13949,28 +13949,28 @@ This approximation makes straight segments between each point, then subdivides t - Remove the connection between 'from_port' slot of 'from' GraphNode and 'to_port' slot of 'to' GraphNode, if connection exists. + Remove the connection between 'from_port' slot of 'from' GraphNode and 'to_port' slot of 'to' GraphNode, if connection exists. - Return an Array containing the list of connections. A connection consists in a structure of the form {from_slot: 0, from: "GraphNode name 0", to_slot: 1, to: "GraphNode name 1" } + Return an Array containing the list of connections. A connection consists in a structure of the form {from_slot: 0, from: "GraphNode name 0", to_slot: 1, to: "GraphNode name 1" } - Return the scroll offset. + Return the scroll offset. - Return the current zoom value. + Return the current zoom value. @@ -13985,40 +13985,40 @@ This approximation makes straight segments between each point, then subdivides t - Return true if the 'from_port' slot of 'from' GraphNode is connected to the 'to_port' slot of 'to' GraphNode. + Return true if the 'from_port' slot of 'from' GraphNode is connected to the 'to_port' slot of 'to' GraphNode. - Return true is the disconnection of connections is enable in the visual GraphEdit. False otherwise. + Return true is the disconnection of connections is enable in the visual GraphEdit. False otherwise. - Enable the disconnection of existing connections in the visual GraphEdit by left-clicking a connection and releasing into the void. + Enable the disconnection of existing connections in the visual GraphEdit by left-clicking a connection and releasing into the void. - Set the zoom value of the GraphEdit. Zoom value is between [0.01; 1.728]. + Set the zoom value of the GraphEdit. Zoom value is between [0.01; 1.728]. - Signal sent at the beginning of a GraphNode movement. + Signal sent at the beginning of a GraphNode movement. - Signal sent at the end of a GraphNode movement. + Signal sent at the end of a GraphNode movement. @@ -14031,12 +14031,12 @@ This approximation makes straight segments between each point, then subdivides t - Signal sent to the GraphEdit when the connection between 'from_slot' slot of 'from' GraphNode and 'to_slot' slot of 'to' GraphNode is attempted to be created. + Signal sent to the GraphEdit when the connection between 'from_slot' slot of 'from' GraphNode and 'to_slot' slot of 'to' GraphNode is attempted to be created. - Signal sent when a GraphNode is attempted to be removed from the GraphEdit. + Signal sent when a GraphNode is attempted to be removed from the GraphEdit. @@ -14049,19 +14049,19 @@ This approximation makes straight segments between each point, then subdivides t - Signal sent to the GraphEdit when the connection between 'from_slot' slot of 'from' GraphNode and 'to_slot' slot of 'to' GraphNode is attempted to be removed. + Signal sent to the GraphEdit when the connection between 'from_slot' slot of 'from' GraphNode and 'to_slot' slot of 'to' GraphNode is attempted to be removed. - Signal sent when a GraphNode is attempted to be duplicated in the GraphEdit. + Signal sent when a GraphNode is attempted to be duplicated in the GraphEdit. - Signal sent when a popup is requested. Happens on right-clicking in the GraphEdit. 'p_position' is the position of the mouse pointer when the signal is sent. + Signal sent when a popup is requested. Happens on right-clicking in the GraphEdit. 'p_position' is the position of the mouse pointer when the signal is sent. @@ -14080,22 +14080,22 @@ This approximation makes straight segments between each point, then subdivides t - A GraphNode is a container with several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types. + A GraphNode is a container with several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types. - A GraphNode is a container defined by a title. It can have 1 or more input and output slots, which can be enabled (shown) or disabled (not shown) and have different (incompatible) types. Colors can also be assigned to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input and output connections are left and right slots, but only enabled slots are counted as connections. + A GraphNode is a container defined by a title. It can have 1 or more input and output slots, which can be enabled (shown) or disabled (not shown) and have different (incompatible) types. Colors can also be assigned to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input and output connections are left and right slots, but only enabled slots are counted as connections. - Disable all input and output slots of the GraphNode. + Disable all input and output slots of the GraphNode. - Disable input and output slot whose index is 'idx'. + Disable input and output slot whose index is 'idx'. @@ -14104,14 +14104,14 @@ This approximation makes straight segments between each point, then subdivides t - Return the color of the input connection 'idx'. + Return the color of the input connection 'idx'. - Return the number of enabled input slots (connections) to the GraphNode. + Return the number of enabled input slots (connections) to the GraphNode. @@ -14120,7 +14120,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the position of the input connection 'idx'. + Return the position of the input connection 'idx'. @@ -14129,7 +14129,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the type of the input connection 'idx'. + Return the type of the input connection 'idx'. @@ -14138,14 +14138,14 @@ This approximation makes straight segments between each point, then subdivides t - Return the color of the output connection 'idx'. + Return the color of the output connection 'idx'. - Return the number of enabled output slots (connections) of the GraphNode. + Return the number of enabled output slots (connections) of the GraphNode. @@ -14154,7 +14154,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the position of the output connection 'idx'. + Return the position of the output connection 'idx'. @@ -14163,14 +14163,14 @@ This approximation makes straight segments between each point, then subdivides t - Return the type of the output connection 'idx'. + Return the type of the output connection 'idx'. - Return the offset of the GraphNode. + Return the offset of the GraphNode. @@ -14179,7 +14179,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the color set to 'idx' left (input) slot. + Return the color set to 'idx' left (input) slot. @@ -14188,7 +14188,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the color set to 'idx' right (output) slot. + Return the color set to 'idx' right (output) slot. @@ -14197,7 +14197,7 @@ This approximation makes straight segments between each point, then subdivides t - Return the (integer) type of left (input) 'idx' slot. + Return the (integer) type of left (input) 'idx' slot. @@ -14206,21 +14206,21 @@ This approximation makes straight segments between each point, then subdivides t - Return the (integer) type of right (output) 'idx' slot. + Return the (integer) type of right (output) 'idx' slot. - Return the title of the GraphNode. + Return the title of the GraphNode. - Returns true if the close button is shown. False otherwise. + Returns true if the close button is shown. False otherwise. @@ -14229,7 +14229,7 @@ This approximation makes straight segments between each point, then subdivides t - Return true if left (input) slot 'idx' is enabled. False otherwise. + Return true if left (input) slot 'idx' is enabled. False otherwise. @@ -14238,21 +14238,21 @@ This approximation makes straight segments between each point, then subdivides t - Return true if right (output) slot 'idx' is enabled. False otherwise. + Return true if right (output) slot 'idx' is enabled. False otherwise. - Set the offset of the GraphNode. + Set the offset of the GraphNode. - Show the close button on the GraphNode if 'show' is true (disabled by default). If enabled, a connection on the signal close_request is needed for the close button to work. + Show the close button on the GraphNode if 'show' is true (disabled by default). If enabled, a connection on the signal close_request is needed for the close button to work. @@ -14271,21 +14271,21 @@ This approximation makes straight segments between each point, then subdivides t - Set the tuple of input/output slots defined by 'idx' ID. 'left' slots are input, 'right' are output. 'type' is an integer defining the type of the slot. Refer to description for the compatibility between slot types. + Set the tuple of input/output slots defined by 'idx' ID. 'left' slots are input, 'right' are output. 'type' is an integer defining the type of the slot. Refer to description for the compatibility between slot types. - Set the title of the GraphNode. + Set the title of the GraphNode. - Signal sent on closing the GraphNode. + Signal sent on closing the GraphNode. @@ -14294,17 +14294,17 @@ This approximation makes straight segments between each point, then subdivides t - Signal sent when the GraphNode is dragged. + Signal sent when the GraphNode is dragged. - Signal sent when the GraphNode is moved. + Signal sent when the GraphNode is moved. - Signal sent when the GraphNode is requested to be displayed over other ones. Happens on focusing (clicking into) the GraphNode. + Signal sent when the GraphNode is requested to be displayed over other ones. Happens on focusing (clicking into) the GraphNode. @@ -14339,24 +14339,24 @@ This approximation makes straight segments between each point, then subdivides t - Grid container used to arrange elements in a grid like layout + Grid container used to arrange elements in a grid like layout - Grid container will arrange its children in a grid like structure, the grid columns are specified using the [method set_columns] method and the number of rows will be equal to the number of children in the container divided by the number of columns, for example: if the container has 5 children, and 2 columns, there will be 3 rows in the container. Notice that grid layout will preserve the columns and rows for every size of the container. + Grid container will arrange its children in a grid like structure, the grid columns are specified using the [method set_columns] method and the number of rows will be equal to the number of children in the container divided by the number of columns, for example: if the container has 5 children, and 2 columns, there will be 3 rows in the container. Notice that grid layout will preserve the columns and rows for every size of the container. - Returns the number of columns in this container + Returns the number of columns in this container - Sets the numbers of columns in the container, then reorder its children to accommodate the new layout + Sets the numbers of columns in the container, then reorder its children to accommodate the new layout @@ -14637,38 +14637,38 @@ This approximation makes straight segments between each point, then subdivides t - Groove constraint for 2D physics. + Groove constraint for 2D physics. - Groove constraint for 2D physics. This is useful for making a body "slide" through a segment placed in another. + Groove constraint for 2D physics. This is useful for making a body "slide" through a segment placed in another. - Set the final offset of the groove on body A. + Set the final offset of the groove on body A. - Return the length of the groove. + Return the length of the groove. - Set the initial offset of the groove on body A. + Set the initial offset of the groove on body A. - Set the length of the groove. + Set the length of the groove. @@ -14677,10 +14677,10 @@ This approximation makes straight segments between each point, then subdivides t - Horizontal box container. + Horizontal box container. - Horizontal box container. See [BoxContainer]. + Horizontal box container. See [BoxContainer]. @@ -14693,10 +14693,10 @@ This approximation makes straight segments between each point, then subdivides t - Horizontal button array. + Horizontal button array. - Horizontal button array. See [ButtonArray]. + Horizontal button array. See [ButtonArray]. @@ -14727,10 +14727,10 @@ This approximation makes straight segments between each point, then subdivides t - Horizontal scroll bar. + Horizontal scroll bar. - Horizontal scroll bar. See [ScrollBar]. This one goes from left (min) to right (max). + Horizontal scroll bar. See [ScrollBar]. This one goes from left (min) to right (max). @@ -14757,10 +14757,10 @@ This approximation makes straight segments between each point, then subdivides t - Horizontal separator. + Horizontal separator. - Horizontal separator. See [Separator]. It is used to separate objects vertically, though (but it looks horizontal!). + Horizontal separator. See [Separator]. It is used to separate objects vertically, though (but it looks horizontal!). @@ -14775,10 +14775,10 @@ This approximation makes straight segments between each point, then subdivides t - Horizontal slider. + Horizontal slider. - Horizontal slider. See [Slider]. This one goes from left (min) to right (max). + Horizontal slider. See [Slider]. This one goes from left (min) to right (max). @@ -14801,10 +14801,10 @@ This approximation makes straight segments between each point, then subdivides t - Horizontal split container. + Horizontal split container. - Horizontal split container. See [SplitContainer]. This goes from left to right. + Horizontal split container. See [SplitContainer]. This goes from left to right. @@ -14823,16 +14823,16 @@ This approximation makes straight segments between each point, then subdivides t - Hyper-text transfer protocol client. + Hyper-text transfer protocol client. - Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification. + Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification. Can be reused to connect to different hosts and make many requests. - Cloces the current connection, allows for reusal of [HTTPClient]. + Cloces the current connection, allows for reusal of [HTTPClient]. @@ -14847,7 +14847,7 @@ This approximation makes straight segments between each point, then subdivides t - Connect to a host. This needs to be done before any requests are sent. + Connect to a host. This needs to be done before any requests are sent. The host should not have http:// prepended but will strip the protocol identifier if provided. verify_host will check the SSL identity of the host if set to true. @@ -14856,35 +14856,35 @@ This approximation makes straight segments between each point, then subdivides t - Return current connection. + Return current connection. - Return the response's body length. + Return the response's body length. - Return the HTTP status code of the response. + Return the HTTP status code of the response. - Return the response headers. + Return the response headers. - Returns all response headers as dictionary where the case-sensitivity of the keys and values is kept like the server delivers it. A value is a simple String, this string can have more than one value where "; " is used as separator. + Returns all response headers as dictionary where the case-sensitivity of the keys and values is kept like the server delivers it. A value is a simple String, this string can have more than one value where "; " is used as separator. Structure: ("key":"value1; value2") Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) @@ -14893,35 +14893,35 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns a status string like STATUS_REQUESTING. Need to call [method poll] in order to get status updates. + Returns a status string like STATUS_REQUESTING. Need to call [method poll] in order to get status updates. - Return whether this [HTTPClient] has a response available. + Return whether this [HTTPClient] has a response available. - Return whether blocking mode is enabled. + Return whether blocking mode is enabled. - Return whether this [HTTPClient] has a response that is chunked. + Return whether this [HTTPClient] has a response that is chunked. - This needs to be called in order to have any request processed. Check results with [method get_status] + This needs to be called in order to have any request processed. Check results with [method get_status] @@ -14930,7 +14930,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.: + Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.: [codeblock] var fields = {"username": "user", "password": "pass"} String queryString = httpClient.query_string_from_dict(fields) @@ -14942,7 +14942,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Reads one chunk from the response. + Reads one chunk from the response. @@ -14957,7 +14957,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sends a request to the connected host. The url is what is normally behind the hostname, i.e. in [code]http://somehost.com/index.php[/code], url would be "index.php". + Sends a request to the connected host. The url is what is normally behind the hostname, i.e. in [code]http://somehost.com/index.php[/code], url would be "index.php". Headers are HTTP request headers. To create a POST request with query strings to push to the server, do: [codeblock] @@ -14980,7 +14980,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sends a raw request to the connected host. The url is what is normally behind the hostname, i.e. in [code]http://somehost.com/index.php[/code], url would be "index.php". + Sends a raw request to the connected host. The url is what is normally behind the hostname, i.e. in [code]http://somehost.com/index.php[/code], url would be "index.php". Headers are HTTP request headers. Sends body raw, as a byte array, does not encode it in any way. @@ -14991,7 +14991,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Stub function + Stub function @@ -15000,28 +15000,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Stub function + Stub function - If set to true, execution will block until all data is read from the response. + If set to true, execution will block until all data is read from the response. - Set connection to use, for this client. + Set connection to use, for this client. - Sets the size of the buffer used and maximum bytes to read per iteration. see [method read_response_body_chunk] + Sets the size of the buffer used and maximum bytes to read per iteration. see [method read_response_body_chunk] @@ -15166,65 +15166,65 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A Node with the ability to send HTTP requests. + A Node with the ability to send HTTP requests. - A Node with the ability to send HTTP requests. Uses a [HTTPClient] internally, supports HTTPS. + A Node with the ability to send HTTP requests. Uses a [HTTPClient] internally, supports HTTPS. Can be used to make HTTP requests or download files via HTTP. - Cancel the current request. + Cancel the current request. - Return the response body length. + Return the response body length. - Return current body size limit. + Return current body size limit. - Return the file this request will download into. + Return the file this request will download into. - Return the amount of bytes this HTTPRequest downloaded. + Return the amount of bytes this HTTPRequest downloaded. - Return the current status of the underlying [HTTPClient]. + Return the current status of the underlying [HTTPClient]. - Return the maximum amount of redirects that will be followed. + Return the maximum amount of redirects that will be followed. - Whether this request is using threads. + Whether this request is using threads. @@ -15237,7 +15237,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Make a HTTP GET request. The url is the complete url including "http://" or "https://" which will be parsed for a host and a port. + Make a HTTP GET request. The url is the complete url including "http://" or "https://" which will be parsed for a host and a port. The custom_headers are HTTP request headers which will be used. If User-Agent is not specified a Godot specific will be used. The ssl_validate_domain specifies if in case of HTTPS the server certificate should be verified. @@ -15246,28 +15246,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the response body size limit. + Set the response body size limit. - Set the file to download into. Outputs the response body into the file. + Set the file to download into. Outputs the response body into the file. - Set the maximum amount of redirects the request will follow. + Set the maximum amount of redirects the request will follow. - Make this HTTPRequest use threads. + Make this HTTPRequest use threads. @@ -15282,7 +15282,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - This signal is emitted upon request completion. + This signal is emitted upon request completion. @@ -15392,17 +15392,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - IP Protocol support functions. + IP Protocol support functions. - IP contains some support functions for the IPv4 protocol. TCP/IP support is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides hostname resolution support, both blocking and threaded. + IP contains some support functions for the IPv4 protocol. TCP/IP support is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides hostname resolution support, both blocking and threaded. - Erase a queue ID, removing it from the queue if needed. This should be used after a queue is completed to free it and enable more queries to happen. + Erase a queue ID, removing it from the queue if needed. This should be used after a queue is completed to free it and enable more queries to happen. @@ -15417,7 +15417,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a resolved item address, or an empty string if an error happened or resolution didn't happen yet (see [method get_resolve_item_status]). + Return a resolved item address, or an empty string if an error happened or resolution didn't happen yet (see [method get_resolve_item_status]). @@ -15426,7 +15426,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the status of hostname queued for resolving, given it's queue ID. Returned status can be any of the RESOLVER_STATUS_* enumeration. + Return the status of hostname queued for resolving, given it's queue ID. Returned status can be any of the RESOLVER_STATUS_* enumeration. @@ -15435,7 +15435,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Resolve a given hostname, blocking. Resolved hostname is returned as an IP. + Resolve a given hostname, blocking. Resolved hostname is returned as an IP. @@ -15444,7 +15444,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a queue item for resolving a given hostname. The queue ID is returned, or RESOLVER_INVALID_ID on error. + Create a queue item for resolving a given hostname. The queue ID is returned, or RESOLVER_INVALID_ID on error. @@ -15475,10 +15475,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Image datatype. + Image datatype. - Built in native image datatype. Contains image data, which can be converted to a texture, and several functions to interact with it. + Built in native image datatype. Contains image data, which can be converted to a texture, and several functions to interact with it. @@ -15493,7 +15493,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create an empty image of a specific size and format. + Create an empty image of a specific size and format. @@ -15504,7 +15504,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Copy a "src_rect" [Rect2] from "src" [Image] to this [Image] on coordinates "dest". + Copy a "src_rect" [Rect2] from "src" [Image] to this [Image] on coordinates "dest". @@ -15515,7 +15515,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Transfer data from "src" to this [Image] using a "brush" as a mask/brush on coordinates "pos". + Transfer data from "src" to this [Image] using a "brush" as a mask/brush on coordinates "pos". @@ -15528,7 +15528,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a new [Image] from this [Image] that is created by brushhing see [method brush_transfer]. + Return a new [Image] from this [Image] that is created by brushhing see [method brush_transfer]. @@ -15537,7 +15537,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a new compressed [Image] from this [Image] using one of [Image].COMPRESS_*. + Return a new compressed [Image] from this [Image] using one of [Image].COMPRESS_*. @@ -15546,21 +15546,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a new [Image] from this [Image] with a different format. + Return a new [Image] from this [Image] with a different format. - Return a new decompressed [Image]. + Return a new decompressed [Image]. - Return whether this [Image] is empty(no data). + Return whether this [Image] is empty(no data). @@ -15571,21 +15571,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the raw data of the [Image]. + Return the raw data of the [Image]. - Return the format of the [Image], one of [Image].FORMAT_*. + Return the format of the [Image], one of [Image].FORMAT_*. - Return the height of the [Image]. + Return the height of the [Image]. @@ -15598,7 +15598,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the color of the pixel in the [Image] on coordinates "x,y" on mipmap level "mipmap_level". + Return the color of the pixel in the [Image] on coordinates "x,y" on mipmap level "mipmap_level". @@ -15607,21 +15607,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a new [Image] that is a copy of "area" in this [Image]. + Return a new [Image] that is a copy of "area" in this [Image]. - Return the area of this [Image] that is used/visibly colored/opaque. + Return the area of this [Image] that is used/visibly colored/opaque. - Return the width of the [Image]. + Return the width of the [Image]. @@ -15630,7 +15630,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Load an [Image]. + Load an [Image]. @@ -15643,7 +15643,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Put a pixel of "color" on coordinates "x,y" on mipmap level "mipmap_level". + Put a pixel of "color" on coordinates "x,y" on mipmap level "mipmap_level". @@ -15656,7 +15656,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a new [Image] from this [Image] that is resized to size "x,y" using [Image].INTERPOLATE_*. + Return a new [Image] from this [Image] that is resized to size "x,y" using [Image].INTERPOLATE_*. @@ -15665,7 +15665,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Save this [Image] as a png. + Save this [Image] as a png. @@ -15734,10 +15734,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A [Texture] based on an [Image]. + A [Texture] based on an [Image]. - A [Texture] based on an [Image]. Can be created from an [Image]. + A [Texture] based on an [Image]. Can be created from an [Image]. @@ -15750,7 +15750,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a new [ImageTexture] with "width" and "height". + Create a new [ImageTexture] with "width" and "height". "format" one of [Image].FORMAT_*. "flags" one or more of [Texture].FLAG_*. @@ -15761,7 +15761,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a new [ImageTexture] from an [Image] with "flags" from [Texture].FLAG_*. + Create a new [ImageTexture] from an [Image] with "flags" from [Texture].FLAG_*. @@ -15772,35 +15772,35 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the [Image] of this [ImageTexture]. + Return the [Image] of this [ImageTexture]. - Return the format of the [ImageTexture], one of [Image].FORMAT_*. + Return the format of the [ImageTexture], one of [Image].FORMAT_*. - Return the storage quality for [ImageTexture].STORAGE_COMPRESS_LOSSY. + Return the storage quality for [ImageTexture].STORAGE_COMPRESS_LOSSY. - Return the storage type. One of [ImageTexture].STORAGE_*. + Return the storage type. One of [ImageTexture].STORAGE_*. - Load an [ImageTexure]. + Load an [ImageTexure]. @@ -15815,14 +15815,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the [Image] of this [ImageTexture]. + Set the [Image] of this [ImageTexture]. - Set the storage quality in case of [ImageTexture].STORAGE_COMPRESS_LOSSY. + Set the storage quality in case of [ImageTexture].STORAGE_COMPRESS_LOSSY. @@ -15835,7 +15835,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the storage type. One of [ImageTexture].STORAGE_*. + Set the storage type. One of [ImageTexture].STORAGE_*. @@ -15929,24 +15929,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A Singleton that deals with inputs. + A Singleton that deals with inputs. - A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joysticks, and input actions. + A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joysticks, and input actions. - This will simulate pressing the specificed action. + This will simulate pressing the specificed action. - If the specified action is already pressed, this will release it. + If the specified action is already pressed, this will release it. @@ -15955,14 +15955,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices. + Add a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices. - If the device has an accelerometer, this will return the movement. + If the device has an accelerometer, this will return the movement. @@ -15973,7 +15973,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the current value of the joystick axis at given index (see JOY_* constants in [@Global Scope]) + Returns the current value of the joystick axis at given index (see JOY_* constants in [@Global Scope]) @@ -15982,7 +15982,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns a SDL2 compatible device guid on platforms that use gamepad remapping. Returns "Default Gamepad" otherwise. + Returns a SDL2 compatible device guid on platforms that use gamepad remapping. Returns "Default Gamepad" otherwise. @@ -15991,7 +15991,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the name of the joystick at the specified device index + Returns the name of the joystick at the specified device index @@ -16000,7 +16000,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the duration of the current vibration effect in seconds. + Returns the duration of the current vibration effect in seconds. @@ -16009,35 +16009,35 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the strength of the joystick vibration: x is the strength of the weak motor, and y is the strength of the strong motor. + Returns the strength of the joystick vibration: x is the strength of the weak motor, and y is the strength of the strong motor. - If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes. + If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes. - Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time the bits are added together. + Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time the bits are added together. - Return the mouse mode. See the constants for more information. + Return the mouse mode. See the constants for more information. - Returns the mouse speed. + Returns the mouse speed. @@ -16046,7 +16046,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns true or false depending on whether the action event is pressed. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap]. + Returns true or false depending on whether the action event is pressed. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap]. @@ -16057,7 +16057,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns if the joystick button at the given index is currently pressed. (see JOY_* constants in [@Global Scope]) + Returns if the joystick button at the given index is currently pressed. (see JOY_* constants in [@Global Scope]) @@ -16066,7 +16066,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns if the specified device is known by the system. This means that it sets all button and axis indices exactly as defined in the JOY_* constants (see [@Global Scope]). Unknown joysticks are not expected to match these constants, but you can still retrieve events from them. + Returns if the specified device is known by the system. This means that it sets all button and axis indices exactly as defined in the JOY_* constants (see [@Global Scope]). Unknown joysticks are not expected to match these constants, but you can still retrieve events from them. @@ -16075,7 +16075,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns true or false depending on whether the key is pressed or not. You can pass KEY_*, which are pre-defined constants listed in [@Global Scope]. + Returns true or false depending on whether the key is pressed or not. You can pass KEY_*, which are pre-defined constants listed in [@Global Scope]. @@ -16084,14 +16084,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns true or false depending on whether mouse button is pressed or not. You can pass BUTTON_*, which are pre-defined constants listed in [@Global Scope]. + Returns true or false depending on whether mouse button is pressed or not. You can pass BUTTON_*, which are pre-defined constants listed in [@Global Scope]. - Removes all mappings from the internal db that match the given uid. + Removes all mappings from the internal db that match the given uid. @@ -16100,14 +16100,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. + Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. - Set the mouse mode. See the constants for more information. + Set the mouse mode. See the constants for more information. @@ -16120,21 +16120,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Starts to vibrate the joystick. Joysticks usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will play the vibration indefinitely). + Starts to vibrate the joystick. Joysticks usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will play the vibration indefinitely). - Stops the vibration of the joystick. + Stops the vibration of the joystick. - Sets the mouse position to the specified vector. + Sets the mouse position to the specified vector. @@ -16145,7 +16145,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Emitted when a joystick device has been connected or disconnected + Emitted when a joystick device has been connected or disconnected @@ -16173,10 +16173,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Built-in input event data. + Built-in input event data. - Built-in input event data. InputEvent is a built-in engine datatype, given that it's passed around and used so much. Depending on it's type, the members contained can be different, so read the documentation well!. Input events can also represent actions (editable from the project settings). + Built-in input event data. InputEvent is a built-in engine datatype, given that it's passed around and used so much. Depending on it's type, the members contained can be different, so read the documentation well!. Input events can also represent actions (editable from the project settings). @@ -16185,7 +16185,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return if this input event matches a pre-defined action, no matter the type. + Return if this input event matches a pre-defined action, no matter the type. @@ -16208,14 +16208,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return if this input event is an echo event (usually for key events). + Return if this input event is an echo event (usually for key events). - Return if this input event is pressed (for key, mouse, joy button or screen press events). + Return if this input event is pressed (for key, mouse, joy button or screen press events). @@ -17022,10 +17022,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Singleton that manages actions. + Singleton that manages actions. - Singleton that manages actions. InputMap has a list of the actions used in InputEvent, which can be modified. + Singleton that manages actions. InputMap has a list of the actions used in InputEvent, which can be modified. @@ -17034,7 +17034,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add an [InputEvent] to action. This [InputEvent] will trigger the action. + Add an [InputEvent] to action. This [InputEvent] will trigger the action. @@ -17043,7 +17043,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Remove an [InputEvent] from an action. + Remove an [InputEvent] from an action. @@ -17054,21 +17054,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Whether an action has an [InputEvent] associated with it. + Whether an action has an [InputEvent] associated with it. - Add an action to the [InputMap]. + Add an action to the [InputMap]. - Remove an action from the [InputMap]. + Remove an action from the [InputMap]. @@ -17087,7 +17087,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the action from an id. + Return the action from an id. @@ -17096,7 +17096,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the id of an action. + Return the id of an action. @@ -17105,14 +17105,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return an [Array] of [InputEvent]s associated with an action. + Return an [Array] of [InputEvent]s associated with an action. - Return an [Array] of all actions in the [InputMap]. + Return an [Array] of all actions in the [InputMap]. @@ -17121,12 +17121,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Whether this InputMap has an action with name "action". + Whether this InputMap has an action with name "action". - Clears the [InputMap] and loads it from [Globals]. + Clears the [InputMap] and loads it from [Globals]. @@ -17157,10 +17157,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Integer Array. + Integer Array. - Integer Array. Array of integers. Can only contain integers. Optimized for memory usage, can't fragment the memory. + Integer Array. Array of integers. Can only contain integers. Optimized for memory usage, can't fragment the memory. @@ -17169,21 +17169,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create from a generic array. + Create from a generic array. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Append an [IntArray] at the end of this array. + Append an [IntArray] at the end of this array. @@ -17194,33 +17194,33 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Insert a new int at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new int at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Append a value to the array. + Append a value to the array. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the [IntArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the [IntArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -17229,14 +17229,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Change the int at the given index. + Change the int at the given index. - Return the array size. + Return the array size. @@ -17511,7 +17511,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns a list of selected indexes. + Returns a list of selected indexes. @@ -17818,10 +17818,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Base node for all joint constraints in 2D physics. + Base node for all joint constraints in 2D physics. - Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint. + Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint. @@ -17840,14 +17840,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the path to the A node for the joint. + Return the path to the A node for the joint. - Return the path to the B node for the joint. + Return the path to the B node for the joint. @@ -17866,14 +17866,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the path to the A node for the joint. Must be of type [PhysicsBody2D]. + Set the path to the A node for the joint. Must be of type [PhysicsBody2D]. - Set the path to the B node for the joint. Must be of type [PhysicsBody2D]. + Set the path to the B node for the joint. Must be of type [PhysicsBody2D]. @@ -17882,10 +17882,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Kinematic body 3D node. + Kinematic body 3D node. - Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: + Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). Kinematic Characters: KinematicBody also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. @@ -17894,28 +17894,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return if this body can collide with character bodies. + Return if this body can collide with character bodies. - Return if this body can collide with kinematic bodies. + Return if this body can collide with kinematic bodies. - Return if this body can collide with rigid bodies. + Return if this body can collide with rigid bodies. - Return if this body can collide with static bodies. + Return if this body can collide with static bodies. @@ -17924,56 +17924,56 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns whether the KinematicBody can be teleported to the destination given as an argument, checking all collision shapes of the body against potential colliders at the destination. + Returns whether the KinematicBody can be teleported to the destination given as an argument, checking all collision shapes of the body against potential colliders at the destination. - Return the body that collided with this one. + Return the body that collided with this one. - Return the shape index from the body that collided with this one. If there is no collision, this method will return 0, so collisions must be checked first with [method is_colliding]. + Return the shape index from the body that collided with this one. If there is no collision, this method will return 0, so collisions must be checked first with [method is_colliding]. - Return the velocity of the body that collided with this one. + Return the velocity of the body that collided with this one. - Return the collision margin for this object. + Return the collision margin for this object. - Return the normal of the surface the body collided with. This is useful to implement sliding along a surface. + Return the normal of the surface the body collided with. This is useful to implement sliding along a surface. - Return the point in space where the body is touching another. If there is no collision, this method will return (0,0,0), so collisions must be checked first with [method is_colliding]. + Return the point in space where the body is touching another. If there is no collision, this method will return (0,0,0), so collisions must be checked first with [method is_colliding]. - Return whether the body is colliding with another. + Return whether the body is colliding with another. @@ -17982,7 +17982,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. @@ -17991,42 +17991,42 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped. - Set if this body should collide with character bodies. + Set if this body should collide with character bodies. - Set if this body should collide with kinematic bodies. + Set if this body should collide with kinematic bodies. - Set if this body should collide with rigid bodies. + Set if this body should collide with rigid bodies. - Set if this body should collide with static bodies. + Set if this body should collide with static bodies. - Set the collision margin for this object. A collision margin is an amount that all shapes will grow when computing collisions, to account for numerical imprecision. + Set the collision margin for this object. A collision margin is an amount that all shapes will grow when computing collisions, to account for numerical imprecision. @@ -18035,10 +18035,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Kinematic body 2D node. + Kinematic body 2D node. - Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: + Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). Kinematic Characters: KinematicBody2D also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. @@ -18047,63 +18047,63 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the body that collided with this one. + Return the body that collided with this one. - Return the metadata of the shape that collided with this body. If there is no collision, it will return 0, so collisions must be checked first with [method is_colliding]. Additionally, this metadata can not be set with [method Object.set_meta], it must be set with [method Physics2DServer.body_set_shape_metadata]. + Return the metadata of the shape that collided with this body. If there is no collision, it will return 0, so collisions must be checked first with [method is_colliding]. Additionally, this metadata can not be set with [method Object.set_meta], it must be set with [method Physics2DServer.body_set_shape_metadata]. - Return the shape index from the body that collided with this one. If there is no collision, this method will return 0, so collisions must be checked first with [method is_colliding]. + Return the shape index from the body that collided with this one. If there is no collision, this method will return 0, so collisions must be checked first with [method is_colliding]. - Return the velocity of the body that collided with this one. + Return the velocity of the body that collided with this one. - Return the collision margin for this object. + Return the collision margin for this object. - Return the normal of the surface the body collided with. This is useful to implement sliding along a surface. + Return the normal of the surface the body collided with. This is useful to implement sliding along a surface. - Return the point in space where the body is touching another. If there is no collision, this method will return (0,0), so collisions must be checked first with [method is_colliding]. + Return the point in space where the body is touching another. If there is no collision, this method will return (0,0), so collisions must be checked first with [method is_colliding]. - Return the last movement done by the body. + Return the last movement done by the body. - Return whether the body is colliding with another. + Return whether the body is colliding with another. @@ -18112,7 +18112,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. @@ -18121,19 +18121,19 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped. - Undo the last movement done by the body. + Undo the last movement done by the body. - Set the collision margin for this object. A collision margin is an amount (in pixels) that all shapes will grow when computing collisions, to account for numerical imprecision. + Set the collision margin for this object. A collision margin is an amount (in pixels) that all shapes will grow when computing collisions, to account for numerical imprecision. @@ -18142,7 +18142,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if there would be a collision if the body moved in the given direction. + Return true if there would be a collision if the body moved in the given direction. @@ -18151,171 +18151,171 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Control that displays formatted text. + Control that displays formatted text. - Label is a control that displays formatted text, optionally autowrapping it to the [Control] area. It inherits from range to be able to scroll wrapped text vertically. + Label is a control that displays formatted text, optionally autowrapping it to the [Control] area. It inherits from range to be able to scroll wrapped text vertically. - Return the alignment mode (any of the ALIGN_* enumeration values). + Return the alignment mode (any of the ALIGN_* enumeration values). - Return the amount of lines. + Return the amount of lines. - Return the height of a line. + Return the height of a line. - Return the the number of lines to skipped before displaying. + Return the the number of lines to skipped before displaying. - Return the restricted number of lines to display. Returns -1 if unrestricted. + Return the restricted number of lines to display. Returns -1 if unrestricted. - Return the restricted number of characters to display (as a percentage of the total text). + Return the restricted number of characters to display (as a percentage of the total text). - Return the label text. Text can contain newlines. + Return the label text. Text can contain newlines. - Return the total length of the text. + Return the total length of the text. - Return the vertical alignment mode (any of the VALIGN_* enumeration values). + Return the vertical alignment mode (any of the VALIGN_* enumeration values). - Return the restricted number of characters to display. Returns -1 if unrestricted. + Return the restricted number of characters to display. Returns -1 if unrestricted. - Return the state of the [i]autowrap[/i] mode (see [method set_autowrap]). + Return the state of the [i]autowrap[/i] mode (see [method set_autowrap]). - Return true if text would be cut off if it is too wide. + Return true if text would be cut off if it is too wide. - Return true if text is displayed in all capitals. + Return true if text is displayed in all capitals. - Sets the alignment mode to any of the ALIGN_* enumeration values. + Sets the alignment mode to any of the ALIGN_* enumeration values. - Set [i]autowrap[/i] mode. When enabled, autowrap will fit text to the control width, breaking sentences when they exceed the available horizontal space. When disabled, the label minimum width becomes the width of the longest row, and the minimum height large enough to fit all rows. + Set [i]autowrap[/i] mode. When enabled, autowrap will fit text to the control width, breaking sentences when they exceed the available horizontal space. When disabled, the label minimum width becomes the width of the longest row, and the minimum height large enough to fit all rows. - Cuts off the rest of the text if it is too wide. + Cuts off the rest of the text if it is too wide. - Sets the number of lines to skip before displaying. Useful for scrolling text. + Sets the number of lines to skip before displaying. Useful for scrolling text. - Restricts the number of lines to display. Set to -1 to disable. + Restricts the number of lines to display. Set to -1 to disable. - Restricts the number of characters to display (as a percentage of the total text). + Restricts the number of characters to display (as a percentage of the total text). - Set the label text. Text can contain newlines. + Set the label text. Text can contain newlines. - Display text in all capitals. + Display text in all capitals. - Sets the vertical alignment mode to any of the VALIGN_* enumeration values. + Sets the vertical alignment mode to any of the VALIGN_* enumeration values. - Restricts the number of characters to display. Set to -1 to disable. + Restricts the number of characters to display. Set to -1 to disable. @@ -18364,10 +18364,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A Texture capable of storing many smaller Textures with offsets. + A Texture capable of storing many smaller Textures with offsets. - A Texture capable of storing many smaller Textures with offsets. + A Texture capable of storing many smaller Textures with offsets. You can dynamically add pieces(Textures) to this fLargeTexture] using different offsets. @@ -18379,19 +18379,19 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add another [Texture] to this [LargeTexture], starting on offset "ofs". + Add another [Texture] to this [LargeTexture], starting on offset "ofs". - Clear the [LargeTexture]. + Clear the [LargeTexture]. - Return the number of pieces currently in this [LargeTexture]. + Return the number of pieces currently in this [LargeTexture]. @@ -18400,7 +18400,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the offset of the piece with index "idx". + Return the offset of the piece with index "idx". @@ -18409,7 +18409,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the [Texture] of the piece with index "idx". + Return the [Texture] of the piece with index "idx". @@ -18418,7 +18418,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the offset of the piece with index "idx" to "ofs". + Set the offset of the piece with index "idx" to "ofs". @@ -18427,14 +18427,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the [Texture] of the piece with index "idx" to "ofs". + Set the [Texture] of the piece with index "idx" to "ofs". - Set the size of this [LargeTexture]. + Set the size of this [LargeTexture]. @@ -18443,10 +18443,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Provides a base class for different kinds of light nodes. + Provides a base class for different kinds of light nodes. - Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. + Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. @@ -18585,262 +18585,262 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Node that casts light in a 2D environment. + Node that casts light in a 2D environment. - Node that casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask. + Node that casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask. - Return the color of the Light2D. + Return the color of the Light2D. - Return the energy value of the Light2D. + Return the energy value of the Light2D. - Return the height of the Light2D. Used with 2D normalmapping. + Return the height of the Light2D. Used with 2D normalmapping. - Return the item mask of the Light2D. + Return the item mask of the Light2D. - Return the item shadow mask of the Light2D. + Return the item shadow mask of the Light2D. - Set the maximum layer value of objects of the scene that are affected by the Light2D. + Set the maximum layer value of objects of the scene that are affected by the Light2D. - Get the minimum layer value of objects of the scene that are affected by the Light2D. + Get the minimum layer value of objects of the scene that are affected by the Light2D. - Return the current mode set to the Light2D. + Return the current mode set to the Light2D. - Return the shadow buffer size. + Return the shadow buffer size. - Return the color of casted shadows for this Light2D. + Return the color of casted shadows for this Light2D. - Return the Exponential Shadow Multiplier (ESM) value of the Light2D. + Return the Exponential Shadow Multiplier (ESM) value of the Light2D. - Return the texture of the Light2D. + Return the texture of the Light2D. - Return the offset of the light texture. + Return the offset of the light texture. - Return the scale value of the light texture. + Return the scale value of the light texture. - Get the maximum Z value that objects of the scene can be in order to be affected by the Light2D. + Get the maximum Z value that objects of the scene can be in order to be affected by the Light2D. - Get the minimum Z value that objects of the scene have to be in order to be affected by the Light2D. + Get the minimum Z value that objects of the scene have to be in order to be affected by the Light2D. - Return true if the Light2D is enabled, false if it is not. + Return true if the Light2D is enabled, false if it is not. - Return true if shadow casting is enabled for this Light2D, else return false. + Return true if shadow casting is enabled for this Light2D, else return false. - Set the color of the Light2D. + Set the color of the Light2D. - Switches the Light2D on or off, depending on the 'enabled' parameter. + Switches the Light2D on or off, depending on the 'enabled' parameter. - Set the energy value of the Light2D. The bigger the value, the stronger the light. + Set the energy value of the Light2D. The bigger the value, the stronger the light. - Set the height of the Light2D. Used with 2D normalmapping. + Set the height of the Light2D. Used with 2D normalmapping. - Set the item mask of the Light2D to 'item_mask' value. + Set the item mask of the Light2D to 'item_mask' value. - Set the item shadow mask to 'item_shadow_mask' value. + Set the item shadow mask to 'item_shadow_mask' value. - Set the maximum layer value of objects of the scene that are affected by the Light2D. + Set the maximum layer value of objects of the scene that are affected by the Light2D. - Set the minimum layer value of objects of the scene that are affected by the Light2D. + Set the minimum layer value of objects of the scene that are affected by the Light2D. - Set the behaviour mode of the Light2D. Use constants defined in the constants section. + Set the behaviour mode of the Light2D. Use constants defined in the constants section. - Set the shadow buffer size. + Set the shadow buffer size. - Set the color of casted shadows for this Light2D. + Set the color of casted shadows for this Light2D. - Enable or disable shadows casting from this Light2D according to the 'enabled' parameter. + Enable or disable shadows casting from this Light2D according to the 'enabled' parameter. - Set the Exponential Shadow Multiplier (ESM) value of the Light2D. + Set the Exponential Shadow Multiplier (ESM) value of the Light2D. - Set the texture of the Light2D. + Set the texture of the Light2D. - Set the offset of the light texture. + Set the offset of the light texture. - Set the scale value of the light texture. + Set the scale value of the light texture. - Set the maximum Z value that objects of the scene can be in order to be affected by the Light2D. + Set the maximum Z value that objects of the scene can be in order to be affected by the Light2D. - Set the minimum Z value that objects of the scene have to be in order to be affected by the Light2D. + Set the minimum Z value that objects of the scene have to be in order to be affected by the Light2D. @@ -18861,38 +18861,38 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Occludes light cast by a Light2D, thus casting shadows. + Occludes light cast by a Light2D, thus casting shadows. - Occludes light cast by a Light2D, thus casting shadows. The LightOccluder2D must be provided with a shape (see OccluderPolygon2D) that allows the shadow to be computed. This shape affects the resulting shadow, while the shape of the representating asset shadowed does not actually affect shadows. + Occludes light cast by a Light2D, thus casting shadows. The LightOccluder2D must be provided with a shape (see OccluderPolygon2D) that allows the shadow to be computed. This shape affects the resulting shadow, while the shape of the representating asset shadowed does not actually affect shadows. - Return the light mask of the LightOccluder2D. + Return the light mask of the LightOccluder2D. - Return the OccluderPolygon2D that defines the LightOccluder2D. + Return the OccluderPolygon2D that defines the LightOccluder2D. - Set the LightOccluder2D light mask. The LightOccluder2D will cast shadows only from Light2Ds that belong to the same light mask(s). + Set the LightOccluder2D light mask. The LightOccluder2D will cast shadows only from Light2Ds that belong to the same light mask(s). - Set the OccluderPolygon2D that defines the LightOccluder2D. + Set the OccluderPolygon2D that defines the LightOccluder2D. @@ -18901,50 +18901,50 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Control that provides single line string editing. + Control that provides single line string editing. - LineEdit provides a single line string editor, used for text fields. + LineEdit provides a single line string editor, used for text fields. - Append text at cursor, scrolling the [LineEdit] when needed. + Append text at cursor, scrolling the [LineEdit] when needed. - Clear the [LineEdit] text. + Clear the [LineEdit] text. - Gets whether the line edit caret is blinking. + Gets whether the line edit caret is blinking. - Gets the line edit caret blink speed. + Gets the line edit caret blink speed. - Set the line edit caret to blink. + Set the line edit caret to blink. - Set the line edit caret blink speed. Cannot be less then or equal to 0. + Set the line edit caret blink speed. Cannot be less then or equal to 0. @@ -18957,14 +18957,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the cursor position inside the [LineEdit]. + Return the cursor position inside the [LineEdit]. - Return the maximum amount of characters the [LineEdit] can edit. If 0 is returned, no limit exists. + Return the maximum amount of characters the [LineEdit] can edit. If 0 is returned, no limit exists. @@ -18989,21 +18989,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the text in the [LineEdit]. + Return the text in the [LineEdit]. - Return the [i]editable[/i] status of the [LineEdit] (see [method set_editable]). + Return the [i]editable[/i] status of the [LineEdit] (see [method set_editable]). - Return the [i]secret[/i] status of the [LineEdit] (see [method set_secret]). + Return the [i]secret[/i] status of the [LineEdit] (see [method set_secret]). @@ -19022,7 +19022,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Select the whole string. + Select the whole string. @@ -19035,21 +19035,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the cursor position inside the [LineEdit], causing it to scroll if needed. + Set the cursor position inside the [LineEdit], causing it to scroll if needed. - Set the [i]editable[/i] status of the [LineEdit]. When disabled, existing text can't be modified and new text can't be added. + Set the [i]editable[/i] status of the [LineEdit]. When disabled, existing text can't be modified and new text can't be added. - 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. + 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. @@ -19068,14 +19068,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the [i]secret[/i] status of the [LineEdit]. When enabled, every character is displayed as "*". + Set the [i]secret[/i] status of the [LineEdit]. When enabled, every character is displayed as "*". - Set the text in the [LineEdit], clearing the existing one and the selection. + Set the text in the [LineEdit], clearing the existing one and the selection. @@ -19084,14 +19084,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - When the text changes, this signal is emitted. + When the text changes, this signal is emitted. - This signal is emitted when the user presses KEY_ENTER on the [LineEdit]. This signal is often used as an alternate confirmation mechanism in dialogs. + This signal is emitted when the user presses KEY_ENTER on the [LineEdit]. This signal is often used as an alternate confirmation mechanism in dialogs. @@ -19142,38 +19142,38 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Line shape for 2D collision objects. + Line shape for 2D collision objects. - Line shape for 2D collision objects. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. + Line shape for 2D collision objects. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. - Return the line distance from the origin. + Return the line distance from the origin. - Return the line normal. + Return the line normal. - Set the line distance from the origin. + Set the line distance from the origin. - Set the line normal. + Set the line normal. @@ -19182,38 +19182,38 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Simple button used to represent a link to some resource + Simple button used to represent a link to some resource - This kind of buttons are primarily used when the interaction with the button causes a context change (like linking to a web page). + This kind of buttons are primarily used when the interaction with the button causes a context change (like linking to a web page). - Returns the text of the button. + Returns the text of the button. - Returns the underline mode for this button. + Returns the underline mode for this button. - Sets the text of the button. + Sets the text of the button. - Sets the underline mode for this button, the argument must be one of the [LinkButton] constants (see constants section). + Sets the underline mode for this button, the argument must be one of the [LinkButton] constants (see constants section). @@ -19270,10 +19270,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Main loop is the abstract main loop base class. + Main loop is the abstract main loop base class. - Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a [MainLoop] has to be provided to OS, else the application will exit. This happens automatically (and a [SceneTree] is created), unless a main [Script] is supplied, which may or not create and return a [MainLoop]. + Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a [MainLoop] has to be provided to OS, else the application will exit. This happens automatically (and a [SceneTree] is created), unless a main [Script] is supplied, which may or not create and return a [MainLoop]. @@ -19372,10 +19372,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Simple margin container. + Simple margin container. - Simple margin container. Adds a left margin to anything contained. + Simple margin container. Adds a left margin to anything contained. @@ -19452,17 +19452,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Abstract base [Resource] for coloring and shading geometry. + Abstract base [Resource] for coloring and shading geometry. - Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here. + Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here. - Return blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material [i]may[/i] be opaque, any other blend mode will render with alpha blending enabled in raster-based [VisualServer] implementations. + Return blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material [i]may[/i] be opaque, any other blend mode will render with alpha blending enabled in raster-based [VisualServer] implementations. @@ -19477,21 +19477,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a [Material] flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list. + Return a [Material] flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list. - Return the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX). + Return the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX). - Set blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material [i]may[/i] be opaque, any other blend mode will render with alpha blending enabled in raster-based [VisualServer] implementations. + Set blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material [i]may[/i] be opaque, any other blend mode will render with alpha blending enabled in raster-based [VisualServer] implementations. @@ -19506,14 +19506,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set a [Material] flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list. + Set a [Material] flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list. - Set the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX). + Set the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX). @@ -19584,10 +19584,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - 3x3 matrix datatype. + 3x3 matrix datatype. - 3x3 matrix used for 3D rotation and scale. Contains 3 vector fields x,y and z. Can also be accessed as array of 3D vectors. Almost always used as orthogonal basis for a [Transform]. + 3x3 matrix used for 3D rotation and scale. Contains 3 vector fields x,y and z. Can also be accessed as array of 3D vectors. Almost always used as orthogonal basis for a [Transform]. @@ -19596,7 +19596,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a matrix from a quaternion. + Create a matrix from a quaternion. @@ -19607,7 +19607,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a matrix from an axis vector and an angle. + Create a matrix from an axis vector and an angle. @@ -19620,21 +19620,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a matrix from 3 axis vectors. + Create a matrix from 3 axis vectors. - Return the determinant of the matrix. + Return the determinant of the matrix. - Return euler angles from the matrix. + Return euler angles from the matrix. @@ -19653,14 +19653,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the affine inverse of the matrix. + Return the affine inverse of the matrix. - Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error). + Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error). @@ -19671,7 +19671,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the rotated version of the matrix, by a given axis and angle. + Return the rotated version of the matrix, by a given axis and angle. @@ -19680,7 +19680,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the scaled version of the matrix, by a 3D scale. + Return the scaled version of the matrix, by a 3D scale. @@ -19689,7 +19689,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Transposed dot product with the x axis of the matrix. + Transposed dot product with the x axis of the matrix. @@ -19698,7 +19698,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Transposed dot product with the y axis of the matrix. + Transposed dot product with the y axis of the matrix. @@ -19707,14 +19707,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Transposed dot product with the z axis of the matrix. + Transposed dot product with the z axis of the matrix. - Return the transposed version of the matrix. + Return the transposed version of the matrix. @@ -19723,7 +19723,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a vector transformed by the matrix and return it. + Return a vector transformed by the matrix and return it. @@ -19732,7 +19732,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a vector transformed by the transposed matrix and return it. + Return a vector transformed by the transposed matrix and return it. @@ -19749,10 +19749,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - 3x2 Matrix for 2D transforms. + 3x2 Matrix for 2D transforms. - 3x2 Matrix for 2D transforms. + 3x2 Matrix for 2D transforms. @@ -19901,17 +19901,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Special button that brings up a [PopupMenu] when clicked. + Special button that brings up a [PopupMenu] when clicked. - Special button that brings up a [PopupMenu] when clicked. That's pretty much all it does, as it's just a helper class when building GUIs. + Special button that brings up a [PopupMenu] when clicked. That's pretty much all it does, as it's just a helper class when building GUIs. - Return the [PopupMenu] contained in this button. + Return the [PopupMenu] contained in this button. @@ -19950,10 +19950,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A [Resource] that contains vertex-array based geometry. + A [Resource] that contains vertex-array based geometry. - Mesh is a type of [Resource] that contains vertex-array based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. + Mesh is a type of [Resource] that contains vertex-array based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. @@ -19972,7 +19972,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a new surface ([method get_surface_count] that will become surf_idx for this. + Create a new surface ([method get_surface_count] that will become surf_idx for this. Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles). The format of a surface determines which arrays it will allocate and hold, so "format" is a combination of ARRAY_FORMAT_* mask constants ORed together. ARRAY_FORMAT_VERTEX must be always present. "array_len" determines the amount of vertices in the array (not primitives!). if ARRAY_FORMAT_INDEX is in the format mask, then it means that an index array will be allocated and "index_array_len" must be passed. @@ -20015,7 +20015,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the amount of surfaces that the [Mesh] holds. + Return the amount of surfaces that the [Mesh] holds. @@ -20040,7 +20040,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the length in indices of the index array in the requested surface (see [method add_surface]). + Return the length in indices of the index array in the requested surface (see [method add_surface]). @@ -20049,7 +20049,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the length in vertices of the vertex array in the requested surface (see [method add_surface]). + Return the length in vertices of the vertex array in the requested surface (see [method add_surface]). @@ -20058,7 +20058,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the format mask of the requested surface (see [method add_surface]). + Return the format mask of the requested surface (see [method add_surface]). @@ -20067,7 +20067,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a [Material] in a given surface. Surface is rendered using this material. + Return a [Material] in a given surface. Surface is rendered using this material. @@ -20084,14 +20084,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the primitive type of the requested surface (see [method add_surface]). + Return the primitive type of the requested surface (see [method add_surface]). - Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down. + Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down. @@ -20100,7 +20100,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set a [Material] for a given surface. Surface will be rendered using this material. + Set a [Material] for a given surface. Surface will be rendered using this material. @@ -20498,10 +20498,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Node that instances meshes into a scenario. + Node that instances meshes into a scenario. - MeshInstance is a [Node] that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead. + MeshInstance is a [Node] that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead. @@ -20510,21 +20510,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - This helper creates a [StaticBody] child [Node] using the mesh geometry as collision. It's mainly used for testing. + This helper creates a [StaticBody] child [Node] using the mesh geometry as collision. It's mainly used for testing. - Return the AABB of the mesh, in local coordinates. + Return the AABB of the mesh, in local coordinates. - Return the current [Mesh] resource for the instance. + Return the current [Mesh] resource for the instance. @@ -20537,7 +20537,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the [Mesh] resource for the instance. + Set the [Mesh] resource for the instance. @@ -20552,29 +20552,29 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Library of meshes. + Library of meshes. - Library of meshes. Contains a list of [Mesh] resources, each with name and ID. Useful for GridMap or painting Terrain. + Library of meshes. Contains a list of [Mesh] resources, each with name and ID. Useful for GridMap or painting Terrain. - Clear the library. + Clear the library. - Create a new item in the library, supplied an id. + Create a new item in the library, supplied an id. - Return the list of items. + Return the list of items. @@ -20583,7 +20583,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the mesh of the item. + Return the mesh of the item. @@ -20592,7 +20592,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the name of the item. + Return the name of the item. @@ -20615,14 +20615,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get an unused id for a new item. + Get an unused id for a new item. - Remove the item. + Remove the item. @@ -20631,7 +20631,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the mesh of the item. + Set the mesh of the item. @@ -20640,7 +20640,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the name of the item. + Set the name of the item. @@ -20665,10 +20665,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Provides high performance mesh instancing. + Provides high performance mesh instancing. - MultiMesh provides low level mesh instancing. If the amount of [Mesh] instances needed goes from hundreds to thousands (and most need to be visible at close proximity) creating such a large amount of [MeshInstance] nodes may affect performance by using too much CPU or video memory. + MultiMesh provides low level mesh instancing. If the amount of [Mesh] instances needed goes from hundreds to thousands (and most need to be visible at close proximity) creating such a large amount of [MeshInstance] nodes may affect performance by using too much CPU or video memory. For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead. 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). Since instances may have any behavior, the AABB used for visibility must be provided by the user, or generated with [method generate_aabb]. @@ -20676,14 +20676,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Generate a new visibility AABB, using mesh AABB and instance transforms. Since instance information is stored in the [VisualServer], this function is VERY SLOW and must NOT be used often. + Generate a new visibility AABB, using mesh AABB and instance transforms. Since instance information is stored in the [VisualServer], this function is VERY SLOW and must NOT be used often. - Return the visibility AABB. + Return the visibility AABB. @@ -20692,14 +20692,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get the color of a specific instance. + Get the color of a specific instance. - Return the amount of instances that is going to be drawn. + Return the amount of instances that is going to be drawn. @@ -20708,21 +20708,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the transform of a specific instance. + Return the transform of a specific instance. - Return the [Mesh] resource drawn as multiple instances. + Return the [Mesh] resource drawn as multiple instances. - Set the visibility AABB. If not provided, MultiMesh will not be visible. + Set the visibility AABB. If not provided, MultiMesh will not be visible. @@ -20731,14 +20731,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the color of a specific instance. + Set the color of a specific instance. - Set the amount of instances that is going to be drawn. Changing this number will erase all the existing instance transform and color data. + Set the amount of instances that is going to be drawn. Changing this number will erase all the existing instance transform and color data. @@ -20747,14 +20747,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the transform for a specific instance. + Set the transform for a specific instance. - Set the [Mesh] resource to be drawn in multiple instances. + Set the [Mesh] resource to be drawn in multiple instances. @@ -20763,24 +20763,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Node that instances a [MultiMesh]. + Node that instances a [MultiMesh]. - MultiMeshInstance is a [Node] that takes a [MultiMesh] resource and adds it to the current scenario by creating an instance of it (yes, this is an instance of instances). + MultiMeshInstance is a [Node] that takes a [MultiMesh] resource and adds it to the current scenario by creating an instance of it (yes, this is an instance of instances). - Return the [MultiMesh] that is used for instancing. + Return the [MultiMesh] that is used for instancing. - Set the [MultiMesh] to be instance. + Set the [MultiMesh] to be instance. @@ -20789,27 +20789,27 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A synchronization Mutex. + A synchronization Mutex. - A synchronization Mutex. Element used in multi-threadding. Basically a binary [Semaphore]. Guarantees that only one thread has this lock, can be used to protect a critical section. + A synchronization Mutex. Element used in multi-threadding. Basically a binary [Semaphore]. Guarantees that only one thread has this lock, can be used to protect a critical section. - Lock this [Mutex], blocks until it is unlocked by the current owner. + Lock this [Mutex], blocks until it is unlocked by the current owner. - Try locking this [Mutex], does not block. Returns [OK] on success else [ERR_BUSY]. + Try locking this [Mutex], does not block. Returns [OK] on success else [ERR_BUSY]. - Unlock this [Mutex], leaving it to others threads. + Unlock this [Mutex], leaving it to others threads. @@ -21366,10 +21366,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Base class for all the "Scene" elements. + Base class for all the "Scene" elements. - Nodes can be set as children of other nodes, resulting in a tree arrangement. Any tree of nodes is called a "Scene". + Nodes can be set as children of other nodes, resulting in a tree arrangement. Any tree of nodes is called a "Scene". Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects. [SceneTree] contains the "active" tree of nodes, and a node becomes active (receiving NOTIFICATION_ENTER_SCENE) when added to that tree. A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two children with the same name can exist. @@ -21392,40 +21392,40 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Called for fixed processing (synced to the physics). + Called for fixed processing (synced to the physics). - Called when any input happens (also must enable with [method set_process_input] or the property). + Called when any input happens (also must enable with [method set_process_input] or the property). - Called for processing. This is called every frame, with the delta time from the previous frame. + Called for processing. This is called every frame, with the delta time from the previous frame. - Called when ready (entered scene and children entered too). + Called when ready (entered scene and children entered too). - Called when any input happens that was not handled by something else (also must enable with [method set_process_unhandled_input] or the property). + Called when any input happens that was not handled by something else (also must enable with [method set_process_unhandled_input] or the property). - Called when any key input happens that was not handled by something else. + Called when any key input happens that was not handled by something else. @@ -21434,7 +21434,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add a child [Node]. Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node. + Add a child [Node]. Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node. The optional boolean argument enforces creating child node with human-readable names, based on the name of node being instanced instead of its type only. @@ -21444,14 +21444,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies", "Collectables", etc. A [Node] can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see [method is_inside_tree]). + Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies", "Collectables", etc. A [Node] can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see [method is_inside_tree]). - Return true if the node can process. + Return true if the node can process. @@ -21472,7 +21472,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Find a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names. + Find a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names. @@ -21481,14 +21481,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a children node by it's index (see [method get_child_count]). This method is often used for iterating all children of a node. + Return a children node by it's index (see [method get_child_count]). This method is often used for iterating all children of a node. - Return the amount of children nodes. + Return the amount of children nodes. @@ -21501,14 +21501,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a filename that may be containedA node can contained by the node. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded (see [method set_filename]). + Return a filename that may be containedA node can contained by the node. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded (see [method set_filename]). - Return the time elapsed since the last fixed frame. This is always the same in fixed processing unless the frames per second is changed in [OS]. + Return the time elapsed since the last fixed frame. This is always the same in fixed processing unless the frames per second is changed in [OS]. @@ -21521,14 +21521,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get the node index in the parent (assuming it has a parent). + Get the node index in the parent (assuming it has a parent). - Return the name of the [Node]. Name is be unique within parent. + Return the name of the [Node]. Name is be unique within parent. @@ -21537,7 +21537,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Fetch a node. NodePath must be valid (or else error will occur) and can be either the path to child node, a relative path (from the current node to another node), or an absolute path to a node. + Fetch a node. NodePath must be valid (or else error will occur) and can be either the path to child node, a relative path (from the current node to another node), or an absolute path to a node. Note: fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]). Examples. Assume your current node is Character and following tree:[br] root/ root/Character @@ -21567,21 +21567,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get the node owner (see [method set_owner]). + Get the node owner (see [method set_owner]). - Return the parent [Node] of the current [Node], or an empty Object if the node lacks a parent. + Return the parent [Node] of the current [Node], or an empty Object if the node lacks a parent. - Return the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]). + Return the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]). @@ -21590,7 +21590,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or else the function will fail. + Return the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or else the function will fail. @@ -21609,7 +21609,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the time elapsed (in seconds) since the last process callback. This is almost always different each time. + Return the time elapsed (in seconds) since the last process callback. This is almost always different each time. @@ -21652,7 +21652,7 @@ 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]. + Return [i]true[/i] if the "node" argument is a direct or indirect child of the current node, otherwise return [i]false[/i]. @@ -21665,7 +21665,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if fixed processing is enabled (see [method set_fixed_process]). + Return true if fixed processing is enabled (see [method set_fixed_process]). @@ -21674,7 +21674,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return [i]true[/i] if "node" occurs later in the scene hierarchy than the current node, otherwise return [i]false[/i]. + Return [i]true[/i] if "node" occurs later in the scene hierarchy than the current node, otherwise return [i]false[/i]. @@ -21695,21 +21695,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return whether processing is enabled in the current node (see [method set_process]). + Return whether processing is enabled in the current node (see [method set_process]). - Return true if the node is processing input (see [method set_process_input]). + Return true if the node is processing input (see [method set_process_input]). - Return true if the node is processing unhandled input (see [method set_process_unhandled_input]). + Return true if the node is processing unhandled input (see [method set_process_unhandled_input]). @@ -21724,7 +21724,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful. + Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful. @@ -21733,14 +21733,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Print the scene to stdout. Used mainly for debugging purposes. + Print the scene to stdout. Used mainly for debugging purposes. - Notify the current node and all its children recursively by calling notification() in all of them. + Notify the current node and all its children recursively by calling notification() in all of them. @@ -21749,26 +21749,26 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Move this node to the top of the array of nodes of the parent node. This is often useful on GUIs ([Control]), because their order of drawing fully depends on their order in the tree. + Move this node to the top of the array of nodes of the parent node. This is often useful on GUIs ([Control]), because their order of drawing fully depends on their order in the tree. - Remove a node and set all its children as children of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed. + Remove a node and set all its children as children of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed. - Remove a child [Node]. Node is NOT deleted and will have to be deleted manually. + Remove a child [Node]. Node is NOT deleted and will have to be deleted manually. - Remove a node from a group. + Remove a node from a group. @@ -21777,7 +21777,7 @@ 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. + Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost. @@ -21790,28 +21790,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A node can contain a filename. This filename should not be changed by the user, unless writing editors and tools. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded. + A node can contain a filename. This filename should not be changed by the user, unless writing editors and tools. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded. - Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60 fps, check [OS] to change that) interval (and the [method _fixed_process] callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [method get_fixed_process_delta_time]. + Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60 fps, check [OS] to change that) interval (and the [method _fixed_process] callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [method get_fixed_process_delta_time]. - Set the name of the [Node]. Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed. + Set the name of the [Node]. Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed. - Set the node owner. A node can have any other node as owner (as long as a valid parent, grandparent, etc ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows to create complex SceneTrees, with instancing and subinstancing. + Set the node owner. A node can have any other node as owner (as long as a valid parent, grandparent, etc ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows to create complex SceneTrees, with instancing and subinstancing. @@ -21824,21 +21824,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [method _process] callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [method get_process_delta_time]. + Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [method _process] callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [method get_process_delta_time]. - Enable input processing for node. This is not required for GUI controls! It hooks up the node to receive all input (see [method _input]). + Enable input processing for node. This is not required for GUI controls! It hooks up the node to receive all input (see [method _input]). - Enable unhandled input processing for node. This is not required for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a [Control]). (see [method _unhandled_input]). + Enable unhandled input processing for node. This is not required for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a [Control]). (see [method _unhandled_input]). @@ -21865,7 +21865,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Emitted when the node is renamed. + Emitted when the node is renamed. @@ -21909,17 +21909,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Base node for 2D system. + Base node for 2D system. - Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierarchies for animation and positioning. + Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierarchies for animation and positioning. - Set the pivot position of the 2D node to 'pivot' value. This method is implemented only in some nodes that inherit Node2D. + Set the pivot position of the 2D node to 'pivot' value. This method is implemented only in some nodes that inherit Node2D. @@ -21928,21 +21928,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the rotation angle in radians needed for the 2d node to point at 'point' position. + Return the rotation angle in radians needed for the 2d node to point at 'point' position. - Return the global position of the 2D node. + Return the global position of the 2D node. - Return the position of the 2D node. + Return the position of the 2D node. @@ -21951,14 +21951,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the transform [Matrix32] calculated relatively to the parent of this 2D node. + Return the transform [Matrix32] calculated relatively to the parent of this 2D node. - Return the rotation of the 2D node. + Return the rotation of the 2D node. @@ -21971,35 +21971,35 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the scale of the 2D node. + Return the scale of the 2D node. - Return the Z-index of the 2D node. + Return the Z-index of the 2D node. - Apply a global translation of 'offset' to the 2D node, starting from its current global position. + Apply a global translation of 'offset' to the 2D node, starting from its current global position. - Return true if the Z-index value of this 2D node is relative to its parent's. Else, return false. + Return true if the Z-index value of this 2D node is relative to its parent's. Else, return false. - Rotate the 2d node so it points at 'point' position. + Rotate the 2d node so it points at 'point' position. @@ -22008,7 +22008,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Apply a local translation on X axis to the 2D node according to the 'delta' of the process. If 'scaled' is false, the movement is normalized. + Apply a local translation on X axis to the 2D node according to the 'delta' of the process. If 'scaled' is false, the movement is normalized. @@ -22017,91 +22017,91 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Apply a local translation on Y axis to the 2D node according to the 'delta' of the process. If 'scaled' is false, the movement is normalized. + Apply a local translation on Y axis to the 2D node according to the 'delta' of the process. If 'scaled' is false, the movement is normalized. - Apply a 'radians' rotation to the 2D node, starting from its current rotation. + Apply a 'radians' rotation to the 2D node, starting from its current rotation. - Apply the 'ratio' scale to the 2D node, according to its current scale value. + Apply the 'ratio' scale to the 2D node, according to its current scale value. - Set the global position of the 2D node to 'pos'. + Set the global position of the 2D node to 'pos'. - Set the global transform [Matrix32] of the 2D node. + Set the global transform [Matrix32] of the 2D node. - Set the position of the 2D node. + Set the position of the 2D node. - Set the rotation of the 2D node. + Set the rotation of the 2D node. - Set the rotation of the 2D node. + Set the rotation of the 2D node. - Set the scale of the 2D node. + Set the scale of the 2D node. - Set the local transform [Matrix32] of the 2D node. + Set the local transform [Matrix32] of the 2D node. - Set the Z-index value of the 2D node. + Set the Z-index value of the 2D node. - Set the Z-index value as relative to the parent node of this 2D node. Thus, if this 2D node's Z-index value is 2 and its parent's effective Z-index is 3, then the effective Z-index value of this 2D node would be 3 + 2 = 5. + Set the Z-index value as relative to the parent node of this 2D node. Thus, if this 2D node's Z-index value is 2 and its parent's effective Z-index is 3, then the effective Z-index value of this 2D node would be 3 + 2 = 5. - Apply a local translation of 'offset' to the 2D node, starting from its current local position. + Apply a local translation of 'offset' to the 2D node, starting from its current local position. @@ -22110,10 +22110,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Pre-parsed scene tree path. + Pre-parsed scene tree path. - A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name. + A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name. You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. A [NodePath] is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource. @@ -22124,7 +22124,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent. + Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent. @@ -22133,21 +22133,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]) + Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]) - Get the number of node names which make up the path. + Get the number of node names which make up the path. - Get the path's property name, or an empty string if the path doesn't have a property. + Get the path's property name, or an empty string if the path doesn't have a property. @@ -22156,28 +22156,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get the resource name indicated by [code]idx[/code] (0 to [method get_subname_count]) + Get the resource name indicated by [code]idx[/code] (0 to [method get_subname_count]) - Get the number of resource names in the path. + Get the number of resource names in the path. - Return true if the node path is absolute (not relative). + Return true if the node path is absolute (not relative). - Return true if the node path is empty. + Return true if the node path is empty. @@ -22186,10 +22186,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Operating System functions. + Operating System functions. - Operating System functions. OS Wraps the most common functionality to communicate with the host Operating System, such as: + Operating System functions. OS Wraps the most common functionality to communicate with the host Operating System, such as: -Mouse Grabbing -Mouse Cursors -Clipboard @@ -22213,7 +22213,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if the host OS allows drawing. + Return true if the host OS allows drawing. @@ -22226,14 +22226,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Delay executing of the current thread by given milliseconds. + Delay executing of the current thread by given milliseconds. - Delay executing of the current thread by given microseconds. + Delay executing of the current thread by given microseconds. @@ -22260,7 +22260,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Execute the binary file in given path, optionally blocking until it returns. A process ID is returned. + Execute the binary file in given path, optionally blocking until it returns. A process ID is returned. @@ -22281,21 +22281,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get clipboard from the host OS. + Get clipboard from the host OS. - Return the commandline passed to the engine. + Return the commandline passed to the engine. - Returns the current screen index (0 padded). + Returns the current screen index (0 padded). @@ -22308,7 +22308,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the absolute directory path of user data path([user://]). + Return the absolute directory path of user data path([user://]). @@ -22317,7 +22317,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns current date as a dictionary of keys: year, month, day, weekday, dst (daylight savings time). + Returns current date as a dictionary of keys: year, month, day, weekday, dst (daylight savings time). @@ -22326,7 +22326,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (daylight savings time), hour, minute, second. + Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (daylight savings time), hour, minute, second. @@ -22335,7 +22335,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get a dictionary of time values when given epoch time. + Get a dictionary of time values when given epoch time. Dictionary Time values will be a union of values from [method get_time] and [method get_date] dictionaries (with the exception of dst = day light standard time, as it cannot be determined from epoch). @@ -22343,7 +22343,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the total amount of dynamic memory used (only works in debug). + Return the total amount of dynamic memory used (only works in debug). @@ -22352,28 +22352,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return an environment variable. + Return an environment variable. - Return the path to the current engine executable. + Return the path to the current engine executable. - Return the total amount of frames drawn. + Return the total amount of frames drawn. - Returns the frames per second of the running game. + Returns the frames per second of the running game. @@ -22382,28 +22382,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the list of fullscreen modes. + Return the list of fullscreen modes. - Return the amount of fixed iterations per second (for fixed process and physics). + Return the amount of fixed iterations per second (for fixed process and physics). - Return the host OS locale. + Return the host OS locale. - Return the main loop object (see [MainLoop]). + Return the main loop object (see [MainLoop]). @@ -22416,21 +22416,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the name of the host OS. Possible values are: "Android", "BlackBerry 10", "Flash", "Haiku", "iOS", "HTML5", "OSX", "Server", "Windows", "WinRT", "X11" + Return the name of the host OS. Possible values are: "Android", "BlackBerry 10", "Flash", "Haiku", "iOS", "HTML5", "OSX", "Server", "Windows", "WinRT", "X11" - Returns the game process ID + Returns the game process ID - Returns the number of cores available in the host machine. + Returns the number of cores available in the host machine. @@ -22445,7 +22445,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the number of displays attached to the host machine + Returns the number of displays attached to the host machine @@ -22460,7 +22460,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the current screen orientation, the return value will be one of the SCREEN_ORIENTATION constants in this class. + Returns the current screen orientation, the return value will be one of the SCREEN_ORIENTATION constants in this class. @@ -22477,7 +22477,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the dimensions in pixels of the specified screen. + Returns the dimensions in pixels of the specified screen. @@ -22490,7 +22490,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the max amount of static memory used (only works in debug). + Return the max amount of static memory used (only works in debug). @@ -22523,7 +22523,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the amount of time passed in milliseconds since the engine started. + Return the amount of time passed in milliseconds since the engine started. @@ -22532,7 +22532,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns current time as a dictionary of keys: hour, minute, second + Returns current time as a dictionary of keys: hour, minute, second @@ -22557,7 +22557,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the current unix timestamp. + Return the current unix timestamp. @@ -22566,7 +22566,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get an epoch time value from a dictionary of time values. + Get an epoch time value from a dictionary of time values. [code]datetime[/code] must be populated with the following keys: year, month, day, hour, minute, second. You can pass the output from [method get_datetime_from_unix_time] directly into this function. Daylight savings time (dst), if present, is ignored. @@ -22577,21 +22577,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the current video mode size. + Return the current video mode size. - Returns the window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right. + Returns the window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right. - Returns the size of the window (without counting window manager decorations). + Returns the size of the window (without counting window manager decorations). @@ -22600,7 +22600,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if an environment variable exists. + Return true if an environment variable exists. @@ -22619,14 +22619,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if low cpu usage mode is enabled. + Return true if low cpu usage mode is enabled. - Returns whether the screen is being kept on or not. + Returns whether the screen is being kept on or not. @@ -22647,7 +22647,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if the engine was executed with -v (verbose stdout). + Return true if the engine was executed with -v (verbose stdout). @@ -22656,7 +22656,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if the current video mode is fullscreen. + Return true if the current video mode is fullscreen. @@ -22665,7 +22665,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if the window is resizable. + Return true if the window is resizable. @@ -22678,28 +22678,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns whether the window is in fullscreen mode or not. + Returns whether the window is in fullscreen mode or not. - Return true if the window is maximized. + Return true if the window is maximized. - Return true if the window is minimized. + Return true if the window is minimized. - Returns whether the window is resizable or not. + Returns whether the window is resizable or not. @@ -22708,7 +22708,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Kill a process ID (this method can be used to kill processes that were not spawned by the game). + Kill a process ID (this method can be used to kill processes that were not spawned by the game). @@ -22775,7 +22775,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set clipboard to the OS. + Set clipboard to the OS. @@ -22794,28 +22794,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the amount of fixed iterations per second (for fixed process and physics). + Set the amount of fixed iterations per second (for fixed process and physics). - Set keep screen on if true, or goes to sleep by device setting if false. (for Android/iOS) + Set keep screen on if true, or goes to sleep by device setting if false. (for Android/iOS) - Set to true to enable the low cpu usage mode. In this mode, the screen only redraws when there are changes, and a considerable sleep time is inserted between frames. This way, editors using the engine UI only use very little cpu. + Set to true to enable the low cpu usage mode. In this mode, the screen only redraws when there are changes, and a considerable sleep time is inserted between frames. This way, editors using the engine UI only use very little cpu. - Sets the current screen orientation, the argument value must be one of the SCREEN_ORIENTATION constants in this class. + Sets the current screen orientation, the argument value must be one of the SCREEN_ORIENTATION constants in this class. @@ -22836,7 +22836,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Speeds up or slows down the physics by changing the delta variable. (delta * time_scale) + Speeds up or slows down the physics by changing the delta variable. (delta * time_scale) @@ -22861,56 +22861,56 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Change the video mode. + Change the video mode. - Sets window fullscreen mode to the [i]enabled[/i] argument, [i]enabled[/i] is a toggle for the fullscreen mode, calling the function with [i]enabled[/i] true when the screen is not on fullscreen mode will cause the screen to go to fullscreen mode, calling the function with [i]enabled[/i] false when the screen is in fullscreen mode will cause the window to exit the fullscreen mode. + Sets window fullscreen mode to the [i]enabled[/i] argument, [i]enabled[/i] is a toggle for the fullscreen mode, calling the function with [i]enabled[/i] true when the screen is not on fullscreen mode will cause the screen to go to fullscreen mode, calling the function with [i]enabled[/i] false when the screen is in fullscreen mode will cause the window to exit the fullscreen mode. - Set the window size to maximized. + Set the window size to maximized. - Set whether the window is minimized. + Set whether the window is minimized. - Sets the position of the window to the specified position (this function could be restricted by the window manager, meaning that there could be some unreachable areas of the screen). + Sets the position of the window to the specified position (this function could be restricted by the window manager, meaning that there could be some unreachable areas of the screen). - Set the window resizable state, if the window is not resizable it will preserve the dimensions specified in the project settings. + Set the window resizable state, if the window is not resizable it will preserve the dimensions specified in the project settings. - Sets the window size to the specified size. + Sets the window size to the specified size. - Sets the window title to the specified string. + Sets the window title to the specified string. @@ -22995,10 +22995,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Base class for all non built-in types. + Base class for all non built-in types. - Base class for all non built-in types. Everything not a built-in type starts the inheritance chain from this class. + Base class for all non built-in types. Everything not a built-in type starts the inheritance chain from this class. Objects do not manage memory, if inheriting from one the object will most likely have to be deleted manually (call the [method free] function from the script or delete from C++). Some derivates add memory management, such as [Reference] (which keeps a reference count and deletes itself automatically when no longer referenced) and [Node], which deletes the children tree when deleted. Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them. @@ -23011,21 +23011,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Deprecated, will go away. + Deprecated, will go away. - Return a property, return null if the property does not exist. + Return a property, return null if the property does not exist. - Return the property list, array of dictionaries, dictionaries must contain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals). + Return the property list, array of dictionaries, dictionaries must contain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals). @@ -23036,7 +23036,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Notification request, the notification id is received. + Notification request, the notification id is received. @@ -23045,7 +23045,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set a property. Return true if the property was found. + Set a property. Return true if the property was found. @@ -23054,7 +23054,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add a user signal (can be added anytime). Arguments are optional, but can be added as an array of dictionaries, each containing "name" and "type" (from [@Global Scope] TYPE_*). + Add a user signal (can be added anytime). Arguments are optional, but can be added as an array of dictionaries, each containing "name" and "type" (from [@Global Scope] TYPE_*). @@ -23081,7 +23081,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Call a function in the object, result is returned. + Call a function in the object, result is returned. @@ -23098,7 +23098,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Create and store a function in the object. The call will take place on idle time. + Create and store a function in the object. The call will take place on idle time. @@ -23115,7 +23115,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if this object can translate strings. + Return true if this object can translate strings. @@ -23132,7 +23132,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Connect a signal to a method at a target (member function). Binds are optional and are passed as extra arguments to the call. Flags specify optional deferred or one shot connections, see enum CONNECT_*. A signal can only be connected once to a method, and it will throw an error if already connected. If you want to avoid this, use [method is_connected] to check. + Connect a signal to a method at a target (member function). Binds are optional and are passed as extra arguments to the call. Flags specify optional deferred or one shot connections, see enum CONNECT_*. A signal can only be connected once to a method, and it will throw an error if already connected. If you want to avoid this, use [method is_connected] to check. @@ -23143,7 +23143,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Disconnect a signal from a method. + Disconnect a signal from a method. @@ -23160,7 +23160,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Emit a signal. Arguments are passed in an array. + Emit a signal. Arguments are passed in an array. @@ -23171,28 +23171,28 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Get a property from the object. + Get a property from the object. - Return the instance ID. All objects have a unique instance ID. + Return the instance ID. All objects have a unique instance ID. - Return a metadata from the object. + Return a metadata from the object. - Return the list of metadata in the object. + Return the list of metadata in the object. @@ -23205,14 +23205,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the list of properties as an array of dictionaries, dictionaries contain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals). + Return the list of properties as an array of dictionaries, dictionaries contain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals). - Return the object script (or null if it doesn't have one). + Return the object script (or null if it doesn't have one). @@ -23227,14 +23227,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the list of signals as an array of dictionaries. + Return the list of signals as an array of dictionaries. - Return the type of the object as a string. + Return the type of the object as a string. @@ -23243,7 +23243,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if a metadata is found with the requested name. + Return true if a metadata is found with the requested name. @@ -23266,7 +23266,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if signal emission blocking is enabled. + Return true if signal emission blocking is enabled. @@ -23279,7 +23279,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return true if a connection exists for a given signal and target/method. + Return true if a connection exists for a given signal and target/method. @@ -23294,7 +23294,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Check the type of the object against a string (including inheritance). + Check the type of the object against a string (including inheritance). @@ -23303,7 +23303,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Notify the object of something. + Notify the object of something. @@ -23316,21 +23316,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set property into the object. + Set property into the object. - If set to true, signal emission is blocked. + If set to true, signal emission is blocked. - Set true if this object can translate strings (in calls to tr() ). Default is true. + Set true if this object can translate strings (in calls to tr() ). Default is true. @@ -23339,14 +23339,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set a metadata into the object. Metadata is serialized. Metadata can be [i]anything[/i]. + Set a metadata into the object. Metadata is serialized. Metadata can be [i]anything[/i]. - Set a script into the object, scripts extend the object functionality. + Set a script into the object, scripts extend the object functionality. @@ -23355,7 +23355,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Translate a message. Only works in message translation is enabled (which is by default). See [method set_message_translation]. + Translate a message. Only works in message translation is enabled (which is by default). See [method set_message_translation]. @@ -23437,10 +23437,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - OmniDirectional Light, such as a light bulb or a candle. + OmniDirectional Light, such as a light bulb or a candle. - An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of an omnilight. + An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of an omnilight. @@ -23449,10 +23449,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Button control that provides selectable options when pressed. + Button control that provides selectable options when pressed. - OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text. + OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text. @@ -23463,7 +23463,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add an item, with a "texture" icon, text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end. + Add an item, with a "texture" icon, text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end. @@ -23472,17 +23472,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Add an item, with text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end. + Add an item, with text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end. - Add a separator to the list of items. Separators help to group items. Separator also takes up an index and is appended at the end. + Add a separator to the list of items. Separators help to group items. Separator also takes up an index and is appended at the end. - Clear all the items in the [OptionButton]. + Clear all the items in the [OptionButton]. @@ -23491,14 +23491,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the ID of the item at index "idx". + Return the ID of the item at index "idx". - Return the amount of items in the OptionButton. + Return the amount of items in the OptionButton. @@ -23507,7 +23507,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the icon of the item at index "idx". + Return the icon of the item at index "idx". @@ -23522,14 +23522,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the text of the item at index "idx". + Return the text of the item at index "idx". - Return the current item index + Return the current item index @@ -23560,7 +23560,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Select an item by index and make it the current item. + Select an item by index and make it the current item. @@ -23569,7 +23569,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the ID of an item at index "idx". + Set the ID of an item at index "idx". @@ -23586,7 +23586,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the icon of an item at index "idx". + Set the icon of an item at index "idx". @@ -23603,7 +23603,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the text of an item at index "idx". + Set the text of an item at index "idx". @@ -23612,7 +23612,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - This signal is emitted when the current item was changed by the user. ID of the item selected is passed as argument (if no IDs were added, ID will be just the item index). + This signal is emitted when the current item was changed by the user. ID of the item selected is passed as argument (if no IDs were added, ID will be just the item index). @@ -23687,10 +23687,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Optimized translation. + Optimized translation. - Optimized translation. Uses real-time compressed translations, which results in very small dictionaries. + Optimized translation. Uses real-time compressed translations, which results in very small dictionaries. @@ -23747,7 +23747,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - TODO: explain ownership, and that node does not need to own itself + TODO: explain ownership, and that node does not need to own itself @@ -23776,7 +23776,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Pack will ignore any sub-nodes not owned by given node. See [method Node.set_owner]. + Pack will ignore any sub-nodes not owned by given node. See [method Node.set_owner]. @@ -23785,38 +23785,38 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Abstraction and base class for packet-based protocols. + Abstraction and base class for packet-based protocols. - PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low level bytes or having to worry about network ordering. + PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low level bytes or having to worry about network ordering. - Return the number of packets currently available in the ring-buffer. + Return the number of packets currently available in the ring-buffer. - Get a raw packet. + Get a raw packet. - Return the error state of the last packet received (via [method get_packet] and [method get_var]). + Return the error state of the last packet received (via [method get_packet] and [method get_var]). - Get a Variant. + Get a Variant. @@ -23825,7 +23825,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Send a raw packet. + Send a raw packet. @@ -23834,7 +23834,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Send a Variant as a packet. + Send a Variant as a packet. @@ -23843,17 +23843,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Wrapper to use a PacketPeer over a StreamPeer. + Wrapper to use a PacketPeer over a StreamPeer. - PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly. + PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly. - Set the StreamPeer object to be wrapped + Set the StreamPeer object to be wrapped @@ -23862,43 +23862,43 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - UDP packet peer. + UDP packet peer. - UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s. + UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s. - Close the UDP socket the [PacketPeerUDP] is currently listening on. + Close the UDP socket the [PacketPeerUDP] is currently listening on. - Return the address of the remote peer(as a 32bit integer) that sent the last packet(that was received with [method get_packet] or [method get_var]). + Return the address of the remote peer(as a 32bit integer) that sent the last packet(that was received with [method get_packet] or [method get_var]). - Return the IP of the remote peer that sent the last packet(that was received with [method get_packet] or [method get_var]). + Return the IP of the remote peer that sent the last packet(that was received with [method get_packet] or [method get_var]). - Return the port of the remote peer that sent the last packet(that was received with [method get_packet] or [method get_var]). + Return the port of the remote peer that sent the last packet(that was received with [method get_packet] or [method get_var]). - Return whether this [PacketPeerUDP] is listening. + Return whether this [PacketPeerUDP] is listening. @@ -23909,7 +23909,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Make this [PacketPeerUDP] listen on the "port" using a buffer size "recv_buf_size". Listens on all available adresses. + Make this [PacketPeerUDP] listen on the "port" using a buffer size "recv_buf_size". Listens on all available adresses. @@ -23920,14 +23920,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the destination address and port for sending packets and variables, a hostname will be resolved if valid. + Set the destination address and port for sending packets and variables, a hostname will be resolved if valid. - Wait for a packet to arrive on the listening port, see [method listen]. + Wait for a packet to arrive on the listening port, see [method listen]. @@ -23936,10 +23936,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Provides an opaque background for [Control] children. + Provides an opaque background for [Control] children. - Panel is a [Control] that displays an opaque background. It's commonly used as a parent and container for other types of [Control] nodes. + Panel is a [Control] that displays an opaque background. It's commonly used as a parent and container for other types of [Control] nodes. @@ -23956,10 +23956,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Panel container type. + Panel container type. - Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. + Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. @@ -23972,38 +23972,38 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A node used to create a parallax scrolling background. + A node used to create a parallax scrolling background. - A ParallaxBackground will use one or more [ParallaxLayer] nodes to create a parallax scrolling background. Each [ParallaxLayer] can be set to move at different speeds relative to the camera movement, this can be used to create an illusion of depth in a 2D game. + A ParallaxBackground will use one or more [ParallaxLayer] nodes to create a parallax scrolling background. Each [ParallaxLayer] can be set to move at different speeds relative to the camera movement, this can be used to create an illusion of depth in a 2D game. - Return the beginning limit. + Return the beginning limit. - Return the ending limit. + Return the ending limit. - Return the base offset. + Return the base offset. - Return the base motion scale. + Return the base motion scale. @@ -24016,42 +24016,42 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return ignoring camera zoom. + Return ignoring camera zoom. - Set to true for all child [ParallaxLayer] nodes to not be affected by the zoom level of the camera. + Set to true for all child [ParallaxLayer] nodes to not be affected by the zoom level of the camera. - Set the left and top limits in pixels for scrolling to begin. If the camera is outside of this limit the background will not continue to scroll. If an axis is greater than or equal to the corresponding axis of limit_end, then it will not limit scrolling for that axis. + Set the left and top limits in pixels for scrolling to begin. If the camera is outside of this limit the background will not continue to scroll. If an axis is greater than or equal to the corresponding axis of limit_end, then it will not limit scrolling for that axis. - Set the right and bottom limits in pixels for scrolling to end. If the camera is outside of this limit the background will not continue to scroll. If an axis is less than or equal to the corresponding axis of limit_begin, then it will not limit scrolling for that axis. + Set the right and bottom limits in pixels for scrolling to end. If the camera is outside of this limit the background will not continue to scroll. If an axis is less than or equal to the corresponding axis of limit_begin, then it will not limit scrolling for that axis. - Set the base offset in pixels of all children [ParallaxLayer] nodes. + Set the base offset in pixels of all children [ParallaxLayer] nodes. - Set the base motion scale of all children [ParallaxLayer] nodes. + Set the base motion scale of all children [ParallaxLayer] nodes. @@ -24066,17 +24066,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - A parallax scrolling layer to be used with [ParallaxBackground]. + A parallax scrolling layer to be used with [ParallaxBackground]. - A ParallaxLayer must be the child of a [ParallaxBackground] node. All child nodes will be affected by the parallax scrolling of this layer. + A ParallaxLayer must be the child of a [ParallaxBackground] node. All child nodes will be affected by the parallax scrolling of this layer. - Return the mirroring of the ParallaxLayer. + Return the mirroring of the ParallaxLayer. @@ -24089,14 +24089,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the motion scale of the ParallaxLayer. + Return the motion scale of the ParallaxLayer. - Set the mirroring of the ParallaxLayer. If an axis is set to 0 then that axis will have no mirroring. + Set the mirroring of the ParallaxLayer. If an axis is set to 0 then that axis will have no mirroring. @@ -24109,7 +24109,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the motion scale of the ParallaxLayer. If an axis is set to 0 then it will not move at all, it will stick with the camera. + Set the motion scale of the ParallaxLayer. If an axis is set to 0 then it will not move at all, it will stick with the camera. @@ -24200,17 +24200,17 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Particle system 3D Node + Particle system 3D Node - Particles is a particle system 3D [Node] that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist). + Particles is a particle system 3D [Node] that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist). - Return the total amount of particles in the system. + Return the total amount of particles in the system. @@ -24219,7 +24219,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the color of a color phase. + Return the color of a color phase. @@ -24228,7 +24228,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the position of a color phase (0 to 1). + Return the position of a color phase (0 to 1). @@ -24247,7 +24247,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the half extents for the emission box. + Return the half extents for the emission box. @@ -24266,14 +24266,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the normal vector towards where gravity is pulling (by default, negative Y). + Return the normal vector towards where gravity is pulling (by default, negative Y). - Return the material used to draw particles. + Return the material used to draw particles. @@ -24282,7 +24282,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. + Return the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. @@ -24291,14 +24291,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return a specific variable for the particle system (see VAR_* enum). + Return a specific variable for the particle system (see VAR_* enum). - Return the current visibility AABB. + Return the current visibility AABB. @@ -24311,7 +24311,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the "emitting" property state (see [method set_emitting]). + Return the "emitting" property state (see [method set_emitting]). @@ -24324,7 +24324,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set total amount of particles in the system. + Set total amount of particles in the system. @@ -24333,7 +24333,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the color of a color phase. + Set the color of a color phase. @@ -24342,7 +24342,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the position of a color phase (0 to 1). + Set the position of a color phase (0 to 1). @@ -24361,7 +24361,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the half extents for the emission box. + Set the half extents for the emission box. @@ -24380,14 +24380,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the "emitting" property state. When emitting, the particle system generates new particles at constant rate. + Set the "emitting" property state. When emitting, the particle system generates new particles at constant rate. - Set the normal vector towards where gravity is pulling (by default, negative Y). + Set the normal vector towards where gravity is pulling (by default, negative Y). @@ -24400,7 +24400,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the material used to draw particles. + Set the material used to draw particles. @@ -24409,7 +24409,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. + Set the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. @@ -24424,14 +24424,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Set a specific variable for the particle system (see VAR_* enum). + Set a specific variable for the particle system (see VAR_* enum). - Set the visibility AABB for the particle system, since the default one will not work properly most of the time. + Set the visibility AABB for the particle system, since the default one will not work properly most of the time. @@ -24468,24 +24468,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - 2D Particle emitter + 2D Particle emitter - Particles2D is a particle system 2D [Node] that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist). + Particles2D is a particle system 2D [Node] that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist). - Returns the amount of particles spawned at each emission + Returns the amount of particles spawned at each emission - Returns the tint color for each particle. + Returns the tint color for each particle. @@ -24514,14 +24514,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the [ColorRamp] used to tint each particle + Returns the [ColorRamp] used to tint each particle - Returns the half extents of the emission box. + Returns the half extents of the emission box. @@ -24534,14 +24534,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the particle spawn origin position relative to the emitter. + Returns the particle spawn origin position relative to the emitter. - Returns the amount of seconds during which the emitter will spawn particles + Returns the amount of seconds during which the emitter will spawn particles @@ -24566,7 +24566,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Gets the amount of seconds that each particle will be visible. + Gets the amount of seconds that each particle will be visible. @@ -24575,7 +24575,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the value of the specified emitter parameter + Returns the value of the specified emitter parameter @@ -24590,21 +24590,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns the randomness value of the specified emitter parameter + Returns the randomness value of the specified emitter parameter - Returns the texture for emitted particles + Returns the texture for emitted particles - Returns the emitter time scale + Returns the emitter time scale @@ -24617,7 +24617,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Returns whether this emitter is currently emitting or not + Returns whether this emitter is currently emitting or not @@ -24652,14 +24652,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the amount of particles spawned at each emission + Sets the amount of particles spawned at each emission - Set the tint color for each particle. + Set the tint color for each particle. @@ -24690,14 +24690,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the [ColorRamp] used to tint each particle. Particle will be tinted according to their lifetimes. + Sets the [ColorRamp] used to tint each particle. Particle will be tinted according to their lifetimes. - Sets the half extents of the emission box, particles will be spawned at random inside this box. + Sets the half extents of the emission box, particles will be spawned at random inside this box. @@ -24710,21 +24710,21 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the particle spawn origin position relative to the emitter center. for example if this value is set to (50, 50), the particle will spawn 50 units to the right and 50 units to the bottom of the emitter center. + Sets the particle spawn origin position relative to the emitter center. for example if this value is set to (50, 50), the particle will spawn 50 units to the right and 50 units to the bottom of the emitter center. - Sets the amount of seconds during which the emitter will spawn particles, after the specified seconds the emitter state will be set to non emitting, so calling [method is_emitting] will return false. If the timeout is 0 the emitter will spawn forever. + Sets the amount of seconds during which the emitter will spawn particles, after the specified seconds the emitter state will be set to non emitting, so calling [method is_emitting] will return false. If the timeout is 0 the emitter will spawn forever. - If this is set to true then the particle emitter will emit particles, if its false it will not. + If this is set to true then the particle emitter will emit particles, if its false it will not. @@ -24761,7 +24761,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the amount of seconds that each particle will be visible. + Sets the amount of seconds that each particle will be visible. @@ -24770,7 +24770,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the value of the specified emitter parameter (see the constants secction for the list of parameters) + Sets the value of the specified emitter parameter (see the constants secction for the list of parameters) @@ -24785,7 +24785,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the randomness value of the specified emitter parameter (see the constants secction for the list of parameters), 0 means no randomness, so every particle will have the parameters specified, 1 means that the parameter will be choosen at random, the closer the randomness value gets to 0 the more conservative the variation of the parameter will be. + Sets the randomness value of the specified emitter parameter (see the constants secction for the list of parameters), 0 means no randomness, so every particle will have the parameters specified, 1 means that the parameter will be choosen at random, the closer the randomness value gets to 0 the more conservative the variation of the parameter will be. @@ -24794,14 +24794,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Sets the texture for each particle + Sets the texture for each particle - Sets the increment or decrement for the particle lifetime. for example: if the time scale is set to 2, the particles will die and move twice as fast. + Sets the increment or decrement for the particle lifetime. for example: if the time scale is set to 2, the particles will die and move twice as fast. @@ -24948,24 +24948,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Container for a [Curve3D]. + Container for a [Curve3D]. - This class is a container/Node-ification of a [Curve3D], so it can have [Spatial] properties and [Node] info. + This class is a container/Node-ification of a [Curve3D], so it can have [Spatial] properties and [Node] info. - Returns the [Curve3D] contained. + Returns the [Curve3D] contained. - Sets the [Curve3D]. + Sets the [Curve3D]. @@ -24974,24 +24974,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Container for a [Curve2D]. + Container for a [Curve2D]. - This class is a container/Node-ification of a [Curve2D], so it can have [Node2D] properties and [Node] info. + This class is a container/Node-ification of a [Curve2D], so it can have [Node2D] properties and [Node] info. - Returns the [Curve2D] contained. + Returns the [Curve2D] contained. - Sets the [Curve2D]. + Sets the [Curve2D]. @@ -25000,10 +25000,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Point sampler for a [Path]. + Point sampler for a [Path]. - This node takes its parent [Path], and returns the coordinates of a point within it, given a distance from the first vertex. + This node takes its parent [Path], and returns the coordinates of a point within it, given a distance from the first vertex. It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be descendants of this node. Then, when setting an offset in this node, the descendant nodes will move accordingly. @@ -25011,56 +25011,56 @@ It is useful for making other nodes follow a path, without coding the movement p - This method returns whether the position between two cached points (see [method set_cubic_interpolation]) is interpolated linearly, or cubicly. + This method returns whether the position between two cached points (see [method set_cubic_interpolation]) is interpolated linearly, or cubicly. - Returns the X displacement this node has from its parent [Path]. + Returns the X displacement this node has from its parent [Path]. - Returns the distance along the path in 3D units. + Returns the distance along the path in 3D units. - Returns the rotation mode. The constants below list which axes are allowed to rotate for each mode. + Returns the rotation mode. The constants below list which axes are allowed to rotate for each mode. - Returns the distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). + Returns the distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). - Returns the Y displacement this node has from its parent [Path]. + Returns the Y displacement this node has from its parent [Path]. - Returns whether this node wraps its offsets around, or truncates them to the path ends. + Returns whether this node wraps its offsets around, or truncates them to the path ends. - The points along the [Curve3D] of the [Path] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough. + The points along the [Curve3D] of the [Path] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough. There are two answers to this problem: Either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations. This method controls whether the position between two cached points is interpolated linearly, or cubicly. @@ -25069,7 +25069,7 @@ This method controls whether the position between two cached points is interpola - Moves this node in the X axis. As this node's position will be set every time its offset is set, this allows many PathFollow to share the same curve (and thus the same movement pattern), yet not return the same position for a given path offset. + Moves this node in the X axis. As this node's position will be set every time its offset is set, this allows many PathFollow to share the same curve (and thus the same movement pattern), yet not return the same position for a given path offset. A similar effect may be achieved moving the this node's descendants. @@ -25077,35 +25077,35 @@ A similar effect may be achieved moving the this node's descendants. - If set, any offset outside the path's length (whether set by [method set_offset] or [method set_unit_offset] will wrap around, instead of stopping at the ends. Set it for cyclic paths. + If set, any offset outside the path's length (whether set by [method set_offset] or [method set_unit_offset] will wrap around, instead of stopping at the ends. Set it for cyclic paths. - Sets the distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path. + Sets the distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path. - Allows or forbids rotation on one or more axes, per the constants below. + Allows or forbids rotation on one or more axes, per the constants below. - Sets the distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. + Sets the distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. - Moves this node in the Y axis, for the same reasons of [method set_h_offset]. + Moves this node in the Y axis, for the same reasons of [method set_h_offset]. @@ -25126,10 +25126,10 @@ A similar effect may be achieved moving the this node's descendants. - Point sampler for a [Path2D]. + Point sampler for a [Path2D]. - This node takes its parent [Path2D], and returns the coordinates of a point within it, given a distance from the first vertex. + This node takes its parent [Path2D], and returns the coordinates of a point within it, given a distance from the first vertex. It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be descendants of this node. Then, when setting an offset in this node, the descendant nodes will move accordingly. @@ -25137,56 +25137,56 @@ It is useful for making other nodes follow a path, without coding the movement p - This method returns whether the position between two cached points (see [method set_cubic_interpolation]) is interpolated linearly, or cubicly. + This method returns whether the position between two cached points (see [method set_cubic_interpolation]) is interpolated linearly, or cubicly. - Returns the horizontal displacement this node has from its parent [Path2D]. + Returns the horizontal displacement this node has from its parent [Path2D]. - Returns the distance along the path in pixels. + Returns the distance along the path in pixels. - Returns the distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). + Returns the distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). - Returns the vertical displacement this node has from its parent [Path2D]. + Returns the vertical displacement this node has from its parent [Path2D]. - Returns whether this node wraps its offsets around, or truncates them to the path ends. + Returns whether this node wraps its offsets around, or truncates them to the path ends. - Returns whether this node rotates to follow the path. + Returns whether this node rotates to follow the path. - The points along the [Curve2D] of the [Path2D] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough. + The points along the [Curve2D] of the [Path2D] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough. There are two answers to this problem: Either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations. This method controls whether the position between two cached points is interpolated linearly, or cubicly. @@ -25195,7 +25195,7 @@ This method controls whether the position between two cached points is interpola - Moves this node horizontally. As this node's position will be set every time its offset is set, this allows many PathFollow2D to share the same curve (and thus the same movement pattern), yet not return the same position for a given path offset. + Moves this node horizontally. As this node's position will be set every time its offset is set, this allows many PathFollow2D to share the same curve (and thus the same movement pattern), yet not return the same position for a given path offset. A similar effect may be achieved moving this node's descendants. @@ -25203,35 +25203,35 @@ A similar effect may be achieved moving this node's descendants. - If set, any offset outside the path's length (whether set by [method set_offset] or [method set_unit_offset] will wrap around, instead of stopping at the ends. Set it for cyclic paths. + If set, any offset outside the path's length (whether set by [method set_offset] or [method set_unit_offset] will wrap around, instead of stopping at the ends. Set it for cyclic paths. - Sets the distance from the first vertex, measured in pixels along the path. This sets this node's position to a point within the path. + Sets the distance from the first vertex, measured in pixels along the path. This sets this node's position to a point within the path. - If set, this node rotates to follow the path, making its descendants rotate. + If set, this node rotates to follow the path, making its descendants rotate. - Sets the distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. + Sets the distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. - Moves the PathFollow2D vertically, for the same reasons of [method set_h_offset]. + Moves the PathFollow2D vertically, for the same reasons of [method set_h_offset]. @@ -25240,10 +25240,10 @@ A similar effect may be achieved moving this node's descendants. - Singleton containing the list of remapped resources. + Singleton containing the list of remapped resources. - When exporting, the types of some resources may change internally so they are converted to more optimized versions. While it's not usually necessary to access to this directly (path remapping happens automatically when opening a file), it's exported just for information. + When exporting, the types of some resources may change internally so they are converted to more optimized versions. While it's not usually necessary to access to this directly (path remapping happens automatically when opening a file), it's exported just for information. @@ -25254,19 +25254,19 @@ A similar effect may be achieved moving this node's descendants. - Add a remap from a file to another. + Add a remap from a file to another. - Clear all remaps. + Clear all remaps. - Erase a remap. + Erase a remap. @@ -25275,7 +25275,7 @@ A similar effect may be achieved moving this node's descendants. - Return the remapped new path of a file. + Return the remapped new path of a file. @@ -25284,7 +25284,7 @@ A similar effect may be achieved moving this node's descendants. - Return true if a file is being remapped. + Return true if a file is being remapped. @@ -25367,17 +25367,17 @@ A similar effect may be achieved moving this node's descendants. - Direct access object to a physics body in the [Physics2DServer]. + Direct access object to a physics body in the [Physics2DServer]. - Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. + Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. - Return the angular velocity of the body. + Return the angular velocity of the body. @@ -25386,7 +25386,7 @@ A similar effect may be achieved moving this node's descendants. - Return the [RID] of the collider. + Return the [RID] of the collider. @@ -25395,7 +25395,7 @@ A similar effect may be achieved moving this node's descendants. - Return the object id of the collider. + Return the object id of the collider. @@ -25404,7 +25404,7 @@ A similar effect may be achieved moving this node's descendants. - Return the collider object, this depends on how it was created (will return a scene node if such was used to create it). + Return the collider object, this depends on how it was created (will return a scene node if such was used to create it). @@ -25413,7 +25413,7 @@ A similar effect may be achieved moving this node's descendants. - Return the contact position in the collider. + Return the contact position in the collider. @@ -25422,7 +25422,7 @@ A similar effect may be achieved moving this node's descendants. - Return the collider shape index. + Return the collider shape index. @@ -25431,7 +25431,7 @@ A similar effect may be achieved moving this node's descendants. - Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. @@ -25440,14 +25440,14 @@ A similar effect may be achieved moving this node's descendants. - Return the linear velocity vector at contact point of the collider. + Return the linear velocity vector at contact point of the collider. - Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. + Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. @@ -25456,7 +25456,7 @@ A similar effect may be achieved moving this node's descendants. - Return the local normal (of this body) of the contact point. + Return the local normal (of this body) of the contact point. @@ -25465,7 +25465,7 @@ A similar effect may be achieved moving this node's descendants. - Return the local position (of this body) of the contact point. + Return the local position (of this body) of the contact point. @@ -25474,110 +25474,110 @@ A similar effect may be achieved moving this node's descendants. - Return the local shape index of the collision. + Return the local shape index of the collision. - Return the inverse of the inertia of the body. + Return the inverse of the inertia of the body. - Return the inverse of the mass of the body. + Return the inverse of the mass of the body. - Return the current linear velocity of the body. + Return the current linear velocity of the body. - Return the current state of space, useful for queries. + Return the current state of space, useful for queries. - Return the timestep (delta) used for the simulation. + Return the timestep (delta) used for the simulation. - Return the rate at which the body stops rotating, if there are not any other forces moving it. + Return the rate at which the body stops rotating, if there are not any other forces moving it. - Return the total gravity vector being currently applied to this body. + Return the total gravity vector being currently applied to this body. - Return the rate at which the body stops moving, if there are not any other forces moving it. + Return the rate at which the body stops moving, if there are not any other forces moving it. - Return the transform matrix of the body. + Return the transform matrix of the body. - Call the built-in force integration code. + Call the built-in force integration code. - Return true if this body is currently sleeping (not active). + Return true if this body is currently sleeping (not active). - Change the angular velocity of the body. + Change the angular velocity of the body. - Change the linear velocity of the body. + Change the linear velocity of the body. - Set the sleeping state of the body, only affects character/rigid bodies. + Set the sleeping state of the body, only affects character/rigid bodies. - Change the transform matrix of the body. + Change the transform matrix of the body. @@ -25586,10 +25586,10 @@ A similar effect may be achieved moving this node's descendants. - Software implementation of [Physics2DDirectBodyState]. + Software implementation of [Physics2DDirectBodyState]. - Software implementation of [Physics2DDirectBodyState]. This object exposes no new methods or properties and should not be used, as [Physics2DDirectBodyState] selects the best implementation available. + Software implementation of [Physics2DDirectBodyState]. This object exposes no new methods or properties and should not be used, as [Physics2DDirectBodyState] selects the best implementation available. @@ -25598,10 +25598,10 @@ A similar effect may be achieved moving this node's descendants. - Direct access object to a space in the [Physics2DServer]. + Direct access object to a space in the [Physics2DServer]. - Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. + Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. @@ -25610,7 +25610,7 @@ A similar effect may be achieved moving this node's descendants. - Check whether the shape can travel to a point. If it can, the method will return an array with two floats: The first is the distance the shape can move in that direction without colliding, and the second is the distance at which it will collide. + Check whether the shape can travel to a point. If it can, the method will return an array with two floats: The first is the distance the shape can move in that direction without colliding, and the second is the distance at which it will collide. If the shape can not move, the array will be empty. @@ -25622,7 +25622,7 @@ A similar effect may be achieved moving this node's descendants. - Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. + Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. @@ -25631,7 +25631,7 @@ A similar effect may be achieved moving this node's descendants. - Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. If it collides with more than a shape, the nearest one is selected. The returned object is a dictionary containing the following fields: + Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. If it collides with more than a shape, the nearest one is selected. The returned object is a dictionary containing the following fields: pointo: Place where the shapes intersect. normal: Normal of the object at the point where the shapes intersect. shape: Shape index within the object against which the shape intersected. @@ -25657,7 +25657,7 @@ A similar effect may be achieved moving this node's descendants. - Check whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: + Check whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: shape: Shape index within the object the point is in. metadata: Metadata of the shape the point is in. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. collider_id: Id of the object the point is in. @@ -25680,7 +25680,7 @@ A similar effect may be achieved moving this node's descendants. - Intersect a ray in a given space. The returned object is a dictionary with the following fields: + Intersect a ray in a given space. The returned object is a dictionary with the following fields: position: Place where ray is stopped. normal: Normal of the object at the point where the ray was stopped. shape: Shape index within the object against which the ray was stopped. @@ -25700,7 +25700,7 @@ A similar effect may be achieved moving this node's descendants. - Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: + Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: shape: Shape index within the object the shape intersected. metadata: Metadata of the shape intersected by the shape given through the [Physics2DShapeQueryParameters]. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. collider_id: Id of the object the shape intersected. @@ -25733,10 +25733,10 @@ A similar effect may be achieved moving this node's descendants. - Physics 2D Server. + Physics 2D Server. - Physics 2D Server is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree. + Physics 2D Server is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree. @@ -25747,7 +25747,7 @@ A similar effect may be achieved moving this node's descendants. - Add a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. + Add a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. @@ -25756,21 +25756,21 @@ A similar effect may be achieved moving this node's descendants. - Assign the area to a descendant of [Object], so it can exist in the node tree. + Assign the area to a descendant of [Object], so it can exist in the node tree. - Remove all shapes from an area. It does not delete the shapes, so they can be reassigned later. + Remove all shapes from an area. It does not delete the shapes, so they can be reassigned later. - Create an [Area2D]. + Create an [Area2D]. @@ -25779,7 +25779,7 @@ A similar effect may be achieved moving this node's descendants. - Get the instance ID of the object the area is assigned to. + Get the instance ID of the object the area is assigned to. @@ -25788,7 +25788,7 @@ A similar effect may be achieved moving this node's descendants. - Return an area parameter value. + Return an area parameter value. @@ -25799,7 +25799,7 @@ A similar effect may be achieved moving this node's descendants. - Return the [RID] of the nth shape of an area. + Return the [RID] of the nth shape of an area. @@ -25808,7 +25808,7 @@ A similar effect may be achieved moving this node's descendants. - Return the number of shapes assigned to an area. + Return the number of shapes assigned to an area. @@ -25819,7 +25819,7 @@ A similar effect may be achieved moving this node's descendants. - Return the transform matrix of a shape within an area. + Return the transform matrix of a shape within an area. @@ -25828,7 +25828,7 @@ A similar effect may be achieved moving this node's descendants. - Return the space assigned to the area. + Return the space assigned to the area. @@ -25837,7 +25837,7 @@ A similar effect may be achieved moving this node's descendants. - Return the space override mode for the area. + Return the space override mode for the area. @@ -25846,7 +25846,7 @@ A similar effect may be achieved moving this node's descendants. - Return the transform matrix for an area. + Return the transform matrix for an area. @@ -25855,7 +25855,7 @@ A similar effect may be achieved moving this node's descendants. - Remove a shape from an area. It does not delete the shape, so it can be reassigned later. + Remove a shape from an area. It does not delete the shape, so it can be reassigned later. @@ -25864,7 +25864,7 @@ A similar effect may be achieved moving this node's descendants. - Set which physics layers the area will monitor. + Set which physics layers the area will monitor. @@ -25873,7 +25873,7 @@ A similar effect may be achieved moving this node's descendants. - Assign the area to one or many physics layers. + Assign the area to one or many physics layers. @@ -25884,7 +25884,7 @@ A similar effect may be achieved moving this node's descendants. - Set the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters: + Set the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters: 1: AREA_BODY_ADDED or AREA_BODY_REMOVED, depending on whether the object entered or exited the area. 2: [RID] of the object that entered/exited the area. 3: Instance ID of the object that entered/exited the area. @@ -25900,7 +25900,7 @@ A similar effect may be achieved moving this node's descendants. - Set the value for an area parameter. A list of available parameters is on the AREA_PARAM_* constants. + Set the value for an area parameter. A list of available parameters is on the AREA_PARAM_* constants. @@ -25911,7 +25911,7 @@ A similar effect may be achieved moving this node's descendants. - Substitute a given area shape by another. The old shape is selected by its index, the new one by its [RID]. + Substitute a given area shape by another. The old shape is selected by its index, the new one by its [RID]. @@ -25922,7 +25922,7 @@ A similar effect may be achieved moving this node's descendants. - Set the transform matrix for an area shape. + Set the transform matrix for an area shape. @@ -25931,7 +25931,7 @@ A similar effect may be achieved moving this node's descendants. - Assign a space to the area. + Assign a space to the area. @@ -25940,7 +25940,7 @@ A similar effect may be achieved moving this node's descendants. - Set the space override mode for the area. The modes are described in the constants AREA_SPACE_OVERRIDE_*. + Set the space override mode for the area. The modes are described in the constants AREA_SPACE_OVERRIDE_*. @@ -25949,7 +25949,7 @@ A similar effect may be achieved moving this node's descendants. - Set the transform matrix for an area. + Set the transform matrix for an area. @@ -25958,7 +25958,7 @@ A similar effect may be achieved moving this node's descendants. - Add a body to the list of bodies exempt from collisions. + Add a body to the list of bodies exempt from collisions. @@ -25969,7 +25969,7 @@ A similar effect may be achieved moving this node's descendants. - Add a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied. + Add a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied. @@ -25980,7 +25980,7 @@ A similar effect may be achieved moving this node's descendants. - Add a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. + Add a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. @@ -25991,7 +25991,7 @@ A similar effect may be achieved moving this node's descendants. - Add a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates. + Add a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates. @@ -26000,14 +26000,14 @@ A similar effect may be achieved moving this node's descendants. - Assign the area to a descendant of [Object], so it can exist in the node tree. + Assign the area to a descendant of [Object], so it can exist in the node tree. - Remove all shapes from a body. + Remove all shapes from a body. @@ -26018,7 +26018,7 @@ A similar effect may be achieved moving this node's descendants. - Create a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time. + Create a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time. @@ -26027,7 +26027,7 @@ A similar effect may be achieved moving this node's descendants. - Return the physics layer or layers a body can collide with. + Return the physics layer or layers a body can collide with. @@ -26036,7 +26036,7 @@ A similar effect may be achieved moving this node's descendants. - Return the continuous collision detection mode. + Return the continuous collision detection mode. @@ -26045,7 +26045,7 @@ A similar effect may be achieved moving this node's descendants. - Return the physics layer or layers a body belongs to. + Return the physics layer or layers a body belongs to. @@ -26054,7 +26054,7 @@ A similar effect may be achieved moving this node's descendants. - Return the maximum contacts that can be reported. See [method body_set_max_contacts_reported]. + Return the maximum contacts that can be reported. See [method body_set_max_contacts_reported]. @@ -26063,7 +26063,7 @@ A similar effect may be achieved moving this node's descendants. - Return the body mode. + Return the body mode. @@ -26072,7 +26072,7 @@ A similar effect may be achieved moving this node's descendants. - Get the instance ID of the object the area is assigned to. + Get the instance ID of the object the area is assigned to. @@ -26081,7 +26081,7 @@ A similar effect may be achieved moving this node's descendants. - Return the direction used for one-way collision detection. + Return the direction used for one-way collision detection. @@ -26090,7 +26090,7 @@ A similar effect may be achieved moving this node's descendants. - Return how far a body can go through the given one, when it allows one-way collisions. + Return how far a body can go through the given one, when it allows one-way collisions. @@ -26101,7 +26101,7 @@ A similar effect may be achieved moving this node's descendants. - Return the value of a body parameter. + Return the value of a body parameter. @@ -26112,7 +26112,7 @@ A similar effect may be achieved moving this node's descendants. - Return the [RID] of the nth shape of a body. + Return the [RID] of the nth shape of a body. @@ -26121,7 +26121,7 @@ A similar effect may be achieved moving this node's descendants. - Return the number of shapes assigned to a body. + Return the number of shapes assigned to a body. @@ -26130,7 +26130,7 @@ A similar effect may be achieved moving this node's descendants. - Return the metadata of a shape of a body. + Return the metadata of a shape of a body. @@ -26141,7 +26141,7 @@ A similar effect may be achieved moving this node's descendants. - Return the transform matrix of a body shape. + Return the transform matrix of a body shape. @@ -26150,7 +26150,7 @@ A similar effect may be achieved moving this node's descendants. - Return the [RID] of the space assigned to a body. + Return the [RID] of the space assigned to a body. @@ -26159,7 +26159,7 @@ A similar effect may be achieved moving this node's descendants. - Return a body state. + Return a body state. @@ -26168,7 +26168,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). + Return whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). @@ -26179,7 +26179,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether a body's shape is marked as a trigger. + Return whether a body's shape is marked as a trigger. @@ -26188,7 +26188,7 @@ A similar effect may be achieved moving this node's descendants. - Remove a body from the list of bodies exempt from collisions. + Remove a body from the list of bodies exempt from collisions. @@ -26197,7 +26197,7 @@ A similar effect may be achieved moving this node's descendants. - Remove a shape from a body. The shape is not deleted, so it can be reused afterwards. + Remove a shape from a body. The shape is not deleted, so it can be reused afterwards. @@ -26206,7 +26206,7 @@ A similar effect may be achieved moving this node's descendants. - Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. @@ -26215,7 +26215,7 @@ A similar effect may be achieved moving this node's descendants. - Set the physics layer or layers a body can collide with. + Set the physics layer or layers a body can collide with. @@ -26224,7 +26224,7 @@ A similar effect may be achieved moving this node's descendants. - Set the continuous collision detection mode from any of the CCD_MODE_* constants. + Set the continuous collision detection mode from any of the CCD_MODE_* constants. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. @@ -26238,7 +26238,7 @@ A similar effect may be achieved moving this node's descendants. - Set the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force integration]). + Set the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force integration]). @@ -26247,7 +26247,7 @@ A similar effect may be achieved moving this node's descendants. - Set the physics layer or layers a body belongs to. + Set the physics layer or layers a body belongs to. @@ -26256,7 +26256,7 @@ A similar effect may be achieved moving this node's descendants. - Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. @@ -26265,7 +26265,7 @@ A similar effect may be achieved moving this node's descendants. - Set the body mode, from one of the constants BODY_MODE*. + Set the body mode, from one of the constants BODY_MODE*. @@ -26274,7 +26274,7 @@ A similar effect may be achieved moving this node's descendants. - Set whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). + Set whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). @@ -26283,7 +26283,7 @@ A similar effect may be achieved moving this node's descendants. - Set a direction in which bodies can go through the given one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions. + Set a direction in which bodies can go through the given one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions. @@ -26292,7 +26292,7 @@ A similar effect may be achieved moving this node's descendants. - Set how far a body can go through the given one, if it allows one-way collisions (see [method body_set_one_way_collision_direction]). + Set how far a body can go through the given one, if it allows one-way collisions (see [method body_set_one_way_collision_direction]). @@ -26303,7 +26303,7 @@ A similar effect may be achieved moving this node's descendants. - Set a body parameter (see BODY_PARAM* constants). + Set a body parameter (see BODY_PARAM* constants). @@ -26314,7 +26314,7 @@ A similar effect may be achieved moving this node's descendants. - Substitute a given body shape by another. The old shape is selected by its index, the new one by its [RID]. + Substitute a given body shape by another. The old shape is selected by its index, the new one by its [RID]. @@ -26325,7 +26325,7 @@ A similar effect may be achieved moving this node's descendants. - Mark a body's shape as a trigger. A trigger shape cannot affect other bodies, but detects other shapes entering and exiting it. + Mark a body's shape as a trigger. A trigger shape cannot affect other bodies, but detects other shapes entering and exiting it. @@ -26336,7 +26336,7 @@ A similar effect may be achieved moving this node's descendants. - Set metadata of a shape within a body. This metadata is different from [method Object.set_meta], and can be retrieved on shape queries. + Set metadata of a shape within a body. This metadata is different from [method Object.set_meta], and can be retrieved on shape queries. @@ -26347,7 +26347,7 @@ A similar effect may be achieved moving this node's descendants. - Set the transform matrix for a body shape. + Set the transform matrix for a body shape. @@ -26356,7 +26356,7 @@ A similar effect may be achieved moving this node's descendants. - Assign a space to the body (see [method create_space]). + Assign a space to the body (see [method create_space]). @@ -26367,7 +26367,7 @@ A similar effect may be achieved moving this node's descendants. - Set a body state (see BODY_STATE* constants). + Set a body state (see BODY_STATE* constants). @@ -26382,7 +26382,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether a body can move in a given direction. Apart from the boolean return value, a [Physics2DTestMotionResult] can be passed to return additional information in. + Return whether a body can move in a given direction. Apart from the boolean return value, a [Physics2DTestMotionResult] can be passed to return additional information in. @@ -26397,7 +26397,7 @@ A similar effect may be achieved moving this node's descendants. - Create a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. + Create a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. @@ -26408,7 +26408,7 @@ A similar effect may be achieved moving this node's descendants. - Return the value of a damped spring joint parameter. + Return the value of a damped spring joint parameter. @@ -26419,14 +26419,14 @@ A similar effect may be achieved moving this node's descendants. - Set a damped spring joint parameter. Parameters are explained in the DAMPED_STRING* constants. + Set a damped spring joint parameter. Parameters are explained in the DAMPED_STRING* constants. - Destroy any of the objects created by Physics2DServer. If the [RID] passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console. + Destroy any of the objects created by Physics2DServer. If the [RID] passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console. @@ -26435,7 +26435,7 @@ A similar effect may be achieved moving this node's descendants. - Return information about the current state of the 2D physics engine. The states are listed under the INFO_* constants. + Return information about the current state of the 2D physics engine. The states are listed under the INFO_* constants. @@ -26452,7 +26452,7 @@ A similar effect may be achieved moving this node's descendants. - Create a groove joint between two bodies. If not specified, the bodyies are assumed to be the joint itself. + Create a groove joint between two bodies. If not specified, the bodyies are assumed to be the joint itself. @@ -26463,7 +26463,7 @@ A similar effect may be achieved moving this node's descendants. - Return the value of a joint parameter. + Return the value of a joint parameter. @@ -26472,7 +26472,7 @@ A similar effect may be achieved moving this node's descendants. - Return the type of a joint (see JOINT_* constants). + Return the type of a joint (see JOINT_* constants). @@ -26483,7 +26483,7 @@ A similar effect may be achieved moving this node's descendants. - Set a joint parameter. Parameters are explained in the JOINT_PARAM* constants. + Set a joint parameter. Parameters are explained in the JOINT_PARAM* constants. @@ -26496,14 +26496,14 @@ A similar effect may be achieved moving this node's descendants. - Create a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself. + Create a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself. - Activate or deactivate the 2D physics engine. + Activate or deactivate the 2D physics engine. @@ -26512,14 +26512,14 @@ A similar effect may be achieved moving this node's descendants. - Create a shape of type SHAPE_*. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape]. + Create a shape of type SHAPE_*. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape]. - Return the shape data. + Return the shape data. @@ -26528,7 +26528,7 @@ A similar effect may be achieved moving this node's descendants. - Return the type of shape (see SHAPE_* constants). + Return the type of shape (see SHAPE_* constants). @@ -26537,14 +26537,14 @@ A similar effect may be achieved moving this node's descendants. - Set the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type]. + Set the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type]. - Create a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space]. + Create a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space]. @@ -26553,7 +26553,7 @@ A similar effect may be achieved moving this node's descendants. - Return the state of a space, a [Physics2DDirectSpaceState]. This object can be used to make collision/intersection queries. + Return the state of a space, a [Physics2DDirectSpaceState]. This object can be used to make collision/intersection queries. @@ -26564,7 +26564,7 @@ A similar effect may be achieved moving this node's descendants. - Return the value of a space parameter. + Return the value of a space parameter. @@ -26573,7 +26573,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the space is active. + Return whether the space is active. @@ -26582,7 +26582,7 @@ A similar effect may be achieved moving this node's descendants. - Mark a space as active. It will not have an effect, unless it is assigned to an area or body. + Mark a space as active. It will not have an effect, unless it is assigned to an area or body. @@ -26593,7 +26593,7 @@ A similar effect may be achieved moving this node's descendants. - Set the value for a space parameter. A list of available parameters is on the SPACE_PARAM_* constants. + Set the value for a space parameter. A list of available parameters is on the SPACE_PARAM_* constants. @@ -26779,10 +26779,10 @@ A similar effect may be achieved moving this node's descendants. - Software implementation of [Physics2DServer]. + Software implementation of [Physics2DServer]. - Software implementation of [Physics2DServer]. This class exposes no new methods or properties and should not be used, as [Physics2DServer] automatically selects the best implementation available. + Software implementation of [Physics2DServer]. This class exposes no new methods or properties and should not be used, as [Physics2DServer] automatically selects the best implementation available. @@ -26791,115 +26791,115 @@ A similar effect may be achieved moving this node's descendants. - Parameters to be sent to a 2D shape physics query. + Parameters to be sent to a 2D shape physics query. - This class contains the shape and other parameters for intersection/collision queries. + This class contains the shape and other parameters for intersection/collision queries. - Return the list of objects, or object [RID]s, that will be excluded from collisions. + Return the list of objects, or object [RID]s, that will be excluded from collisions. - Return the physics layer(s) the shape belongs to. + Return the physics layer(s) the shape belongs to. - Return the collision margin for the shape. + Return the collision margin for the shape. - Return the current movement speed of the shape. + Return the current movement speed of the shape. - Return the type of object the shape belongs to. + Return the type of object the shape belongs to. - Return the [RID] of the shape queried. + Return the [RID] of the shape queried. - Return the transform matrix of the shape queried. + Return the transform matrix of the shape queried. - Set the list of objects, or object [RID]s, that will be excluded from collisions. + Set the list of objects, or object [RID]s, that will be excluded from collisions. - Set the physics layer(s) the shape belongs to. + Set the physics layer(s) the shape belongs to. - Set the collision margin for the shape. A collision margin is an amount (in pixels) that the shape will grow when computing collisions, to account for numerical imprecision. + Set the collision margin for the shape. A collision margin is an amount (in pixels) that the shape will grow when computing collisions, to account for numerical imprecision. - Set the current movement speed of the shape. + Set the current movement speed of the shape. - Set the type of object the shape belongs to (see Physics2DDirectSpaceState.TYPE_MASK_*). + Set the type of object the shape belongs to (see Physics2DDirectSpaceState.TYPE_MASK_*). - Set the [Shape2D] that will be used for collision/intersection queries. + Set the [Shape2D] that will be used for collision/intersection queries. - Set the [RID] of the shape to be used in queries. + Set the [RID] of the shape to be used in queries. - Set the transormation matrix of the shape. This is necessary to set its position/rotation/scale. + Set the transormation matrix of the shape. This is necessary to set its position/rotation/scale. @@ -27020,10 +27020,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for different types of Physics bodies. + Base class for different types of Physics bodies. - PhysicsBody is an abstract base class for implementing a physics body. All PhysicsBody types inherit from it. + PhysicsBody is an abstract base class for implementing a physics body. All PhysicsBody types inherit from it. @@ -27100,24 +27100,24 @@ A similar effect may be achieved moving this node's descendants. - Base class for all objects affected by physics. + Base class for all objects affected by physics. - PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. + PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - Adds a body to the collision exception list. This list contains bodies that this body will not collide with. + Adds a body to the collision exception list. This list contains bodies that this body will not collide with. - Return the physics layers this area can scan for collisions. + Return the physics layers this area can scan for collisions. @@ -27126,14 +27126,14 @@ A similar effect may be achieved moving this node's descendants. - Return an individual bit on the collision mask. + Return an individual bit on the collision mask. - Return the physics layer this area is in. + Return the physics layer this area is in. @@ -27142,35 +27142,35 @@ A similar effect may be achieved moving this node's descendants. - Return an individual bit on the collision mask. + Return an individual bit on the collision mask. - Return the direction used for one-way collision detection. + Return the direction used for one-way collision detection. - Return how far a body can go through this one, when it allows one-way collisions. + Return how far a body can go through this one, when it allows one-way collisions. - Removes a body from the collision exception list. + Removes a body from the collision exception list. - Set the physics layers this area can scan for collisions. + Set the physics layers this area can scan for collisions. @@ -27179,14 +27179,14 @@ A similar effect may be achieved moving this node's descendants. - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. + Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. - Set the physics layers this area is in. + Set the physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. @@ -27197,21 +27197,21 @@ A similar effect may be achieved moving this node's descendants. - Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier. + Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier. - Set a direction in which bodies can go through this one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions. + Set a direction in which bodies can go through this one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions. - Set how far a body can go through this one, when it allows one-way collisions (see [method set_one_way_collision_direction]). + Set how far a body can go through this one, when it allows one-way collisions (see [method set_one_way_collision_direction]). @@ -28735,7 +28735,7 @@ A similar effect may be achieved moving this node's descendants. - Result of a shape query in Physics2DServer. + Result of a shape query in Physics2DServer. @@ -28816,10 +28816,10 @@ A similar effect may be achieved moving this node's descendants. - Pin Joint for 2D Shapes. + Pin Joint for 2D Shapes. - Pin Joint for 2D Rigid Bodies. It pins 2 bodies (rigid or static) together, or a single body to a fixed position in space. + Pin Joint for 2D Rigid Bodies. It pins 2 bodies (rigid or static) together, or a single body to a fixed position in space. @@ -28840,10 +28840,10 @@ A similar effect may be achieved moving this node's descendants. - Plane in hessian form. + Plane in hessian form. - Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. + Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. @@ -28858,7 +28858,7 @@ A similar effect may be achieved moving this node's descendants. - Creates a plane from the three parameters "a", "b", "c" and "d". + Creates a plane from the three parameters "a", "b", "c" and "d". @@ -28871,7 +28871,7 @@ A similar effect may be achieved moving this node's descendants. - Creates a plane from three points. + Creates a plane from three points. @@ -28882,14 +28882,14 @@ A similar effect may be achieved moving this node's descendants. - Creates a plane from the normal and the plane's distance to the origin. + Creates a plane from the normal and the plane's distance to the origin. - Returns the center of the plane. + Returns the center of the plane. @@ -28898,14 +28898,14 @@ A similar effect may be achieved moving this node's descendants. - Returns the shortest distance from the plane to the position "point". + Returns the shortest distance from the plane to the position "point". - Returns a point on the plane. + Returns a point on the plane. @@ -28916,7 +28916,7 @@ A similar effect may be achieved moving this node's descendants. - Returns true if "point" is inside the plane (by a very minimum threshold). + Returns true if "point" is inside the plane (by a very minimum threshold). @@ -28927,7 +28927,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the intersection point of the three planes "b", "c" and this plane. If no intersection is found null is returned. + Returns the intersection point of the three planes "b", "c" and this plane. If no intersection is found null is returned. @@ -28938,7 +28938,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the intersection point of a ray consisting of the position "from" and the direction normal "dir" with this plane. If no intersection is found null is returned. + Returns the intersection point of a ray consisting of the position "from" and the direction normal "dir" with this plane. If no intersection is found null is returned. @@ -28949,7 +28949,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the intersection point of a segment from position "begin" to position "end" with this plane. If no intersection is found null is returned. + Returns the intersection point of a segment from position "begin" to position "end" with this plane. If no intersection is found null is returned. @@ -28958,14 +28958,14 @@ A similar effect may be achieved moving this node's descendants. - Returns true if "point" is located above the plane. + Returns true if "point" is located above the plane. - Returns a copy of the plane, normalized. + Returns a copy of the plane, normalized. @@ -28974,7 +28974,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the orthogonal projection of point "p" into a point in the plane. + Returns the orthogonal projection of point "p" into a point in the plane. @@ -29017,164 +29017,164 @@ A similar effect may be achieved moving this node's descendants. - 2D polygon representation + 2D polygon representation - A Polygon2D is defined by a set of n vertices connected together by line segments, meaning that the vertex 1 will be connected with vertex 2, vertex 2 with vertex 3 ..., vertex n-1 with vertex n and vertex n with vertex 1 in order to close the loop and define a polygon. + A Polygon2D is defined by a set of n vertices connected together by line segments, meaning that the vertex 1 will be connected with vertex 2, vertex 2 with vertex 3 ..., vertex n-1 with vertex n and vertex n with vertex 1 in order to close the loop and define a polygon. - Return the polygon fill color. + Return the polygon fill color. - Return whether this polygon is inverted or not. + Return whether this polygon is inverted or not. - Return the added padding around the bounding box. + Return the added padding around the bounding box. - Return the offset for the polygon vertices. + Return the offset for the polygon vertices. - Return the set of vertices that defines this polygon. + Return the set of vertices that defines this polygon. - Return the polygon texture + Return the polygon texture - Return the polygon texture offset. + Return the polygon texture offset. - Return the rotation in radians of the texture polygon. + Return the rotation in radians of the texture polygon. - Return the uv coordinate multiplier. + Return the uv coordinate multiplier. - Return the texture coordinates associated with every vertex of the polygon. + Return the texture coordinates associated with every vertex of the polygon. - Return the list of vertex colors. + Return the list of vertex colors. - Set the polygon fill color. If the polygon has a texture defined, the defined texture will be multiplied by the polygon fill color. This, also, is the default color for those vertices that are not defined by [method get_vertex_colors]. + Set the polygon fill color. If the polygon has a texture defined, the defined texture will be multiplied by the polygon fill color. This, also, is the default color for those vertices that are not defined by [method get_vertex_colors]. - Set the polygon as the defined polygon bounding box minus the defined polygon (the defined polygon will appear as a hole on the square that contains the defined polygon). + Set the polygon as the defined polygon bounding box minus the defined polygon (the defined polygon will appear as a hole on the square that contains the defined polygon). - Add extra padding around the bounding box, making it bigger. Too small a value can make the polygon triangulate strangely, due to numerical imprecision. + Add extra padding around the bounding box, making it bigger. Too small a value can make the polygon triangulate strangely, due to numerical imprecision. - Set the an offset that will be added to the vertices' position. E.g. if the offset is set to (10,10) then all the polygon points will move 10 units to the right and 10 units to the bottom. + Set the an offset that will be added to the vertices' position. E.g. if the offset is set to (10,10) then all the polygon points will move 10 units to the right and 10 units to the bottom. - Define the set of vertices that will represent the polygon. + Define the set of vertices that will represent the polygon. - Set the polygon texture. + Set the polygon texture. - Set the offset of the polygon texture. Initially the texture will appear anchored to the polygon position, the offset is used to move the texture location away from that point (notice that the texture origin is set to its top left corner, so when offset is 0,0 the top left corner of the texture is at the polygon position), for example setting the offset to 10, 10 will move the texture 10 units to the left and 10 units to the top. + Set the offset of the polygon texture. Initially the texture will appear anchored to the polygon position, the offset is used to move the texture location away from that point (notice that the texture origin is set to its top left corner, so when offset is 0,0 the top left corner of the texture is at the polygon position), for example setting the offset to 10, 10 will move the texture 10 units to the left and 10 units to the top. - Set the amount of rotation of the polygon texture, [code]texture_rotation[/code] is specified in radians and clockwise rotation. + Set the amount of rotation of the polygon texture, [code]texture_rotation[/code] is specified in radians and clockwise rotation. - Set the value that will multiply the uv coordinates ([method get_uv]) when applying the texture. Larger values make the texture smaller, and vice versa. + Set the value that will multiply the uv coordinates ([method get_uv]) when applying the texture. Larger values make the texture smaller, and vice versa. - Set the texture coordinates for every vertex of the polygon. There should be one uv vertex for every vertex in the polygon. If there are less, the undefined ones will be assumed to be (0,0). Extra uv vertices are ignored. + Set the texture coordinates for every vertex of the polygon. There should be one uv vertex for every vertex in the polygon. If there are less, the undefined ones will be assumed to be (0,0). Extra uv vertices are ignored. - Set the color for each vertex of the polygon. There should be one color for every vertex in the polygon. If there are less, the undefined ones will be assumed to be [method get_color]. Extra color entries are ignored. + Set the color for each vertex of the polygon. There should be one color for every vertex in the polygon. If there are less, the undefined ones will be assumed to be [method get_color]. Extra color entries are ignored. Colors are interpolated between vertices, resulting in smooth gradients when they differ. @@ -29260,62 +29260,62 @@ A similar effect may be achieved moving this node's descendants. - Base container control for popups and dialogs. + Base container control for popups and dialogs. - Popup is a base [Control] used to show dialogs and popups. It's a subwindow and modal by default (see [Control]) and has helpers for custom popup behavior. + Popup is a base [Control] used to show dialogs and popups. It's a subwindow and modal by default (see [Control]) and has helpers for custom popup behavior. - Returns whether the popup will hide other popups when shown on the screen. + Returns whether the popup will hide other popups when shown on the screen. - Popup (show the control in modal form). + Popup (show the control in modal form). - Popup (show the control in modal form) in the center of the screen, at the current size, or at a size determined by "size". + Popup (show the control in modal form) in the center of the screen, at the current size, or at a size determined by "size". - Popup (show the control in modal form) in the center of the screen, ensuring the size is never smaller than [code]minsize[/code]. + Popup (show the control in modal form) in the center of the screen, ensuring the size is never smaller than [code]minsize[/code]. - Popup (show the control in modal form) in the center of the screen, scaled at a ratio of size of the screen. + Popup (show the control in modal form) in the center of the screen, scaled at a ratio of size of the screen. - Make the popup hide other popups when shown on the screen. + Make the popup hide other popups when shown on the screen. - This signal is emitted when a popup is about to be shown. (often used in [PopupMenu] for clearing the list of options and creating a new one according to the current context). + This signal is emitted when a popup is about to be shown. (often used in [PopupMenu] for clearing the list of options and creating a new one according to the current context). - This signal is emitted when a popup is hidden. + This signal is emitted when a popup is hidden. @@ -29330,10 +29330,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for Popup Dialogs. + Base class for Popup Dialogs. - PopupDialog is a base class for popup dialogs, along with [WindowDialog]. + PopupDialog is a base class for popup dialogs, along with [WindowDialog]. @@ -29342,10 +29342,10 @@ A similar effect may be achieved moving this node's descendants. - PopupMenu displays a list of options. + PopupMenu displays a list of options. - PopupMenu is the typical Control that displays a list of options. They are popular in toolbars or context menus. + PopupMenu is the typical Control that displays a list of options. They are popular in toolbars or context menus. @@ -29356,7 +29356,7 @@ A similar effect may be achieved moving this node's descendants. - Add a new checkable item with text "label". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. + Add a new checkable item with text "label". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. @@ -29377,7 +29377,7 @@ A similar effect may be achieved moving this node's descendants. - Add a new checkable item with text "label" and icon "texture". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. + Add a new checkable item with text "label" and icon "texture". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. @@ -29400,7 +29400,7 @@ A similar effect may be achieved moving this node's descendants. - Add a new item with text "label" and icon "texture". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index. + Add a new item with text "label" and icon "texture". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index. @@ -29421,12 +29421,12 @@ A similar effect may be achieved moving this node's descendants. - Add a new item with text "label". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index. + Add a new item with text "label". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index. - Add a separator between items. Separators also occupy an index. + Add a separator between items. Separators also occupy an index. @@ -29445,12 +29445,12 @@ A similar effect may be achieved moving this node's descendants. - Adds an item with a submenu. The submenu is the name of a child PopupMenu node that would be shown when the item is clicked. An id can optionally be provided, but if is isn't provided, one will be created from the index. + Adds an item with a submenu. The submenu is the name of a child PopupMenu node that would be shown when the item is clicked. An id can optionally be provided, but if is isn't provided, one will be created from the index. - Clear the popup menu, in effect removing all items. + Clear the popup menu, in effect removing all items. @@ -29459,7 +29459,7 @@ A similar effect may be achieved moving this node's descendants. - Return the id of the item at index "idx". + Return the id of the item at index "idx". @@ -29468,14 +29468,14 @@ A similar effect may be achieved moving this node's descendants. - Return the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is focused. + Return the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is focused. - Return the amount of items. + Return the amount of items. @@ -29484,7 +29484,7 @@ A similar effect may be achieved moving this node's descendants. - Return the icon of the item at index "idx". + Return the icon of the item at index "idx". @@ -29493,14 +29493,14 @@ A similar effect may be achieved moving this node's descendants. - Find and return the index of the item containing a given id. + Find and return the index of the item containing a given id. - Return the metadata of an item, which might be of any type. You can set it with [method set_item_metadata], which provides a simple way of assigning context data to items. + Return the metadata of an item, which might be of any type. You can set it with [method set_item_metadata], which provides a simple way of assigning context data to items. @@ -29517,7 +29517,7 @@ A similar effect may be achieved moving this node's descendants. - Return the submenu name of the item at index "idx". + Return the submenu name of the item at index "idx". @@ -29526,7 +29526,7 @@ A similar effect may be achieved moving this node's descendants. - Return the text of the item at index "idx". + Return the text of the item at index "idx". @@ -29535,7 +29535,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the item at index "idx" has a checkbox. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. + Return whether the item at index "idx" has a checkbox. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. @@ -29544,7 +29544,7 @@ A similar effect may be achieved moving this node's descendants. - Return the checkstate status of the item at index "idx". + Return the checkstate status of the item at index "idx". @@ -29553,7 +29553,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked. + Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked. @@ -29562,14 +29562,14 @@ A similar effect may be achieved moving this node's descendants. - Return whether the item is a seperator. If it is, it would be displayed as a line. + Return whether the item is a seperator. If it is, it would be displayed as a line. - Removes the item at index "idx" from the menu. Note that the indexes of items after the removed item are going to be shifted by one. + Removes the item at index "idx" from the menu. Note that the indexes of items after the removed item are going to be shifted by one. @@ -29578,7 +29578,7 @@ A similar effect may be achieved moving this node's descendants. - Set the id of the item at index "idx". + Set the id of the item at index "idx". @@ -29587,7 +29587,7 @@ A similar effect may be achieved moving this node's descendants. - Set the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is focused. + Set the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is focused. @@ -29596,7 +29596,7 @@ A similar effect may be achieved moving this node's descendants. - Set whether the item at index "idx" has a checkbox. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. + Set whether the item at index "idx" has a checkbox. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. @@ -29605,7 +29605,7 @@ A similar effect may be achieved moving this node's descendants. - Mark the item at index "idx" as a seperator, which means that it would be displayed as a mere line. + Mark the item at index "idx" as a seperator, which means that it would be displayed as a mere line. @@ -29614,7 +29614,7 @@ A similar effect may be achieved moving this node's descendants. - Set the checkstate status of the item at index "idx". + Set the checkstate status of the item at index "idx". @@ -29623,7 +29623,7 @@ A similar effect may be achieved moving this node's descendants. - Sets whether the item at index "idx" is disabled or not. When it is disabled it can't be selected, or its action invoked. + Sets whether the item at index "idx" is disabled or not. When it is disabled it can't be selected, or its action invoked. @@ -29632,7 +29632,7 @@ A similar effect may be achieved moving this node's descendants. - Set the icon of the item at index "idx". + Set the icon of the item at index "idx". @@ -29641,7 +29641,7 @@ A similar effect may be achieved moving this node's descendants. - Sets the metadata of an item, which might be of any type. You can later get it with [method get_item_metadata], which provides a simple way of assigning context data to items. + Sets the metadata of an item, which might be of any type. You can later get it with [method get_item_metadata], which provides a simple way of assigning context data to items. @@ -29658,7 +29658,7 @@ A similar effect may be achieved moving this node's descendants. - Sets the submenu of the item at index "idx". The submenu is the name of a child PopupMenu node that would be shown when the item is clicked. + Sets the submenu of the item at index "idx". The submenu is the name of a child PopupMenu node that would be shown when the item is clicked. @@ -29667,7 +29667,7 @@ A similar effect may be achieved moving this node's descendants. - Set the text of the item at index "idx". + Set the text of the item at index "idx". @@ -29676,7 +29676,7 @@ A similar effect may be achieved moving this node's descendants. - This even is emitted when an item is pressed or its accelerator is activated. The id of the item is returned if it exists, else the index. + This even is emitted when an item is pressed or its accelerator is activated. The id of the item is returned if it exists, else the index. @@ -29715,10 +29715,10 @@ A similar effect may be achieved moving this node's descendants. - Class for displaying popups with a panel background. + Class for displaying popups with a panel background. - Class for displaying popups with a panel background. In some cases it might be simpler to use than [Popup], since it provides a configurable background. If you are making windows, better check [WindowDialog]. + Class for displaying popups with a panel background. In some cases it might be simpler to use than [Popup], since it provides a configurable background. If you are making windows, better check [WindowDialog]. @@ -29731,80 +29731,80 @@ A similar effect may be achieved moving this node's descendants. - Portals provide virtual openings to rooms. + Portals provide virtual openings to rooms. - Portals provide virtual openings to [VisualInstance] nodes, so cameras can look at them from the outside. Note that portals are a visibility optimization technique, and are in no way related to the game of the same name (as in, they are not used for teleportation). For more information on how rooms and portals work, see [VisualInstance]. Portals are represented as 2D convex polygon shapes (in the X,Y local plane), and are placed on the surface of the areas occupied by a [VisualInstance], to indicate that the room can be accessed or looked-at through them. If two rooms are next to each other, and two similar portals in each of them share the same world position (and are parallel and opposed to each other), they will automatically "connect" and form "doors" (for example, the portals that connect a kitchen to a living room are placed in the door they share). Portals must always have a [VisualInstance] node as a parent, grandparent or far parent, or else they will not be active. + Portals provide virtual openings to [VisualInstance] nodes, so cameras can look at them from the outside. Note that portals are a visibility optimization technique, and are in no way related to the game of the same name (as in, they are not used for teleportation). For more information on how rooms and portals work, see [VisualInstance]. Portals are represented as 2D convex polygon shapes (in the X,Y local plane), and are placed on the surface of the areas occupied by a [VisualInstance], to indicate that the room can be accessed or looked-at through them. If two rooms are next to each other, and two similar portals in each of them share the same world position (and are parallel and opposed to each other), they will automatically "connect" and form "doors" (for example, the portals that connect a kitchen to a living room are placed in the door they share). Portals must always have a [VisualInstance] node as a parent, grandparent or far parent, or else they will not be active. - Return the range for auto-connecting two portals from different rooms sharing the same space. + Return the range for auto-connecting two portals from different rooms sharing the same space. - Return the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [method set_disabled_color]). + Return the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [method set_disabled_color]). - Return the color for when the portal goes beyond the disable distance (see [method set_disable_distance]) and becomes disabled. + Return the color for when the portal goes beyond the disable distance (see [method set_disable_distance]) and becomes disabled. - Return the portal shape. The shape is an array of [Vector2] points, representing a convex polygon in the X,Y plane. + Return the portal shape. The shape is an array of [Vector2] points, representing a convex polygon in the X,Y plane. - Return whether the portal is active. When disabled it causes the parent [VisualInstance] to not be visible any longer when looking through the portal. + Return whether the portal is active. When disabled it causes the parent [VisualInstance] to not be visible any longer when looking through the portal. - Set the range for auto-connecting two portals from different rooms sharing the same space. + Set the range for auto-connecting two portals from different rooms sharing the same space. - Set the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [method set_disabled_color]). + Set the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [method set_disabled_color]). - When the portal goes beyond the disable distance (see [method set_disable_distance]), it becomes opaque and displayed with color "color". + When the portal goes beyond the disable distance (see [method set_disable_distance]), it becomes opaque and displayed with color "color". - Enable the portal (it is enabled by default though), disabling it will cause the parent [VisualInstance] to not be visible any longer when looking through the portal. + Enable the portal (it is enabled by default though), disabling it will cause the parent [VisualInstance] to not be visible any longer when looking through the portal. - Set the portal shape. The shape is an array of [Vector2] points, representing a convex polygon in the X,Y plane. + Set the portal shape. The shape is an array of [Vector2] points, representing a convex polygon in the X,Y plane. @@ -29813,10 +29813,10 @@ A similar effect may be achieved moving this node's descendants. - Generic 2D Position hint for editing. + Generic 2D Position hint for editing. - Generic 2D Position hint for editing. It's just like a plain [Node2D] but displays as a cross in the 2D-Editor at all times. + Generic 2D Position hint for editing. It's just like a plain [Node2D] but displays as a cross in the 2D-Editor at all times. @@ -29825,10 +29825,10 @@ A similar effect may be achieved moving this node's descendants. - Generic 3D Position hint for editing + Generic 3D Position hint for editing - Generic 3D Position hint for editing. It's just like a plain [Spatial] but displays as a cross in the 3D-Editor at all times. + Generic 3D Position hint for editing. It's just like a plain [Spatial] but displays as a cross in the 3D-Editor at all times. @@ -29837,10 +29837,10 @@ A similar effect may be achieved moving this node's descendants. - General purpose progress bar. + General purpose progress bar. - General purpose progress bar. Shows fill percentage from right to left. + General purpose progress bar. Shows fill percentage from right to left. @@ -29873,10 +29873,10 @@ A similar effect may be achieved moving this node's descendants. - General purpose proximity-detection node. + General purpose proximity-detection node. - General purpose proximity-detection node. + General purpose proximity-detection node. @@ -29985,10 +29985,10 @@ A similar effect may be achieved moving this node's descendants. - Quaternion. + Quaternion. - Quaternion is a 4 dimensional vector that is used to represent a rotation. It mainly exists to perform SLERP (spherical-linear interpolation) between to rotations obtained by a Matrix3 cheaply. Adding quaternions also cheaply adds the rotations, however quaternions need to be often normalized, or else they suffer from precision issues. + Quaternion is a 4 dimensional vector that is used to represent a rotation. It mainly exists to perform SLERP (spherical-linear interpolation) between to rotations obtained by a Matrix3 cheaply. Adding quaternions also cheaply adds the rotations, however quaternions need to be often normalized, or else they suffer from precision issues. @@ -30043,35 +30043,35 @@ A similar effect may be achieved moving this node's descendants. - Returns the dot product between two quaternions. + Returns the dot product between two quaternions. - Returns the inverse of the quaternion (applies to the inverse rotation too). + Returns the inverse of the quaternion (applies to the inverse rotation too). - Returns the length of the quaternion. + Returns the length of the quaternion. - Returns the length of the quaternion, squared. + Returns the length of the quaternion, squared. - Returns a copy of the quaternion, normalized to unit length. + Returns a copy of the quaternion, normalized to unit length. @@ -30082,7 +30082,7 @@ A similar effect may be achieved moving this node's descendants. - Perform a spherical-linear interpolation with another quaternion. + Perform a spherical-linear interpolation with another quaternion. @@ -30143,52 +30143,52 @@ A similar effect may be achieved moving this node's descendants. - Abstract base class for range-based controls. + Abstract base class for range-based controls. - Range is a base class for [Control] nodes that change a floating point [i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/i] and [i]page[/i], for example a [ScrollBar]. + Range is a base class for [Control] nodes that change a floating point [i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/i] and [i]page[/i], for example a [ScrollBar]. - Return the maximum value. + Return the maximum value. - Return the minimum value. + Return the minimum value. - Return the page size, if page is 0, paging is disabled. + Return the page size, if page is 0, paging is disabled. - Return the stepping, if step is 0, stepping is disabled. + Return the stepping, if step is 0, stepping is disabled. - Return value mapped to 0 to 1 (unit) range. + Return value mapped to 0 to 1 (unit) range. - Return the current value. + Return the current value. @@ -30225,14 +30225,14 @@ A similar effect may be achieved moving this node's descendants. - Set minimum value, clamped range value to it if it's less. + Set minimum value, clamped range value to it if it's less. - Set page size. Page is mainly used for scrollbars or anything that controls text scrolling. + Set page size. Page is mainly used for scrollbars or anything that controls text scrolling. @@ -30245,14 +30245,14 @@ A similar effect may be achieved moving this node's descendants. - Set step value. If step is 0, stepping will be disabled. + Set step value. If step is 0, stepping will be disabled. - Set value mapped to 0 to 1 (unit) range, it will then be converted to the actual value within min and max. + Set value mapped to 0 to 1 (unit) range, it will then be converted to the actual value within min and max. @@ -30281,14 +30281,14 @@ A similar effect may be achieved moving this node's descendants. - This signal is emitted when min, max, range or step change. + This signal is emitted when min, max, range or step change. - This signal is emitted when value changes. + This signal is emitted when value changes. @@ -30297,10 +30297,10 @@ A similar effect may be achieved moving this node's descendants. - Raw byte array. + Raw byte array. - Raw byte array. Contains bytes. Optimized for memory usage, can't fragment the memory. + Raw byte array. Contains bytes. Optimized for memory usage, can't fragment the memory. @@ -30309,7 +30309,7 @@ A similar effect may be achieved moving this node's descendants. - Create from a generic array. + Create from a generic array. @@ -30322,21 +30322,21 @@ A similar effect may be achieved moving this node's descendants. - Append an [RawArray] at the end of this array. + Append an [RawArray] at the end of this array. - Returns a copy of the array's contents formatted as String. Fast alternative to get_string_from_utf8(), assuming the content is ASCII-only (unlike the UTF-8 function, this function maps every byte to a character in the string, so any multibyte sequence will be torn apart). + Returns a copy of the array's contents formatted as String. Fast alternative to get_string_from_utf8(), assuming the content is ASCII-only (unlike the UTF-8 function, this function maps every byte to a character in the string, so any multibyte sequence will be torn apart). - Returns a copy of the array's contents formatted as String, assuming the array is formatted as UTF-8. Slower than get_string_from_ascii(), but works for UTF-8. Usually you should prefer this function over get_string_from_ascii() to support international input. + Returns a copy of the array's contents formatted as String, assuming the array is formatted as UTF-8. Slower than get_string_from_ascii(), but works for UTF-8. Usually you should prefer this function over get_string_from_ascii() to support international input. @@ -30347,33 +30347,33 @@ A similar effect may be achieved moving this node's descendants. - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Append an element at the end of the array. + Append an element at the end of the array. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the [RawArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the [RawArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -30382,14 +30382,14 @@ A similar effect may be achieved moving this node's descendants. - Change the byte at the given index. + Change the byte at the given index. - Return the size of the array. + Return the size of the array. @@ -30514,17 +30514,17 @@ A similar effect may be achieved moving this node's descendants. - Query the closest object intersecting a ray + Query the closest object intersecting a ray - A RayCast2D represents a line from its origin to its destination position [code]cast_to[/code], it is used to query the 2D space in order to find the closest object intersecting with the ray. + A RayCast2D represents a line from its origin to its destination position [code]cast_to[/code], it is used to query the 2D space in order to find the closest object intersecting with the ray. - Adds a collision exception so the ray does not report collisions with the specified [code]node[/code]. + Adds a collision exception so the ray does not report collisions with the specified [code]node[/code]. @@ -30535,49 +30535,49 @@ A similar effect may be achieved moving this node's descendants. - Removes all collision exception for this ray. + Removes all collision exception for this ray. - Return the destination point of this ray object + Return the destination point of this ray object - Return the closest object the ray is pointing to. Note that this does not consider the length of the vector, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray. + Return the closest object the ray is pointing to. Note that this does not consider the length of the vector, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray. - Returns the collision shape of the closest object the ray is pointing to. + Returns the collision shape of the closest object the ray is pointing to. - Returns the normal of the intersecting object shape face containing the collision point. + Returns the normal of the intersecting object shape face containing the collision point. - Returns the collision point in which the ray intersects the closest object. + Returns the collision point in which the ray intersects the closest object. - Returns the layer mask for this ray. + Returns the layer mask for this ray. @@ -30590,21 +30590,21 @@ A similar effect may be achieved moving this node's descendants. - Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length). + Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length). - Returns whether this raycast is enabled or not + Returns whether this raycast is enabled or not - Removes a collision exception so the ray does report collisions with the specified [code]node[/code]. + Removes a collision exception so the ray does report collisions with the specified [code]node[/code]. @@ -30617,14 +30617,14 @@ A similar effect may be achieved moving this node's descendants. - Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code] + Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code] - Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. + Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. @@ -30667,24 +30667,24 @@ A similar effect may be achieved moving this node's descendants. - Ray 2D shape resource for physics. + Ray 2D shape resource for physics. - Ray 2D shape resource for physics. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + Ray 2D shape resource for physics. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. - Return the length of the ray. + Return the length of the ray. - Set the length of the ray. + Set the length of the ray. @@ -30693,10 +30693,10 @@ A similar effect may be achieved moving this node's descendants. - Real Array . + Real Array . - Real Array. Array of floating point values. Can only contain floats. Optimized for memory usage, can't fragment the memory. + Real Array. Array of floating point values. Can only contain floats. Optimized for memory usage, can't fragment the memory. @@ -30705,21 +30705,21 @@ A similar effect may be achieved moving this node's descendants. - Create from a generic array. + Create from a generic array. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Append an [RealArray] at the end of this array. + Append an [RealArray] at the end of this array. @@ -30730,33 +30730,33 @@ A similar effect may be achieved moving this node's descendants. - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Append an element at the end of the array. + Append an element at the end of the array. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the [RealArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the [RealArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -30765,14 +30765,14 @@ A similar effect may be achieved moving this node's descendants. - Change the float at the given index. + Change the float at the given index. - Return the size of the array. + Return the size of the array. @@ -30781,10 +30781,10 @@ A similar effect may be achieved moving this node's descendants. - 2D Axis-aligned bounding box. + 2D Axis-aligned bounding box. - Rect2 provides an 2D Axis-Aligned Bounding Box. It consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. + Rect2 provides an 2D Axis-Aligned Bounding Box. It consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. @@ -30795,7 +30795,7 @@ A similar effect may be achieved moving this node's descendants. - Construct a [Rect2] by position and size. + Construct a [Rect2] by position and size. @@ -30810,7 +30810,7 @@ A similar effect may be achieved moving this node's descendants. - Construct a [Rect2] by x, y, width and height. + Construct a [Rect2] by x, y, width and height. @@ -30819,7 +30819,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the intersection of this [Rect2] and b. + Returns the intersection of this [Rect2] and b. @@ -30828,7 +30828,7 @@ A similar effect may be achieved moving this node's descendants. - Returns true if this [Rect2] completely encloses another one. + Returns true if this [Rect2] completely encloses another one. @@ -30837,14 +30837,14 @@ A similar effect may be achieved moving this node's descendants. - Return this [Rect2] expanded to include a given point. + Return this [Rect2] expanded to include a given point. - Get the area of the [Rect2]. + Get the area of the [Rect2]. @@ -30853,14 +30853,14 @@ A similar effect may be achieved moving this node's descendants. - Return a copy of the [Rect2] grown a given amount of units towards all the sides. + Return a copy of the [Rect2] grown a given amount of units towards all the sides. - Return true if the [Rect2] is flat or empty. + Return true if the [Rect2] is flat or empty. @@ -30869,7 +30869,7 @@ A similar effect may be achieved moving this node's descendants. - Return true if the [Rect2] contains a point. + Return true if the [Rect2] contains a point. @@ -30878,7 +30878,7 @@ A similar effect may be achieved moving this node's descendants. - Return true if the [Rect2] overlaps with another. + Return true if the [Rect2] overlaps with another. @@ -30887,7 +30887,7 @@ A similar effect may be achieved moving this node's descendants. - Combine this [Rect2] with another, a larger one is returned that contains both. + Combine this [Rect2] with another, a larger one is returned that contains both. @@ -30907,24 +30907,24 @@ A similar effect may be achieved moving this node's descendants. - Rectangle Shape for 2D Physics. + Rectangle Shape for 2D Physics. - Rectangle Shape for 2D Physics. This shape is useful for modeling box-like 2D objects. + Rectangle Shape for 2D Physics. This shape is useful for modeling box-like 2D objects. - Return the half extents, the actual width and height of this shape is twice the half extents. + Return the half extents, the actual width and height of this shape is twice the half extents. - Set the half extents, the actual width and height of this shape is twice the half extents. + Set the half extents, the actual width and height of this shape is twice the half extents. @@ -30933,10 +30933,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for anything that keeps a reference count. + Base class for anything that keeps a reference count. - Base class for anything that keeps a reference count. Resource and many other helper objects inherit this. References keep an internal reference counter so they are only released when no longer in use. + Base class for anything that keeps a reference count. Resource and many other helper objects inherit this. References keep an internal reference counter so they are only released when no longer in use. @@ -30947,14 +30947,14 @@ A similar effect may be achieved moving this node's descendants. - Increase the internal reference counter. Use this only if you really know what you are doing. + Increase the internal reference counter. Use this only if you really know what you are doing. - Decrease the internal reference counter. Use this only if you really know what you are doing. + Decrease the internal reference counter. Use this only if you really know what you are doing. @@ -30963,10 +30963,10 @@ A similar effect may be achieved moving this node's descendants. - Reference frame for GUI. + Reference frame for GUI. - Reference frame for GUI. It's just like an empty control, except a red box is displayed while editing around its size at all times. + Reference frame for GUI. It's just like an empty control, except a red box is displayed while editing around its size at all times. @@ -30979,10 +30979,10 @@ A similar effect may be achieved moving this node's descendants. - Simple regular expression matcher. + Simple regular expression matcher. - Class for finding text patterns in a string using regular expressions. Regular expressions are a way to define patterns of text to be searched. + Class for finding text patterns in a string using regular expressions. Regular expressions are a way to define patterns of text to be searched. This class only finds patterns in a string. It can not perform replacements. Usage of regular expressions is too long to be explained here, but Internet is full of tutorials and detailed explanations. Currently supported features: @@ -31004,7 +31004,7 @@ A similar effect may be achieved moving this node's descendants. - This method resets the state of the object, as it was freshly created. Namely, it unassigns the regular expression of this object, and forgets all captures made by the last [method find]. + This method resets the state of the object, as it was freshly created. Namely, it unassigns the regular expression of this object, and forgets all captures made by the last [method find]. @@ -31015,7 +31015,7 @@ A similar effect may be achieved moving this node's descendants. - Compiles and assign the regular expression pattern to use. The limit on the number of capturing groups can be specified or made unlimited if negative. + Compiles and assign the regular expression pattern to use. The limit on the number of capturing groups can be specified or made unlimited if negative. @@ -31028,7 +31028,7 @@ A similar effect may be achieved moving this node's descendants. - This method tries to find the pattern within the string, and returns the position where it was found. It also stores any capturing group (see [method get_capture]) for further retrieval. + This method tries to find the pattern within the string, and returns the position where it was found. It also stores any capturing group (see [method get_capture]) for further retrieval. @@ -31037,14 +31037,14 @@ A similar effect may be achieved moving this node's descendants. - Returns a captured group. A captured group is the part of a string that matches a part of the pattern delimited by parentheses (unless they are non-capturing parentheses [i](?:)[/i]). + Returns a captured group. A captured group is the part of a string that matches a part of the pattern delimited by parentheses (unless they are non-capturing parentheses [i](?:)[/i]). - Returns the number of capturing groups. A captured group is the part of a string that matches a part of the pattern delimited by parentheses (unless they are non-capturing parentheses [i](?:)[/i]). + Returns the number of capturing groups. A captured group is the part of a string that matches a part of the pattern delimited by parentheses (unless they are non-capturing parentheses [i](?:)[/i]). @@ -31059,14 +31059,14 @@ A similar effect may be achieved moving this node's descendants. - Return a list of all the captures made by the regular expression. + Return a list of all the captures made by the regular expression. - Returns whether this object has a valid regular expression assigned. + Returns whether this object has a valid regular expression assigned. @@ -31107,10 +31107,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for all resources. + Base class for all resources. - Resource is the base class for all resource types. Resources are primarily data containers. They are reference counted and freed when no longer in use. They are also loaded only once from disk, and further attempts to load the resource will return the same reference (all this in contrast to a [Node], which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. + Resource is the base class for all resource types. Resources are primarily data containers. They are reference counted and freed when no longer in use. They are also loaded only once from disk, and further attempts to load the resource will return the same reference (all this in contrast to a [Node], which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. @@ -31131,21 +31131,21 @@ A similar effect may be achieved moving this node's descendants. - Return the name of the resources, any name is valid (it doesn't have to be unique). Name is for descriptive purposes only. + Return the name of the resources, any name is valid (it doesn't have to be unique). Name is for descriptive purposes only. - Return the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. + Return the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. - Return the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high level abstractions of resources stored in a server, so this function will return the original RID. + Return the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high level abstractions of resources stored in a server, so this function will return the original RID. @@ -31158,21 +31158,21 @@ A similar effect may be achieved moving this node's descendants. - Set the name of the resources, any name is valid (it doesn't have to be unique). Name is for descriptive purposes only. + Set the name of the resources, any name is valid (it doesn't have to be unique). Name is for descriptive purposes only. - Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another [Resource] already has path "path". + Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another [Resource] already has path "path". - Set the path of the resource. Differs from set_path(), if another [Resource] exists with "path" it over-takes it, instead of failing. + Set the path of the resource. Differs from set_path(), if another [Resource] exists with "path" it over-takes it, instead of failing. @@ -31273,38 +31273,38 @@ A similar effect may be achieved moving this node's descendants. - Interactive Resource Loader. + Interactive Resource Loader. - Interactive Resource Loader. This object is returned by ResourceLoader when performing an interactive load. It allows to load with high granularity, so this is mainly useful for displaying load bars/percentages. + Interactive Resource Loader. This object is returned by ResourceLoader when performing an interactive load. It allows to load with high granularity, so this is mainly useful for displaying load bars/percentages. - Return the loaded resource (only if loaded). Otherwise, returns null. + Return the loaded resource (only if loaded). Otherwise, returns null. - Return the load stage. The total amount of stages can be queried with [method get_stage_count] + Return the load stage. The total amount of stages can be queried with [method get_stage_count] - Return the total amount of stages (calls to [method poll]) needed to completely load this resource. + Return the total amount of stages (calls to [method poll]) needed to completely load this resource. - Poll the load. If OK is returned, this means poll will have to be called again. If ERR_EOF is returned, them the load has finished and the resource can be obtained by calling [method get_resource]. + Poll the load. If OK is returned, this means poll will have to be called again. If ERR_EOF is returned, them the load has finished and the resource can be obtained by calling [method get_resource]. @@ -31319,10 +31319,10 @@ A similar effect may be achieved moving this node's descendants. - Resource Loader. + Resource Loader. - Resource Loader. This is a static object accessible as [ResourceLoader]. GDScript has a simplified load() function, though. + Resource Loader. This is a static object accessible as [ResourceLoader]. GDScript has a simplified load() function, though. @@ -31339,7 +31339,7 @@ A similar effect may be achieved moving this node's descendants. - Return the list of recognized extensions for a resource type. + Return the list of recognized extensions for a resource type. @@ -31378,14 +31378,14 @@ A similar effect may be achieved moving this node's descendants. - Load a resource interactively, the returned object allows to load with high granularity. + Load a resource interactively, the returned object allows to load with high granularity. - Change the behavior on missing sub-resources. Default is to abort load. + Change the behavior on missing sub-resources. Default is to abort load. @@ -31394,10 +31394,10 @@ A similar effect may be achieved moving this node's descendants. - Resource Preloader Node. + Resource Preloader Node. - Resource Preloader Node. This node is used to preload sub-resources inside a scene, so when the scene is loaded all the resources are ready to use and be retrieved from here. + Resource Preloader Node. This node is used to preload sub-resources inside a scene, so when the scene is loaded all the resources are ready to use and be retrieved from here. @@ -31406,7 +31406,7 @@ A similar effect may be achieved moving this node's descendants. - Add a resource to the preloader. Set the text-id that will be used to identify it (retrieve it/erase it/etc). + Add a resource to the preloader. Set the text-id that will be used to identify it (retrieve it/erase it/etc). @@ -31415,14 +31415,14 @@ A similar effect may be achieved moving this node's descendants. - Return the resource given a text-id. + Return the resource given a text-id. - Return the list of resources inside the preloader. + Return the list of resources inside the preloader. @@ -31431,14 +31431,14 @@ A similar effect may be achieved moving this node's descendants. - Return true if the preloader has a given resource. + Return true if the preloader has a given resource. - Remove a resource from the preloader by text id. + Remove a resource from the preloader by text id. @@ -31447,7 +31447,7 @@ A similar effect may be achieved moving this node's descendants. - Rename a resource inside the preloader, from a text-id to a new text-id. + Rename a resource inside the preloader, from a text-id to a new text-id. @@ -31456,10 +31456,10 @@ A similar effect may be achieved moving this node's descendants. - Resource Saving Interface. + Resource Saving Interface. - Resource Saving Interface. This interface is used for saving resources to disk. + Resource Saving Interface. This interface is used for saving resources to disk. @@ -31468,7 +31468,7 @@ A similar effect may be achieved moving this node's descendants. - Return the list of extensions available for saving a resource of a given type. + Return the list of extensions available for saving a resource of a given type. @@ -31481,7 +31481,7 @@ A similar effect may be achieved moving this node's descendants. - Save a resource to disk, to a given path. + Save a resource to disk, to a given path. @@ -31502,10 +31502,10 @@ A similar effect may be achieved moving this node's descendants. - Label that displays rich text. + Label that displays rich text. - Label that displays rich text. Rich text can contain custom text, fonts, images and some basic formatting. It also adapts itself to given width/heights. + Label that displays rich text. Rich text can contain custom text, fonts, images and some basic formatting. It also adapts itself to given width/heights. @@ -31584,7 +31584,7 @@ A similar effect may be achieved moving this node's descendants. - Return true if selecting the text inside this richtext is allowed. + Return true if selecting the text inside this richtext is allowed. @@ -31693,7 +31693,7 @@ A similar effect may be achieved moving this node's descendants. - Set to true if selecting the text inside this richtext is allowed. + Set to true if selecting the text inside this richtext is allowed. @@ -31800,17 +31800,17 @@ A similar effect may be achieved moving this node's descendants. - Rigid body node. + Rigid body node. - Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static. + Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static. - Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. + Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. @@ -31819,175 +31819,175 @@ A similar effect may be achieved moving this node's descendants. - Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates. + Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates. - Return the current body angular damp. Default is -1. + Return the current body angular damp. Default is -1. - Return the current body angular velocity. + Return the current body angular velocity. - Return the current axis lock of the body. One of AXIS_LOCK_* enum. + Return the current axis lock of the body. One of AXIS_LOCK_* enum. - Return the current body bounciness. + Return the current body bounciness. - Return a list of the bodies colliding with this one. + Return a list of the bodies colliding with this one. - Return the current body friction, from 0 (frictionless) to 1 (max friction). + Return the current body friction, from 0 (frictionless) to 1 (max friction). - Return the current body gravity scale. + Return the current body gravity scale. - Return the current body linear damp. Default is -1. + Return the current body linear damp. Default is -1. - Return the current body linear velocity. + Return the current body linear velocity. - Return the current body mass. + Return the current body mass. - Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. + Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. - Return the current body mode, see [method set_mode]. + Return the current body mode, see [method set_mode]. - Return the current body weight, given standard earth-weight (gravity 9.8). + Return the current body weight, given standard earth-weight (gravity 9.8). - Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep]. + Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep]. - Return whether contact monitoring is enabled. + Return whether contact monitoring is enabled. - Return whether the body is sleeping. + Return whether the body is sleeping. - Return whether this body is using continuous collision detection. + Return whether this body is using continuous collision detection. - Return whether the body is using a custom integrator. + Return whether the body is using a custom integrator. - Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden. + Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden. - Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. + Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. - Set the axis lock of the body, from the AXIS_LOCK_* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes. + Set the axis lock of the body, from the AXIS_LOCK_* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes. - Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. - Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness). + Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness). - Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. + Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body. @@ -31995,70 +31995,70 @@ A similar effect may be achieved moving this node's descendants. - Enable contact monitoring. This allows the body to emit signals when it collides with another. + Enable contact monitoring. This allows the body to emit signals when it collides with another. - Set the body friction, from 0 (frictionless) to 1 (max friction). + Set the body friction, from 0 (frictionless) to 1 (max friction). - Set the gravity factor. This factor multiplies gravity intensity just for this body. + Set the gravity factor. This factor multiplies gravity intensity just for this body. - Set the linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden. + Set the linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden. - Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. + Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. - Set the body mass. + Set the body mass. - Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. - Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. + Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. - Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] wakes them up. Until then, they behave like a static body. + Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] wakes them up. Until then, they behave like a static body. - Set the continuous collision detection mode from the enum CCD_MODE_*. + Set the continuous collision detection mode from the enum CCD_MODE_*. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects. @@ -32066,14 +32066,14 @@ A similar effect may be achieved moving this node's descendants. - Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. + Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. - Set the body weight given standard earth-weight (gravity 9.8). + Set the body weight given standard earth-weight (gravity 9.8). @@ -32082,7 +32082,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -32095,7 +32095,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. This signal not only receives the body that collided with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with. @@ -32103,7 +32103,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -32116,13 +32116,13 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. This signal not only receives the body that stopped colliding with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with. - Emitted when the body changes it's sleeping state. Either by sleeping or waking up. + Emitted when the body changes it's sleeping state. Either by sleeping or waking up. @@ -32143,10 +32143,10 @@ A similar effect may be achieved moving this node's descendants. - Rigid body 2D node. + Rigid body 2D node. - Rigid body 2D node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift state between regular Rigid body, Kinematic, Character or Static. + Rigid body 2D node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift state between regular Rigid body, Kinematic, Character or Static. Character mode forbids the node from being rotated. This node can have a custom force integrator function, for writing complex physics motion behavior per node. As a warning, don't change this node position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. @@ -32155,7 +32155,7 @@ A similar effect may be achieved moving this node's descendants. - Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. + Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. @@ -32164,7 +32164,7 @@ A similar effect may be achieved moving this node's descendants. - Add a positioned force to the applied force and torque. As with [method apply_impulse], both the force and the offset from the body origin are in global coordinates. + Add a positioned force to the applied force and torque. As with [method apply_impulse], both the force and the offset from the body origin are in global coordinates. @@ -32173,196 +32173,196 @@ A similar effect may be achieved moving this node's descendants. - Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates. + Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates. - Return the angular damp for this body. + Return the angular damp for this body. - Return the body angular velocity. This changes by physics granularity. See [method set_angular_velocity]. + Return the body angular velocity. This changes by physics granularity. See [method set_angular_velocity]. - Return the applied force vector. + Return the applied force vector. - Return the torque which is being applied to this body. + Return the torque which is being applied to this body. - Return the body bounciness. + Return the body bounciness. - Return a list of the bodies colliding with this one. + Return a list of the bodies colliding with this one. - Return whether this body is using continuous collision detection. + Return whether this body is using continuous collision detection. - Return the body friction. + Return the body friction. - Return the gravity factor. + Return the gravity factor. - Return the body's moment of inertia. This is usually automatically computed from the mass and the shapes. Note that this doesn't seem to work in a [code]_ready[/code] function: it apparently has not been auto-computed yet. + Return the body's moment of inertia. This is usually automatically computed from the mass and the shapes. Note that this doesn't seem to work in a [code]_ready[/code] function: it apparently has not been auto-computed yet. - Return the linear damp for this body. + Return the linear damp for this body. - Return the body linear velocity. This changes by physics granularity. See [method set_linear_velocity]. + Return the body linear velocity. This changes by physics granularity. See [method set_linear_velocity]. - Return the body mass. + Return the body mass. - Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. + Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. - Return the current body mode, see [method set_mode]. + Return the current body mode, see [method set_mode]. - Return the body weight given standard earth-weight (gravity 9.8). + Return the body weight given standard earth-weight (gravity 9.8). - Return true if the body has the ability to fall asleep when not moving. See [method set_can_sleep]. + Return true if the body has the ability to fall asleep when not moving. See [method set_can_sleep]. - Return whether contact monitoring is enabled. + Return whether contact monitoring is enabled. - Return whether the body is sleeping. + Return whether the body is sleeping. - Return true if the body is not doing any built-in force integration. + Return true if the body is not doing any built-in force integration. - Set the angular damp for this body. If this value is different from -1, any angular damp derived from the world or areas will be overridden. + Set the angular damp for this body. If this value is different from -1, any angular damp derived from the world or areas will be overridden. - Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. + Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. - Set the applied force vector. This is the equivalent of pushing a box over the ground: the force applied is applied constantly. + Set the applied force vector. This is the equivalent of pushing a box over the ground: the force applied is applied constantly. - Set a constant torque which will be applied to this body. + Set a constant torque which will be applied to this body. - Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. - Set the body bounciness, from 0 (no bounce) to 1 (full bounce). + Set the body bounciness, from 0 (no bounce) to 1 (full bounce). - Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. + Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body. @@ -32370,14 +32370,14 @@ A similar effect may be achieved moving this node's descendants. - Enable contact monitoring. This allows the body to emit signals when it collides with another. + Enable contact monitoring. This allows the body to emit signals when it collides with another. - Set the continuous collision detection mode from the enum CCD_MODE_*. + Set the continuous collision detection mode from the enum CCD_MODE_*. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects. @@ -32385,77 +32385,77 @@ A similar effect may be achieved moving this node's descendants. - Set the body friction, from 0 (frictionless) to 1 (full friction). + Set the body friction, from 0 (frictionless) to 1 (full friction). - Set the gravity factor. This factor multiplies gravity intensity just for this body. + Set the gravity factor. This factor multiplies gravity intensity just for this body. - Set the body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 (or negative) inertia to return to automatically computing it. + Set the body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 (or negative) inertia to return to automatically computing it. - Set the linear damp for this body. If this value is different from -1, any linear damp derived from the world or areas will be overridden. + Set the linear damp for this body. If this value is different from -1, any linear damp derived from the world or areas will be overridden. - Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. + Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. - Set the body mass. + Set the body mass. - Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. - Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. + Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. - Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body. + Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body. - Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. + Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. - Set the body weight given standard earth-weight (gravity 9.8). Not really useful for 2D since most measures for this node are in pixels. + Set the body weight given standard earth-weight (gravity 9.8). Not really useful for 2D since most measures for this node are in pixels. @@ -32468,7 +32468,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the body would collide, if it tried to move in the given vector. This method allows two extra parameters: A margin, which increases slightly the size of the shapes involved in the collision detection, and an object of type [Physics2DTestMotionResult], which will store additional information about the collision (should there be one). + Return whether the body would collide, if it tried to move in the given vector. This method allows two extra parameters: A margin, which increases slightly the size of the shapes involved in the collision detection, and an object of type [Physics2DTestMotionResult], which will store additional information about the collision (should there be one). @@ -32477,7 +32477,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -32490,7 +32490,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. This signal not only receives the body that collided with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with. @@ -32498,7 +32498,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -32511,13 +32511,13 @@ A similar effect may be achieved moving this node's descendants. - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. This signal not only receives the body that stopped colliding with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with. - Emitted when the body changes it's sleeping state. Either by sleeping or waking up. + Emitted when the body changes it's sleeping state. Either by sleeping or waking up. @@ -32547,10 +32547,10 @@ A similar effect may be achieved moving this node's descendants. - Room data resource. + Room data resource. - Room contains the data to define the bounds of a scene (using a BSP Tree). It is instanced by a [VisualInstance] node to create rooms. See that class documentation for more information about rooms. + Room contains the data to define the bounds of a scene (using a BSP Tree). It is instanced by a [VisualInstance] node to create rooms. See that class documentation for more information about rooms. @@ -32629,10 +32629,10 @@ A similar effect may be achieved moving this node's descendants. - Audio sample (sound) class. + Audio sample (sound) class. - Sample provides an audio sample class, containing audio data, together with some information for playback, such as format, mix rate and loop. It is used by sound playback routines. + Sample provides an audio sample class, containing audio data, together with some information for playback, such as format, mix rate and loop. It is used by sound playback routines. @@ -32643,7 +32643,7 @@ A similar effect may be achieved moving this node's descendants. - Create new data for the sample, with format (see FORMAT_* constants), stereo hint, and length in samples (not bytes). + Create new data for the sample, with format (see FORMAT_* constants), stereo hint, and length in samples (not bytes). Calling this method overrides previously existing data. Stereo samples are interleaved pairs of left and right points (in that order), but count as one sample for length purposes. @@ -32651,63 +32651,63 @@ A similar effect may be achieved moving this node's descendants. - Return sample data as little endian. + Return sample data as little endian. - Return the sample format. + Return the sample format. - Return the sample length in samples. Stereo samples count as one, even if they are made of a left and a right sample. + Return the sample length in samples. Stereo samples count as one, even if they are made of a left and a right sample. - Return the loop begin position. + Return the loop begin position. - Return the loop end position. + Return the loop end position. - Return the loop format. + Return the loop format. - Return the mix rate for the sample. + Return the mix rate for the sample. - Return whether the current sample was created as stereo. + Return whether the current sample was created as stereo. - Set sample data. Data must be little endian, no matter the host platform, and exactly as long as to fit all samples. The length of this array can be calculated as follows: + Set sample data. Data must be little endian, no matter the host platform, and exactly as long as to fit all samples. The length of this array can be calculated as follows: Get the sample length ([method get_length]). If the sample format is FORMAT_PCM16, multiply it by 2. If the sample format is FORMAT_IMA_ADPCM, divide it by 2 (rounding any fraction up), then add 4. @@ -32718,28 +32718,28 @@ A similar effect may be achieved moving this node's descendants. - Set the loop begin position. It must be a valid frame and less than the loop end position. + Set the loop begin position. It must be a valid frame and less than the loop end position. - Set the loop end position. It must be a valid frame and greater than the loop begin position. + Set the loop end position. It must be a valid frame and greater than the loop begin position. - Set the loop format (use LOOP_* constants as argument). + Set the loop format (use LOOP_* constants as argument). - Set the mix rate for the sample (expected playback frequency). + Set the mix rate for the sample (expected playback frequency). @@ -32766,10 +32766,10 @@ A similar effect may be achieved moving this node's descendants. - Library that contains a collection of samples. + Library that contains a collection of samples. - Library that contains a collection of [Sample], each identified by a text ID. This is used as a data container for the majority of the SamplePlayer classes and derivatives. + Library that contains a collection of [Sample], each identified by a text ID. This is used as a data container for the majority of the SamplePlayer classes and derivatives. @@ -32778,7 +32778,7 @@ A similar effect may be achieved moving this node's descendants. - Add a sample to the library, with a given text ID. + Add a sample to the library, with a given text ID. @@ -32787,7 +32787,7 @@ A similar effect may be achieved moving this node's descendants. - Return the sample from the library matching the given text ID. Return null if the sample is not found. + Return the sample from the library matching the given text ID. Return null if the sample is not found. @@ -32796,14 +32796,14 @@ A similar effect may be achieved moving this node's descendants. - Return true if the sample text ID exists in the library. + Return true if the sample text ID exists in the library. - Remove the sample matching the given text ID. + Remove the sample matching the given text ID. @@ -32812,7 +32812,7 @@ A similar effect may be achieved moving this node's descendants. - Return the pitch scale for the given sample. + Return the pitch scale for the given sample. @@ -32821,7 +32821,7 @@ A similar effect may be achieved moving this node's descendants. - Return the volume (in dB) for the given sample. + Return the volume (in dB) for the given sample. @@ -32830,7 +32830,7 @@ A similar effect may be achieved moving this node's descendants. - Set the pitch scale for the given sample. + Set the pitch scale for the given sample. @@ -32839,7 +32839,7 @@ A similar effect may be achieved moving this node's descendants. - Set the volume (in dB) for the given sample. + Set the volume (in dB) for the given sample. @@ -32848,10 +32848,10 @@ A similar effect may be achieved moving this node's descendants. - Sample Player node. + Sample Player node. - SamplePlayer is a [Node] meant for simple sample playback. A library of samples is loaded and played back "as is", without positioning or anything. + SamplePlayer is a [Node] meant for simple sample playback. A library of samples is loaded and played back "as is", without positioning or anything. @@ -32860,98 +32860,98 @@ A similar effect may be achieved moving this node's descendants. - Return the current chorus send level for a given voice. + Return the current chorus send level for a given voice. - Return the default chorus send level of the player. + Return the default chorus send level of the player. - Return the default filter cutoff frequency of the player. + Return the default filter cutoff frequency of the player. - Return the default filter gain of the player. + Return the default filter gain of the player. - Return the default filter resonance of the player. + Return the default filter resonance of the player. - Return the default filter type in use (see FILTER_* constants) for the player. + Return the default filter type in use (see FILTER_* constants) for the player. - Return the default panning of the player. + Return the default panning of the player. - Return the default pan depth of the player. + Return the default pan depth of the player. - Return the default pan height of the player. + Return the default pan height of the player. - Return the default pitch scale of the player. + Return the default pitch scale of the player. - Return the default reverberation send level of the player. + Return the default reverberation send level of the player. - Return the default reverberation room type of the player (see REVERB_* enum). + Return the default reverberation room type of the player (see REVERB_* enum). - Return the default volume (on a linear scale) of the player. + Return the default volume (on a linear scale) of the player. - Return the default volume (in dB) of the player. + Return the default volume (in dB) of the player. @@ -32960,7 +32960,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current filter cutoff frequency for a given voice. + Return the current filter cutoff frequency for a given voice. @@ -32969,7 +32969,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current filter gain for a given voice. + Return the current filter gain for a given voice. @@ -32978,7 +32978,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current filter resonance for a given voice. + Return the current filter resonance for a given voice. @@ -32987,7 +32987,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current filter type in use (see FILTER_* constants) for a given voice. + Return the current filter type in use (see FILTER_* constants) for a given voice. @@ -32996,7 +32996,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current mix rate for a given voice. + Return the current mix rate for a given voice. @@ -33005,7 +33005,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current panning for a given voice. + Return the current panning for a given voice. @@ -33014,7 +33014,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current pan depth for a given voice. + Return the current pan depth for a given voice. @@ -33023,7 +33023,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current pan height for a given voice. + Return the current pan height for a given voice. @@ -33032,14 +33032,14 @@ A similar effect may be achieved moving this node's descendants. - Return the current pitch scale for a given voice. + Return the current pitch scale for a given voice. - Return the polyphony of the player. + Return the polyphony of the player. @@ -33048,7 +33048,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current reverberation send level for a given voice. + Return the current reverberation send level for a given voice. @@ -33057,14 +33057,14 @@ A similar effect may be achieved moving this node's descendants. - Return the current reverberation room type for a given voice (see REVERB_* enum). + Return the current reverberation room type for a given voice (see REVERB_* enum). - Return the sample library used by the player. + Return the sample library used by the player. @@ -33073,7 +33073,7 @@ A similar effect may be achieved moving this node's descendants. - Return the current volume (on a linear scale) for a given voice. + Return the current volume (on a linear scale) for a given voice. @@ -33082,14 +33082,14 @@ A similar effect may be achieved moving this node's descendants. - Return the current volume (in dB) for a given voice. + Return the current volume (in dB) for a given voice. - Return whether the player is currently active. + Return whether the player is currently active. @@ -33098,7 +33098,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the given voice is currently active. + Return whether the given voice is currently active. @@ -33109,7 +33109,7 @@ A similar effect may be achieved moving this node's descendants. - Play a sample referenced by its name. + Play a sample referenced by its name. Optionally, the playback can be made "unique" to force stopping all other samples currently played. The voices allocated for playback will then be returned. @@ -33119,14 +33119,14 @@ A similar effect may be achieved moving this node's descendants. - Set the chorus send level of a voice (from 0 to 1.0). For setting chorus parameters, see [AudioServer]. + Set the chorus send level of a voice (from 0 to 1.0). For setting chorus parameters, see [AudioServer]. - Set the default chorus send level of the player (from 0 to 1.0). For setting chorus parameters, see [AudioServer]. + Set the default chorus send level of the player (from 0 to 1.0). For setting chorus parameters, see [AudioServer]. @@ -33139,7 +33139,7 @@ A similar effect may be achieved moving this node's descendants. - Set the default filter for the player, using the given type (see FILTER_* constants), cutoff frequency (from 20 to 16,384 Hz) and resonance (from 0 to 4.0). + Set the default filter for the player, using the given type (see FILTER_* constants), cutoff frequency (from 20 to 16,384 Hz) and resonance (from 0 to 4.0). Optionally, a gain can also be given (from 0 to 2.0). @@ -33151,7 +33151,7 @@ A similar effect may be achieved moving this node's descendants. - Set the default panning of the player. Panning goes from -1.0 (left) to +1.0 (right). + Set the default panning of the player. Panning goes from -1.0 (left) to +1.0 (right). Optionally, for hardware than support 3D sound, one can also set depth and height (also in range -1.0 to +1.0). @@ -33159,7 +33159,7 @@ A similar effect may be achieved moving this node's descendants. - Set the default pitch scale of the player. A ratio of 1.0 is the normal scale. + Set the default pitch scale of the player. A ratio of 1.0 is the normal scale. @@ -33168,14 +33168,14 @@ A similar effect may be achieved moving this node's descendants. - Set the default reverberation type (see REVERB_* constants) and send level (from 0 to 1.0) of the player. + Set the default reverberation type (see REVERB_* constants) and send level (from 0 to 1.0) of the player. - Set the default volume of the player using a linear scale. + Set the default volume of the player using a linear scale. The "volume" argument should be a positive factor ranging from 0.0 (mute) up to 16.0 (i.e. 24 dB). A factor of 1.0 means that the voice will be played at normal system volume. Factors above 1.0 might be limited by the platform's audio output. @@ -33184,7 +33184,7 @@ A similar effect may be achieved moving this node's descendants. - Set the default volume of the player in dB. + Set the default volume of the player in dB. The "dB" argument can range from -80 to 24 dB, 0 dB being the maximum volume. Every 6 dB (resp. -6 dB), the volume is increased (resp. reduced) by half. @@ -33200,7 +33200,7 @@ A similar effect may be achieved moving this node's descendants. - Set the filter for a given voice, using the given type (see FILTER_* constants), cutoff frequency (from 20 to 16,384 Hz) and resonance (from 0 to 4.0). + Set the filter for a given voice, using the given type (see FILTER_* constants), cutoff frequency (from 20 to 16,384 Hz) and resonance (from 0 to 4.0). Optionally, a gain can also be given (from 0 to 2.0). @@ -33210,7 +33210,7 @@ A similar effect may be achieved moving this node's descendants. - Set the mix rate (in Hz) of a given voice. + Set the mix rate (in Hz) of a given voice. @@ -33223,7 +33223,7 @@ A similar effect may be achieved moving this node's descendants. - Set the panning of a voice. Panning goes from -1.0 (left) to +1.0 (right). + Set the panning of a voice. Panning goes from -1.0 (left) to +1.0 (right). Optionally, for hardware than support 3D sound, one can also set depth and height (also in range -1.0 to +1.0). @@ -33233,14 +33233,14 @@ A similar effect may be achieved moving this node's descendants. - Set the pitch scale of a given voice. A ratio of 1.0 is the normal scale. + Set the pitch scale of a given voice. A ratio of 1.0 is the normal scale. - Set the polyphony of the player (maximum amount of simultaneous voices). + Set the polyphony of the player (maximum amount of simultaneous voices). @@ -33251,14 +33251,14 @@ A similar effect may be achieved moving this node's descendants. - Set the reverberation type (see REVERB_* constants) and send level (from 0 to 1.0) of a voice. + Set the reverberation type (see REVERB_* constants) and send level (from 0 to 1.0) of a voice. - Set the sample library for the player. + Set the sample library for the player. @@ -33267,7 +33267,7 @@ A similar effect may be achieved moving this node's descendants. - Set the volume of a given voice using a linear scale. + Set the volume of a given voice using a linear scale. The "volume" argument should be a positive factor ranging from 0.0 (mute) up to 16.0 (i.e. 24 dB). A factor of 1.0 means that the voice will be played at normal system volume. Factors above 1.0 might be limited by the platform's audio output. @@ -33278,7 +33278,7 @@ A similar effect may be achieved moving this node's descendants. - Set the volume of a given voice in dB. + Set the volume of a given voice in dB. The "dB" argument can range from -80 to 24 dB, 0 dB being the maximum volume. Every 6 dB (resp. -6 dB), the volume is increased (resp. reduced) by half. @@ -33286,12 +33286,12 @@ A similar effect may be achieved moving this node's descendants. - Stop a given voice. + Stop a given voice. - Stop all playing voices. + Stop all playing voices. @@ -33342,31 +33342,31 @@ A similar effect may be achieved moving this node's descendants. - Sample player for positional 2D Sound. + Sample player for positional 2D Sound. - Sample player for positional 2D Sound. Plays sound samples positionally, left and right depending on the distance/place on the screen. + Sample player for positional 2D Sound. Plays sound samples positionally, left and right depending on the distance/place on the screen. - Return the polyphony of the player. + Return the polyphony of the player. - Return the amplitude used for random pitch scale variations. + Return the amplitude used for random pitch scale variations. - Return the sample library used by the player. + Return the sample library used by the player. @@ -33375,7 +33375,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether a voice is still active or has stopped playing. + Return whether a voice is still active or has stopped playing. @@ -33386,7 +33386,7 @@ A similar effect may be achieved moving this node's descendants. - Play a sample. An internal polyphony ID can optionally be passed, or defaults to NEXT_VOICE. + Play a sample. An internal polyphony ID can optionally be passed, or defaults to NEXT_VOICE. Return a voice ID which can be used to modify the voice parameters, or INVALID_VOICE if the voice or sample are invalid. @@ -33394,14 +33394,14 @@ A similar effect may be achieved moving this node's descendants. - Set the polyphony of the player (maximum amount of simultaneous voices). + Set the polyphony of the player (maximum amount of simultaneous voices). - Set the amplitude for random pitch scale variations. If different from zero, the pitch scale will vary randomly around 1.0 in a range defined by val. + Set the amplitude for random pitch scale variations. If different from zero, the pitch scale will vary randomly around 1.0 in a range defined by val. The actual pitch scale will be, with "variation" ranging from -val to val: * variation > 0: 1.0 + variation * variation < 0: 1.0/(1.0 - variation) @@ -33411,19 +33411,19 @@ A similar effect may be achieved moving this node's descendants. - Set the sample library for the player. + Set the sample library for the player. - Stop all playing voices. + Stop all playing voices. - Stop a given voice. + Stop a given voice. @@ -33432,7 +33432,7 @@ A similar effect may be achieved moving this node's descendants. - Change the pitch scale of a currently playing voice. + Change the pitch scale of a currently playing voice. @@ -33441,7 +33441,7 @@ A similar effect may be achieved moving this node's descendants. - Change the volume scale (in dB) of a currently playing voice. + Change the volume scale (in dB) of a currently playing voice. @@ -33888,31 +33888,31 @@ A similar effect may be achieved moving this node's descendants. - Base class for scripts. + Base class for scripts. - Base class for scripts. Any script that is loaded becomes one of these resources, which can then create instances. + Base class for scripts. Any script that is loaded becomes one of these resources, which can then create instances. - Return true if this script can be instance (ie not a library). + Return true if this script can be instance (ie not a library). - Return the script source code (if available). + Return the script source code (if available). - Return true if the script contains source code. + Return true if the script contains source code. @@ -33921,7 +33921,7 @@ A similar effect may be achieved moving this node's descendants. - Return true if a given object uses an instance of this script. + Return true if a given object uses an instance of this script. @@ -33936,7 +33936,7 @@ A similar effect may be achieved moving this node's descendants. - Set the script source code. + Set the script source code. @@ -33945,10 +33945,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for scroll bars. + Base class for scroll bars. - Scrollbars are a [Range] based [Control], that display a draggable area (the size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) versions are available. + Scrollbars are a [Range] based [Control], that display a draggable area (the size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) versions are available. @@ -33969,66 +33969,66 @@ A similar effect may be achieved moving this node's descendants. - A helper node for displaying scrollable elements (e.g. lists). + A helper node for displaying scrollable elements (e.g. lists). - A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. + A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. - Return current horizontal scroll value. + Return current horizontal scroll value. - Return current vertical scroll value. + Return current vertical scroll value. - Return true if horizontal scrool is allowed. + Return true if horizontal scrool is allowed. - Return true if vertical scrool is allowed. + Return true if vertical scrool is allowed. - Set allows horizontal scrool. + Set allows horizontal scrool. - Set allows vertical scrool. + Set allows vertical scrool. - Set horizontal scroll value. + Set horizontal scroll value. - Set vertical scroll value. + Set vertical scroll value. @@ -34037,38 +34037,38 @@ A similar effect may be achieved moving this node's descendants. - Segment Shape for 2D Collision Detection. + Segment Shape for 2D Collision Detection. - Segment Shape for 2D Collision Detection, consists of two points, 'a' and 'b'. + Segment Shape for 2D Collision Detection, consists of two points, 'a' and 'b'. - Return the first point's position. + Return the first point's position. - Return the second point's position. + Return the second point's position. - Set the first point's position. + Set the first point's position. - Set the second point's position. + Set the second point's position. @@ -34077,24 +34077,24 @@ A similar effect may be achieved moving this node's descendants. - A synchronization Semaphore. + A synchronization Semaphore. - A synchronization Semaphore. Element used in multi-threadding. Initialized to zero on creation. + A synchronization Semaphore. Element used in multi-threadding. Initialized to zero on creation. - Lowers the [Semaphore], allowing one more thread in. + Lowers the [Semaphore], allowing one more thread in. - Tries to wait for the [Semaphore], if it's value is zero, blocks until non-zero. + Tries to wait for the [Semaphore], if it's value is zero, blocks until non-zero. @@ -34103,10 +34103,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for separators. + Base class for separators. - Separator is a [Control] used for separating other controls. It's purely a visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) versions are available. + Separator is a [Control] used for separating other controls. It's purely a visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) versions are available. @@ -34115,10 +34115,10 @@ A similar effect may be achieved moving this node's descendants. - To be changed, ignore. + To be changed, ignore. - To be changed, ignore. + To be changed, ignore. @@ -35113,10 +35113,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for all 2D Shapes. + Base class for all 2D Shapes. - Base class for all 2D Shapes. All 2D shape types inherit from this. + Base class for all 2D Shapes. All 2D shape types inherit from this. @@ -35129,7 +35129,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether this shape is colliding with another. + Return whether this shape is colliding with another. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). @@ -35143,7 +35143,7 @@ A similar effect may be achieved moving this node's descendants. - Return a list of the points where this shape touches another. If there are no collisions, the list is empty. + Return a list of the points where this shape touches another. If there are no collisions, the list is empty. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). @@ -35161,7 +35161,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether this shape would collide with another, if a given movement was applied. + Return whether this shape would collide with another, if a given movement was applied. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). @@ -35179,7 +35179,7 @@ A similar effect may be achieved moving this node's descendants. - Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty. + Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). @@ -35187,14 +35187,14 @@ A similar effect may be achieved moving this node's descendants. - Return the custom solver bias. + Return the custom solver bias. - Use a custom solver bias. No need to change this unless you really know what you are doing. + Use a custom solver bias. No need to change this unless you really know what you are doing. The solver bias is a factor controlling how much two objects "rebound" off each other, when colliding, to avoid them getting into each other because of numerical imprecision. @@ -35246,17 +35246,17 @@ A similar effect may be achieved moving this node's descendants. - Skeleton for characters and animated objects. + Skeleton for characters and animated objects. - Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future. + Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future. - Add a bone, with name "name". [method get_bone_count] will become the bone index. + Add a bone, with name "name". [method get_bone_count] will become the bone index. @@ -35265,12 +35265,12 @@ A similar effect may be achieved moving this node's descendants. - Deprecated soon. + Deprecated soon. - Clear all the bones in this skeleton. + Clear all the bones in this skeleton. @@ -35279,14 +35279,14 @@ A similar effect may be achieved moving this node's descendants. - Return the bone index that matches "name" as its name. + Return the bone index that matches "name" as its name. - Return the amount of bones in the skeleton. + Return the amount of bones in the skeleton. @@ -35311,7 +35311,7 @@ A similar effect may be achieved moving this node's descendants. - Return the name of the bone at index "index" + Return the name of the bone at index "index" @@ -35320,7 +35320,7 @@ A similar effect may be achieved moving this node's descendants. - Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx". + Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx". @@ -35329,7 +35329,7 @@ A similar effect may be achieved moving this node's descendants. - Return the pose transform for bone "bone_idx". + Return the pose transform for bone "bone_idx". @@ -35338,7 +35338,7 @@ A similar effect may be achieved moving this node's descendants. - Return the rest transform for a bone "bone_idx". + Return the rest transform for a bone "bone_idx". @@ -35355,7 +35355,7 @@ A similar effect may be achieved moving this node's descendants. - Deprecated soon. + Deprecated soon. @@ -35396,7 +35396,7 @@ A similar effect may be achieved moving this node's descendants. - Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx". + Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx". @@ -35405,7 +35405,7 @@ A similar effect may be achieved moving this node's descendants. - Return the pose transform for bone "bone_idx". + Return the pose transform for bone "bone_idx". @@ -35414,7 +35414,7 @@ A similar effect may be achieved moving this node's descendants. - Set the rest transform for bone "bone_idx" + Set the rest transform for bone "bone_idx" @@ -35423,7 +35423,7 @@ A similar effect may be achieved moving this node's descendants. - Deprecated soon. + Deprecated soon. @@ -35440,38 +35440,38 @@ A similar effect may be achieved moving this node's descendants. - Base class for GUI Sliders. + Base class for GUI Sliders. - Base class for GUI Sliders. + Base class for GUI Sliders. - Return amounts of ticks to display on slider. + Return amounts of ticks to display on slider. - Return true if ticks are visible on borders. + Return true if ticks are visible on borders. - Set amount of ticks to display in slider. + Set amount of ticks to display in slider. - Set true if ticks are visible on borders. + Set true if ticks are visible on borders. @@ -35552,10 +35552,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for playing spatial 2D sound. + Base class for playing spatial 2D sound. - Base class for playing spatial 2D sound. + Base class for playing spatial 2D sound. @@ -35642,10 +35642,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for all 3D nodes. + Base class for all 3D nodes. - Spatial is the base for every type of 3D [Node]. It contains a 3D [Transform] which can be set or get as local or global. If a Spatial [Node] has Spatial children, their transforms will be relative to the parent. + Spatial is the base for every type of 3D [Node]. It contains a 3D [Transform] which can be set or get as local or global. If a Spatial [Node] has Spatial children, their transforms will be relative to the parent. @@ -35658,14 +35658,14 @@ A similar effect may be achieved moving this node's descendants. - Return the global transform, relative to worldspace. + Return the global transform, relative to worldspace. - Return the parent [Spatial], or an empty [Object] if no parent exists or parent is not of type [Spatial]. + Return the parent [Spatial], or an empty [Object] if no parent exists or parent is not of type [Spatial]. @@ -35690,7 +35690,7 @@ A similar effect may be achieved moving this node's descendants. - Return the local transform, relative to the bone parent. + Return the local transform, relative to the bone parent. @@ -35811,7 +35811,7 @@ A similar effect may be achieved moving this node's descendants. - Set the transform globally, relative to worldspace. + Set the transform globally, relative to worldspace. @@ -35858,7 +35858,7 @@ A similar effect may be achieved moving this node's descendants. - Set the transform locally, relative to the parent spatial node. + Set the transform locally, relative to the parent spatial node. @@ -36036,10 +36036,10 @@ A similar effect may be achieved moving this node's descendants. - Server for Spatial 2D Sound. + Server for Spatial 2D Sound. - Server for Spatial 2D Sound. + Server for Spatial 2D Sound. @@ -36252,10 +36252,10 @@ A similar effect may be achieved moving this node's descendants. - Numerical input text field. + Numerical input text field. - SpinBox is a numerical input text field. It allows entering integers and floats. + SpinBox is a numerical input text field. It allows entering integers and floats. @@ -36274,35 +36274,35 @@ A similar effect may be achieved moving this node's descendants. - Return the specific suffix. + Return the specific suffix. - Return if the spinbox is editable. + Return if the spinbox is editable. - Set whether the spinbox is editable. + Set whether the spinbox is editable. - Set a prefix. + Set a prefix. - Set a specific suffix. + Set a specific suffix. @@ -36315,52 +36315,52 @@ A similar effect may be achieved moving this node's descendants. - Container for splitting and adjusting. + Container for splitting and adjusting. - Container for splitting two controls vertically or horizontally, with a grabber that allows adjusting the split offset or ratio. + Container for splitting two controls vertically or horizontally, with a grabber that allows adjusting the split offset or ratio. - Return visibility of the split dragger(One of [DRAGGER_VISIBLE], [DRAGGER_HIDDEN] or [DRAGGER_HIDDEN_COLLAPSED]). + Return visibility of the split dragger(One of [DRAGGER_VISIBLE], [DRAGGER_HIDDEN] or [DRAGGER_HIDDEN_COLLAPSED]). - Return the split offset. + Return the split offset. - Return true if the split is collapsed. + Return true if the split is collapsed. - Set if the split must be collapsed. + Set if the split must be collapsed. - Set visibility of the split dragger([i]mode[/i] must be one of [DRAGGER_VISIBLE], [DRAGGER_HIDDEN] or [DRAGGER_HIDDEN_COLLAPSED]). + Set visibility of the split dragger([i]mode[/i] must be one of [DRAGGER_VISIBLE], [DRAGGER_HIDDEN] or [DRAGGER_HIDDEN_COLLAPSED]). - Set the split offset. + Set the split offset. @@ -36369,7 +36369,7 @@ A similar effect may be achieved moving this node's descendants. - Emmited when the dragger is gragged by user. + Emmited when the dragger is gragged by user. @@ -36387,10 +36387,10 @@ A similar effect may be achieved moving this node's descendants. - Spotlight [Light], such as a reflector spotlight or a lantern. + Spotlight [Light], such as a reflector spotlight or a lantern. - A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight. + A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight. @@ -36399,164 +36399,164 @@ A similar effect may be achieved moving this node's descendants. - General purpose Sprite node. + General purpose Sprite node. - General purpose Sprite node. This Sprite node can show any texture as a sprite. The texture can be used as a spritesheet for animation, or only a region from a bigger texture can referenced, like an atlas. + General purpose Sprite node. This Sprite node can show any texture as a sprite. The texture can be used as a spritesheet for animation, or only a region from a bigger texture can referenced, like an atlas. - Return the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1. + Return the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1. - Return the amount of horizontal frames. See [method set_hframes]. + Return the amount of horizontal frames. See [method set_hframes]. - Return color modulation for the sprite. All sprite pixels are multiplied by this color. + Return color modulation for the sprite. All sprite pixels are multiplied by this color. - Return sprite draw offset. + Return sprite draw offset. - Return the region rect to read from. + Return the region rect to read from. - Return the base texture for the sprite. + Return the base texture for the sprite. - Return the amount of vertical frames. See [method set_vframes]. + Return the amount of vertical frames. See [method set_vframes]. - Return if the sprite is centered at the local origin. + Return if the sprite is centered at the local origin. - Return true if the sprite is flipped horizontally. + Return true if the sprite is flipped horizontally. - Return true if the sprite is flipped vertically. + Return true if the sprite is flipped vertically. - Return if the sprite reads from a region. + Return if the sprite reads from a region. - Set whether the sprite should be centered on the origin. + Set whether the sprite should be centered on the origin. - Set true to flip the sprite horizontally. + Set true to flip the sprite horizontally. - Set true to flip the sprite vertically. + Set true to flip the sprite vertically. - Set the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1. + Set the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1. - Set the amount of horizontal frames and converts the sprite into a sprite-sheet. This is useful for animation. + Set the amount of horizontal frames and converts the sprite into a sprite-sheet. This is useful for animation. - Set color modulation for the sprite. All sprite pixels are multiplied by this color. Color may contain rgb values above 1 to achieve a highlight effect. + Set color modulation for the sprite. All sprite pixels are multiplied by this color. Color may contain rgb values above 1 to achieve a highlight effect. - Set the sprite draw offset, useful for setting rotation pivots. + Set the sprite draw offset, useful for setting rotation pivots. - Set the sprite as a sub-region of a bigger texture. Useful for texture-atlases. + Set the sprite as a sub-region of a bigger texture. Useful for texture-atlases. - Set the region rect to read from. + Set the region rect to read from. - Set the base texture for the sprite. + Set the base texture for the sprite. - Set the amount of vertical frames and converts the sprite into a sprite-sheet. This is useful for animation. + Set the amount of vertical frames and converts the sprite into a sprite-sheet. This is useful for animation. @@ -36815,10 +36815,10 @@ A similar effect may be achieved moving this node's descendants. - Sprite frame library for AnimatedSprite. + Sprite frame library for AnimatedSprite. - Sprite frame library for [AnimatedSprite]. + Sprite frame library for [AnimatedSprite]. @@ -36943,10 +36943,10 @@ A similar effect may be achieved moving this node's descendants. - Static body for 3D Physics. + Static body for 3D Physics. - Static body for 3D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody3D] so they are great for scenario collision. + Static body for 3D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody3D] so they are great for scenario collision. A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies. Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). @@ -36955,56 +36955,56 @@ A similar effect may be achieved moving this node's descendants. - Return the body bounciness. + Return the body bounciness. - Return the constant angular velocity for the body. + Return the constant angular velocity for the body. - Return the constant linear velocity for the body. + Return the constant linear velocity for the body. - Return the body friction. + Return the body friction. - Set the body bounciness, from 0 (not bouncy) to 1 (bouncy). + Set the body bounciness, from 0 (not bouncy) to 1 (bouncy). - Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. + Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. - Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving. + Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving. - Set the body friction, from 0 (frictionless) to 1 (full friction). + Set the body friction, from 0 (frictionless) to 1 (full friction). @@ -37013,10 +37013,10 @@ A similar effect may be achieved moving this node's descendants. - Static body for 2D Physics. + Static body for 2D Physics. - Static body for 2D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody2D] so they are great for scenario collision. + Static body for 2D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody2D] so they are great for scenario collision. A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies. Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). @@ -37025,56 +37025,56 @@ A similar effect may be achieved moving this node's descendants. - Return the body bounciness. + Return the body bounciness. - Return the constant angular velocity for the body. + Return the constant angular velocity for the body. - Return the constant linear velocity for the body. + Return the constant linear velocity for the body. - Return the body friction. + Return the body friction. - Set the body bounciness, from 0 (not bouncy) to 1 (bouncy). + Set the body bounciness, from 0 (not bouncy) to 1 (bouncy). - Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. + Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. - Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving. + Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving. - Set the body friction, from 0 (frictionless) to 1 (full friction). + Set the body friction, from 0 (frictionless) to 1 (full friction). @@ -37083,45 +37083,45 @@ A similar effect may be achieved moving this node's descendants. - Abstraction and base class for stream-based protocols. + Abstraction and base class for stream-based protocols. - StreamPeer is an abstraction and base class for stream-based protocols (such as TCP or Unix Sockets). It provides an API for sending and receiving data through streams as raw data or strings. + StreamPeer is an abstraction and base class for stream-based protocols (such as TCP or Unix Sockets). It provides an API for sending and receiving data through streams as raw data or strings. - Get a signed 16 bit value from the stream. + Get a signed 16 bit value from the stream. - Get a signed 32 bit value from the stream. + Get a signed 32 bit value from the stream. - Get a signed 64 bit value from the stream. + Get a signed 64 bit value from the stream. - Get a signed byte from the stream. + Get a signed byte from the stream. - Return the amount of bytes this [StreamPeer] has available. + Return the amount of bytes this [StreamPeer] has available. @@ -37130,21 +37130,21 @@ A similar effect may be achieved moving this node's descendants. - Return a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an Error code and a data array. + Return a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an Error code and a data array. - Get a double-precision float from the stream. + Get a double-precision float from the stream. - Get a single-precision float from the stream. + Get a single-precision float from the stream. @@ -37153,7 +37153,7 @@ A similar effect may be achieved moving this node's descendants. - Return a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an Error code, and a data array. + Return a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an Error code, and a data array. @@ -37162,35 +37162,35 @@ A similar effect may be achieved moving this node's descendants. - Get a string with byte-length "bytes" from the stream. + Get a string with byte-length "bytes" from the stream. - Get an unsigned 16 bit value from the stream. + Get an unsigned 16 bit value from the stream. - Get an unsigned 32 bit value from the stream. + Get an unsigned 32 bit value from the stream. - Get an unsigned 16 bit value from the stream. + Get an unsigned 16 bit value from the stream. - Get an unsigned byte from the stream. + Get an unsigned byte from the stream. @@ -37199,49 +37199,49 @@ A similar effect may be achieved moving this node's descendants. - Get an utf8 string with byte-length "bytes" from the stream (this decodes the string sent as utf8). + Get an utf8 string with byte-length "bytes" from the stream (this decodes the string sent as utf8). - Get a Variant from the stream. + Get a Variant from the stream. - Return whether this [StreamPeer] is using big-endian format. + Return whether this [StreamPeer] is using big-endian format. - Put a signed 16 bit value into the stream. + Put a signed 16 bit value into the stream. - Put a signed 32 bit value into the stream. + Put a signed 32 bit value into the stream. - Put a signed 64 bit value into the stream. + Put a signed 64 bit value into the stream. - Put a signed byte into the stream. + Put a signed byte into the stream. @@ -37250,21 +37250,21 @@ A similar effect may be achieved moving this node's descendants. - Send a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an Error code. + Send a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an Error code. - Put a double-precision float into the stream. + Put a double-precision float into the stream. - Put a single-precision float into the stream. + Put a single-precision float into the stream. @@ -37273,56 +37273,56 @@ A similar effect may be achieved moving this node's descendants. - Send a chunk of data through the connection, if all the data could not be sent at once, only part of it will. This function returns two values, an Error code and an integer, describing how much data was actually sent. + Send a chunk of data through the connection, if all the data could not be sent at once, only part of it will. This function returns two values, an Error code and an integer, describing how much data was actually sent. - Put an unsigned 16 bit value into the stream. + Put an unsigned 16 bit value into the stream. - Put an unsigned 32 bit value into the stream. + Put an unsigned 32 bit value into the stream. - Put an unsigned 64 bit value into the stream. + Put an unsigned 64 bit value into the stream. - Put an unsigned byte into the stream. + Put an unsigned byte into the stream. - Put a zero-terminated utf8 string into the stream. + Put a zero-terminated utf8 string into the stream. - Put a Variant into the stream. + Put a Variant into the stream. - Set this [StreamPeer] to use big-endian format. Default is false. + Set this [StreamPeer] to use big-endian format. Default is false. @@ -37331,10 +37331,10 @@ A similar effect may be achieved moving this node's descendants. - SSL Stream peer. + SSL Stream peer. - SSL Stream peer. This object can be used to connect to SSL servers. + SSL Stream peer. This object can be used to connect to SSL servers. @@ -37355,19 +37355,19 @@ A similar effect may be achieved moving this node's descendants. - Connect to a peer using an underlying [StreamPeer] "stream", when "validate_certs" is true, [StreamPeerSSL] will validate that the certificate presented by the peer matches the "for_hostname". + Connect to a peer using an underlying [StreamPeer] "stream", when "validate_certs" is true, [StreamPeerSSL] will validate that the certificate presented by the peer matches the "for_hostname". - Disconnect from host. + Disconnect from host. - Return the status of the connection, one of STATUS_* enum. + Return the status of the connection, one of STATUS_* enum. @@ -37388,10 +37388,10 @@ A similar effect may be achieved moving this node's descendants. - TCP Stream peer. + TCP Stream peer. - TCP Stream peer. This object can be used to connect to TCP servers, or also is returned by a tcp server. + TCP Stream peer. This object can be used to connect to TCP servers, or also is returned by a tcp server. @@ -37402,40 +37402,40 @@ A similar effect may be achieved moving this node's descendants. - Connect to the specified IP:port pair. Returns [OK] on success or [FAILED] on failure. + Connect to the specified IP:port pair. Returns [OK] on success or [FAILED] on failure. - Disconnect from host. + Disconnect from host. - Return the IP of this peer. + Return the IP of this peer. - Return the port of this peer. + Return the port of this peer. - Return the status of the connection, one of STATUS_* enum. + Return the status of the connection, one of STATUS_* enum. - Return whether this peer is connected. Returns true while connecting and connected. + Return whether this peer is connected. Returns true while connecting and connected. @@ -37456,129 +37456,129 @@ A similar effect may be achieved moving this node's descendants. - Base class for audio stream playback. + Base class for audio stream playback. - Base class for audio stream playback. Audio stream players inherit from it. + Base class for audio stream playback. Audio stream players inherit from it. - Return the size of the audio buffer. + Return the size of the audio buffer. - Return the length of the stream, in seconds. + Return the length of the stream, in seconds. - Return the number of times the playback has looped. + Return the number of times the playback has looped. - Return the point in time the stream will rewind to, when looping. + Return the point in time the stream will rewind to, when looping. - Return the playback position, in seconds. + Return the playback position, in seconds. - Return the currently assigned stream. + Return the currently assigned stream. - Return the name of the currently assigned stream. This is not the file name, but a field inside the file. If no stream is assigned, if returns "<No Stream>". + Return the name of the currently assigned stream. This is not the file name, but a field inside the file. If no stream is assigned, if returns "<No Stream>". - Return the playback volume for this player. + Return the playback volume for this player. - Return the playback volume for this player, in decibels. + Return the playback volume for this player, in decibels. - Return whether this player will start playing as soon as it enters the scene tree. + Return whether this player will start playing as soon as it enters the scene tree. - Return whether the stream will be restarted at the end. + Return whether the stream will be restarted at the end. - Return whether the playback is currently paused. + Return whether the playback is currently paused. - Return whether this player is playing. + Return whether this player is playing. - Play the currently assigned stream, starting from a given position (in seconds). + Play the currently assigned stream, starting from a given position (in seconds). - Set the playback position, in seconds. + Set the playback position, in seconds. - Set whether this player will start playing as soon as it enters the scene tree. + Set whether this player will start playing as soon as it enters the scene tree. - Set the size (in milliseconds) of the audio buffer. A long audio buffer protects better against slowdowns, but responds worse to changes (in volume, stream played...). A shorter buffer takes less time to respond to changes, but may stutter if the application suffers some slowdown. + Set the size (in milliseconds) of the audio buffer. A long audio buffer protects better against slowdowns, but responds worse to changes (in volume, stream played...). A shorter buffer takes less time to respond to changes, but may stutter if the application suffers some slowdown. Default is 500 milliseconds. @@ -37586,54 +37586,54 @@ A similar effect may be achieved moving this node's descendants. - Set whether the stream will be restarted at the end. + Set whether the stream will be restarted at the end. - Set the point in time the stream will rewind to, when looping. + Set the point in time the stream will rewind to, when looping. - Pause stream playback. + Pause stream playback. - Set the [EventStream] this player will play. + Set the [EventStream] this player will play. - Set the playback volume for this player. This is a float between 0.0 (silent) and 1.0 (full volume). Values over 1.0 will amplify sound even more, but may introduce distortion. Negative values will just invert the output waveform, which produces no audible difference. + Set the playback volume for this player. This is a float between 0.0 (silent) and 1.0 (full volume). Values over 1.0 will amplify sound even more, but may introduce distortion. Negative values will just invert the output waveform, which produces no audible difference. - Set the playback volume for this player, in decibels. This is a float between -80.0 (silent) and 0.0 (full volume). Values under -79.0 get truncated to -80, but values over 0.0 do not, so the warnings for overamplifying (see [method set_volume]) still apply. + Set the playback volume for this player, in decibels. This is a float between -80.0 (silent) and 0.0 (full volume). Values under -79.0 get truncated to -80, but values over 0.0 do not, so the warnings for overamplifying (see [method set_volume]) still apply. - Stop the playback. + Stop the playback. - This signal triggers when the player stops playing. It will not trigger on each loop. + This signal triggers when the player stops playing. It will not trigger on each loop. @@ -37642,17 +37642,17 @@ A similar effect may be achieved moving this node's descendants. - Built-in string class. + Built-in string class. - This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources. + This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources. - If the string is a path to a file, return the path to the file without the extension. + If the string is a path to a file, return the path to the file without the extension. @@ -37661,35 +37661,35 @@ A similar effect may be achieved moving this node's descendants. - Return true if the strings begins with the given string. + Return true if the strings begins with the given string. - Return the bigrams (pairs of consecutive letters) of this string. + Return the bigrams (pairs of consecutive letters) of this string. - Return a copy of the string with special characters escaped using the C language standard. + Return a copy of the string with special characters escaped using the C language standard. - Return a copy of the string with escaped characters replaced by their meanings according to the C language standard. + Return a copy of the string with escaped characters replaced by their meanings according to the C language standard. - Change the case of some letters. Replace underscores with spaces, convert all letters to lowercase then capitalize first and every letter following the space character. For [code]capitalize camelCase mixed_with_underscores[/code] it will return [code]Capitalize Camelcase Mixed With Underscores[/code]. + Change the case of some letters. Replace underscores with spaces, convert all letters to lowercase then capitalize first and every letter following the space character. For [code]capitalize camelCase mixed_with_underscores[/code] it will return [code]Capitalize Camelcase Mixed With Underscores[/code]. @@ -37698,14 +37698,14 @@ A similar effect may be achieved moving this node's descendants. - Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater. + Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater. - Return true if the string is empty. + Return true if the string is empty. @@ -37714,7 +37714,7 @@ A similar effect may be achieved moving this node's descendants. - Return true if the strings ends with the given string. + Return true if the strings ends with the given string. @@ -37723,14 +37723,14 @@ A similar effect may be achieved moving this node's descendants. - Erase [code]chars[/code] characters from the string starting from [code]pos[/code]. + Erase [code]chars[/code] characters from the string starting from [code]pos[/code]. - If the string is a path to a file, return the extension. + If the string is a path to a file, return the extension. @@ -37741,7 +37741,7 @@ A similar effect may be achieved moving this node's descendants. - Find the first occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. + Find the first occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. @@ -37750,7 +37750,7 @@ A similar effect may be achieved moving this node's descendants. - Find the last occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. + Find the last occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. @@ -37761,35 +37761,35 @@ A similar effect may be achieved moving this node's descendants. - Find the first occurrence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. + Find the first occurrence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. - If the string is a path to a file, return the base directory. + If the string is a path to a file, return the base directory. - If the string is a path to a file, return the file and ignore the base directory. + If the string is a path to a file, return the file and ignore the base directory. - Hash the string and return a 32 bits integer. + Hash the string and return a 32 bits integer. - Convert a string containing an hexadecimal number into an int. + Convert a string containing an hexadecimal number into an int. @@ -37800,21 +37800,21 @@ A similar effect may be achieved moving this node's descendants. - Insert a substring at a given position. + Insert a substring at a given position. - If the string is a path to a file or directory, return true if the path is absolute. + If the string is a path to a file or directory, return true if the path is absolute. - If the string is a path to a file or directory, return true if the path is relative. + If the string is a path to a file or directory, return true if the path is relative. @@ -37823,7 +37823,7 @@ A similar effect may be achieved moving this node's descendants. - Check whether this string is a subsequence of the given string. + Check whether this string is a subsequence of the given string. @@ -37832,49 +37832,49 @@ A similar effect may be achieved moving this node's descendants. - Check whether this string is a subsequence of the given string, without considering case. + Check whether this string is a subsequence of the given string, without considering case. - Check whether the string contains a valid float. + Check whether the string contains a valid float. - Check whether the string contains a valid color in HTML notation. + Check whether the string contains a valid color in HTML notation. - Check whether the string is a valid identifier. As is common in programming languages, a valid identifier may contain only letters, digits and underscores (_) and the first character may not be a digit. + Check whether the string is a valid identifier. As is common in programming languages, a valid identifier may contain only letters, digits and underscores (_) and the first character may not be a digit. - Check whether the string contains a valid integer. + Check whether the string contains a valid integer. - Check whether the string contains a valid IP address. + Check whether the string contains a valid IP address. - Return a copy of the string with special characters escaped using the JSON standard. + Return a copy of the string with special characters escaped using the JSON standard. @@ -37883,14 +37883,14 @@ A similar effect may be achieved moving this node's descendants. - Return an amount of characters from the left of the string. + Return an amount of characters from the left of the string. - Return the length of the string in characters. + Return the length of the string in characters. @@ -37899,7 +37899,7 @@ A similar effect may be achieved moving this node's descendants. - Do a simple expression match, where '*' matches zero or more arbitrary characters and '?' matches any single character except '.'. + Do a simple expression match, where '*' matches zero or more arbitrary characters and '?' matches any single character except '.'. @@ -37908,21 +37908,21 @@ A similar effect may be achieved moving this node's descendants. - Do a simple case insensitive expression match, using ? and * wildcards (see [method match]). + Do a simple case insensitive expression match, using ? and * wildcards (see [method match]). - Return the MD5 hash of the string as an array of bytes. + Return the MD5 hash of the string as an array of bytes. - Return the MD5 hash of the string as a string. + Return the MD5 hash of the string as a string. @@ -37931,7 +37931,7 @@ A similar effect may be achieved moving this node's descendants. - Perform a case-insensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater. + Perform a case-insensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater. @@ -37940,7 +37940,7 @@ A similar effect may be achieved moving this node's descendants. - Return the character code at position [code]at[/code]. + Return the character code at position [code]at[/code]. @@ -37949,7 +37949,7 @@ A similar effect may be achieved moving this node's descendants. - Format a number to have an exact number of [code]digits[/code] after the decimal point. + Format a number to have an exact number of [code]digits[/code] after the decimal point. @@ -37958,21 +37958,21 @@ A similar effect may be achieved moving this node's descendants. - Format a number to have an exact number of [code]digits[/code] before the decimal point. + Format a number to have an exact number of [code]digits[/code] before the decimal point. - Decode a percent-encoded string. See [method percent_encode]. + Decode a percent-encoded string. See [method percent_encode]. - Percent-encode a string. This is meant to encode parameters in a URL when sending a HTTP GET request and bodies of form-urlencoded POST request. + Percent-encode a string. This is meant to encode parameters in a URL when sending a HTTP GET request and bodies of form-urlencoded POST request. @@ -37981,7 +37981,7 @@ A similar effect may be achieved moving this node's descendants. - If the string is a path, this concatenates [code]file[/code] at the end of the string as a subpath. E.g. [code]"this/is".plus_file("path") == "this/is/path"[/code]. + If the string is a path, this concatenates [code]file[/code] at the end of the string as a subpath. E.g. [code]"this/is".plus_file("path") == "this/is/path"[/code]. @@ -37992,7 +37992,7 @@ A similar effect may be achieved moving this node's descendants. - Replace occurrences of a substring for different ones inside the string. + Replace occurrences of a substring for different ones inside the string. @@ -38003,7 +38003,7 @@ A similar effect may be achieved moving this node's descendants. - Replace occurrences of a substring for different ones inside the string, but search case-insensitive. + Replace occurrences of a substring for different ones inside the string, but search case-insensitive. @@ -38014,7 +38014,7 @@ A similar effect may be achieved moving this node's descendants. - Perform a search for a substring, but start from the end of the string instead of the beginning. + Perform a search for a substring, but start from the end of the string instead of the beginning. @@ -38025,7 +38025,7 @@ A similar effect may be achieved moving this node's descendants. - Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive. + Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive. @@ -38034,7 +38034,7 @@ A similar effect may be achieved moving this node's descendants. - Return the right side of the string from a given position. + Return the right side of the string from a given position. @@ -38047,7 +38047,7 @@ A similar effect may be achieved moving this node's descendants. - Return the SHA-256 hash of the string as a string. + Return the SHA-256 hash of the string as a string. @@ -38056,7 +38056,7 @@ A similar effect may be achieved moving this node's descendants. - Return the similarity index of the text compared to this string. 1 means totally similar and 0 means totally dissimilar. + Return the similarity index of the text compared to this string. 1 means totally similar and 0 means totally dissimilar. @@ -38067,7 +38067,7 @@ A similar effect may be achieved moving this node's descendants. - Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",". + Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",". @@ -38078,7 +38078,7 @@ A similar effect may be achieved moving this node's descendants. - Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",". + Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",". @@ -38089,7 +38089,7 @@ A similar effect may be achieved moving this node's descendants. - Return a copy of the string stripped of any non-printable character at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively. + Return a copy of the string stripped of any non-printable character at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively. @@ -38100,63 +38100,63 @@ A similar effect may be achieved moving this node's descendants. - Return part of the string from the position [code]from[/code], with length [code]len[/code]. + Return part of the string from the position [code]from[/code], with length [code]len[/code]. - Convert the String (which is a character array) to RawArray (which is an array of bytes). The conversion is speeded up in comparison to to_utf8() with the assumption that all the characters the String contains are only ASCII characters. + Convert the String (which is a character array) to RawArray (which is an array of bytes). The conversion is speeded up in comparison to to_utf8() with the assumption that all the characters the String contains are only ASCII characters. - Convert a string, containing a decimal number, into a [code]float[/code]. + Convert a string, containing a decimal number, into a [code]float[/code]. - Convert a string, containing an integer number, into an [code]int[/code]. + Convert a string, containing an integer number, into an [code]int[/code]. - Return the string converted to lowercase. + Return the string converted to lowercase. - Return the string converted to uppercase. + Return the string converted to uppercase. - Convert the String (which is an array of characters) to RawArray (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii(). + Convert the String (which is an array of characters) to RawArray (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii(). - Return a copy of the string with special characters escaped using the XML standard. + Return a copy of the string with special characters escaped using the XML standard. - Return a copy of the string with escaped characters replaced by their meanings according to the XML standard. + Return a copy of the string with escaped characters replaced by their meanings according to the XML standard. @@ -38165,10 +38165,10 @@ A similar effect may be achieved moving this node's descendants. - String Array. + String Array. - String Array. Array of strings. Can only contain strings. Optimized for memory usage, can't fragment the memory. + String Array. Array of strings. Can only contain strings. Optimized for memory usage, can't fragment the memory. @@ -38177,21 +38177,21 @@ A similar effect may be achieved moving this node's descendants. - Create from a generic array. + Create from a generic array. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Append an [StringArray] at the end of this array. + Append an [StringArray] at the end of this array. @@ -38202,33 +38202,33 @@ A similar effect may be achieved moving this node's descendants. - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Append a string element at end of the array. + Append a string element at end of the array. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the [StringArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the [StringArray]. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -38237,14 +38237,14 @@ A similar effect may be achieved moving this node's descendants. - Change the [String] at the given index. + Change the [String] at the given index. - Return the size of the array. + Return the size of the array. @@ -38253,10 +38253,10 @@ A similar effect may be achieved moving this node's descendants. - Base class for drawing stylized boxes for the UI. + Base class for drawing stylized boxes for the UI. - StyleBox is [Resource] that provides an abstract base class for drawing stylized boxes for the UI. StyleBoxes are used for drawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below. + StyleBox is [Resource] that provides an abstract base class for drawing stylized boxes for the UI. StyleBoxes are used for drawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below. @@ -38279,7 +38279,7 @@ A similar effect may be achieved moving this node's descendants. - Return the default offset of the margin "margin" (see MARGIN_* enum) of a StyleBox, Controls that draw styleboxes with context inside need to know the margin, so the border of the stylebox is not occluded. + Return the default offset of the margin "margin" (see MARGIN_* enum) of a StyleBox, Controls that draw styleboxes with context inside need to know the margin, so the border of the stylebox is not occluded. @@ -38288,21 +38288,21 @@ A similar effect may be achieved moving this node's descendants. - Return the offset of margin "margin" (see MARGIN_* enum). + Return the offset of margin "margin" (see MARGIN_* enum). - Return the minimum size that this stylebox can be shrunk to. + Return the minimum size that this stylebox can be shrunk to. - Return the "offset" of a stylebox, this is a helper function, like writing [code]Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]. + Return the "offset" of a stylebox, this is a helper function, like writing [code]Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]. @@ -38311,7 +38311,7 @@ A similar effect may be achieved moving this node's descendants. - Set the default offset "offset" of the margin "margin" (see MARGIN_* enum) for a StyleBox, Controls that draw styleboxes with context inside need to know the margin, so the border of the stylebox is not occluded. + Set the default offset "offset" of the margin "margin" (see MARGIN_* enum) for a StyleBox, Controls that draw styleboxes with context inside need to know the margin, so the border of the stylebox is not occluded. @@ -38322,7 +38322,7 @@ A similar effect may be achieved moving this node's descendants. - Test a position in a rectangle, return whether it passes the mask test. + Test a position in a rectangle, return whether it passes the mask test. @@ -38331,10 +38331,10 @@ A similar effect may be achieved moving this node's descendants. - Empty stylebox (does not display anything). + Empty stylebox (does not display anything). - Empty stylebox (really does not display anything). + Empty stylebox (really does not display anything). @@ -38343,10 +38343,10 @@ A similar effect may be achieved moving this node's descendants. - Stylebox of a single color. + Stylebox of a single color. - Stylebox of a single color. Displays the stylebox of a single color, alternatively a border with light/dark colors can be assigned. + Stylebox of a single color. Displays the stylebox of a single color, alternatively a border with light/dark colors can be assigned. @@ -38427,17 +38427,17 @@ A similar effect may be achieved moving this node's descendants. - Image mask based StyleBox, for mask test. + Image mask based StyleBox, for mask test. - This StyleBox is similar to [StyleBoxTexture], but only meant to be used for mask testing. It takes an image and applies stretch rules to determine if the point clicked is masked or not. + This StyleBox is similar to [StyleBoxTexture], but only meant to be used for mask testing. It takes an image and applies stretch rules to determine if the point clicked is masked or not. - Return whether the expand property is set(default). When expanding, the image will use the same rules as [StyleBoxTexture] for expand. If not expanding, the image will always be tested at its original size. + Return whether the expand property is set(default). When expanding, the image will use the same rules as [StyleBoxTexture] for expand. If not expanding, the image will always be tested at its original size. @@ -38446,21 +38446,21 @@ A similar effect may be achieved moving this node's descendants. - Return the expand margin size (from enum MARGIN_*). Parts of the image below the size of the margin (and in the direction of the margin) will not expand. + Return the expand margin size (from enum MARGIN_*). Parts of the image below the size of the margin (and in the direction of the margin) will not expand. - Return the image used for mask testing. (see [method set_image]). + Return the image used for mask testing. (see [method set_image]). - Set the expand property (default). When expanding, the image will use the same rules as [StyleBoxTexture] for expand. If not expanding, the image will always be tested at its original size. + Set the expand property (default). When expanding, the image will use the same rules as [StyleBoxTexture] for expand. If not expanding, the image will always be tested at its original size. @@ -38469,14 +38469,14 @@ A similar effect may be achieved moving this node's descendants. - Set an expand margin size (from enum MARGIN_*). Parts of the image below the size of the margin (and in the direction of the margin) will not expand. + Set an expand margin size (from enum MARGIN_*). Parts of the image below the size of the margin (and in the direction of the margin) will not expand. - Set the image used for mask testing. Pixels (converted to grey) that have a value, less than 0.5 will fail the test. + Set the image used for mask testing. Pixels (converted to grey) that have a value, less than 0.5 will fail the test. @@ -38485,10 +38485,10 @@ A similar effect may be achieved moving this node's descendants. - Texture Based 3x3 scale style. + Texture Based 3x3 scale style. - Texture Based 3x3 scale style. This stylebox performs a 3x3 scaling of a texture, where only the center cell is fully stretched. This allows for the easy creation of bordered styles. + Texture Based 3x3 scale style. This stylebox performs a 3x3 scaling of a texture, where only the center cell is fully stretched. This allows for the easy creation of bordered styles. @@ -38571,10 +38571,10 @@ A similar effect may be achieved moving this node's descendants. - Helper tool to create geometry. + Helper tool to create geometry. - Helper tool to create geometry. + Helper tool to create geometry. @@ -38689,17 +38689,17 @@ A similar effect may be achieved moving this node's descendants. - TCP Server. + TCP Server. - TCP Server class. Listens to connections on a port and returns a [StreamPeerTCP] when got a connection. + TCP Server class. Listens to connections on a port and returns a [StreamPeerTCP] when got a connection. - Return true if a connection is available for taking. + Return true if a connection is available for taking. @@ -38710,19 +38710,19 @@ A similar effect may be achieved moving this node's descendants. - Listen on a port, alternatively give a white-list of accepted hosts. + Listen on a port, alternatively give a white-list of accepted hosts. - Stop listening. + Stop listening. - If a connection is available, return a StreamPeerTCP with the connection/ + If a connection is available, return a StreamPeerTCP with the connection/ @@ -38731,10 +38731,10 @@ A similar effect may be achieved moving this node's descendants. - Tabbed Container. + Tabbed Container. - Tabbed Container. Contains several children controls, but shows only one at the same time. Clicking on the top tabs allows to change the currently visible one. + Tabbed Container. Contains several children controls, but shows only one at the same time. Clicking on the top tabs allows to change the currently visible one. Children controls of this one automatically. @@ -38742,14 +38742,14 @@ A similar effect may be achieved moving this node's descendants. - Return whether the tabs should be visible or hidden. + Return whether the tabs should be visible or hidden. - Return the current tab that is being showed. + Return the current tab that is being showed. @@ -38768,7 +38768,7 @@ A similar effect may be achieved moving this node's descendants. - Return tab alignment, from the ALIGN_* enum. + Return tab alignment, from the ALIGN_* enum. @@ -38783,7 +38783,7 @@ A similar effect may be achieved moving this node's descendants. - Return the amount of tabs. + Return the amount of tabs. @@ -38800,14 +38800,14 @@ A similar effect may be achieved moving this node's descendants. - Return the title for the tab. Tab titles are by default the children node name, but this can be overridden. + Return the title for the tab. Tab titles are by default the children node name, but this can be overridden. - Bring a tab (and the Control it represents) to the front, and hide the rest. + Bring a tab (and the Control it represents) to the front, and hide the rest. @@ -38820,7 +38820,7 @@ A similar effect may be achieved moving this node's descendants. - Set tab alignment, from the ALIGN_* enum. Moves tabs to the left, right or center. + Set tab alignment, from the ALIGN_* enum. Moves tabs to the left, right or center. @@ -38829,7 +38829,7 @@ A similar effect may be achieved moving this node's descendants. - Set an icon for a tab. + Set an icon for a tab. @@ -38838,14 +38838,14 @@ A similar effect may be achieved moving this node's descendants. - Set a title for the tab. Tab titles are by default the children node name, but this can be overridden. + Set a title for the tab. Tab titles are by default the children node name, but this can be overridden. - Set whether the tabs should be visible or hidden. + Set whether the tabs should be visible or hidden. @@ -38858,7 +38858,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when the current tab changes. + Emitted when the current tab changes. @@ -38903,10 +38903,10 @@ A similar effect may be achieved moving this node's descendants. - Tabs Control. + Tabs Control. - Simple tabs control, similar to [TabContainer] but is only in charge of drawing tabs, not interact with children. + Simple tabs control, similar to [TabContainer] but is only in charge of drawing tabs, not interact with children. @@ -39065,10 +39065,10 @@ A similar effect may be achieved moving this node's descendants. - A simple cube used for testing in 3D. + A simple cube used for testing in 3D. - The TestCube is a simple 2x2x2 cube with a basic texture. It can be used as a placeholder, to verify how the lighting looks, to test shaders, or any other task you may need a textured model to test with. + The TestCube is a simple 2x2x2 cube with a basic texture. It can be used as a placeholder, to verify how the lighting looks, to test shaders, or any other task you may need a textured model to test with. @@ -39077,10 +39077,10 @@ A similar effect may be achieved moving this node's descendants. - Multiline text editing control. + Multiline text editing control. - TextEdit is meant for editing large, multiline text. It also has facilities for editing code, such as syntax highlighting support and multiple levels of undo/redo. + TextEdit is meant for editing large, multiline text. It also has facilities for editing code, such as syntax highlighting support and multiple levels of undo/redo. @@ -39093,7 +39093,7 @@ A similar effect may be achieved moving this node's descendants. - Add color region (given the delimiters) and its colors. + Add color region (given the delimiters) and its colors. @@ -39102,64 +39102,64 @@ A similar effect may be achieved moving this node's descendants. - Add a keyword and its color. + Add a keyword and its color. - Clear all the syntax coloring information. + Clear all the syntax coloring information. - Clear the undo history. + Clear the undo history. - Copy the current selection. + Copy the current selection. - Gets whether the text editor caret is blinking. + Gets whether the text editor caret is blinking. - Gets the text editor caret blink speed. + Gets the text editor caret blink speed. - Return the column the editing cursor is at. + Return the column the editing cursor is at. - Return the line the editing cursor is at. + Return the line the editing cursor is at. - Set the text editor caret to blink. + Set the text editor caret to blink. - Set the text editor caret blink speed. Cannot be less then or equal to 0. + Set the text editor caret blink speed. Cannot be less then or equal to 0. @@ -39180,7 +39180,7 @@ A similar effect may be achieved moving this node's descendants. - Cut the current selection. + Cut the current selection. @@ -39189,14 +39189,14 @@ A similar effect may be achieved moving this node's descendants. - Return the text of a specific line. + Return the text of a specific line. - Return the amount of total lines in the text. + Return the amount of total lines in the text. @@ -39209,42 +39209,42 @@ A similar effect may be achieved moving this node's descendants. - Return the selection begin column. + Return the selection begin column. - Return the selection begin line. + Return the selection begin line. - Return the text inside the selection. + Return the text inside the selection. - Return the selection end column. + Return the selection end column. - Return the selection end line. + Return the selection end line. - Return the whole text. + Return the whole text. @@ -39257,21 +39257,21 @@ A similar effect may be achieved moving this node's descendants. - Insert a given text at the cursor position. + Insert a given text at the cursor position. - Return true if the selection is active. + Return true if the selection is active. - Return true if the syntax coloring is enabled. + Return true if the syntax coloring is enabled. @@ -39282,12 +39282,12 @@ A similar effect may be achieved moving this node's descendants. - Paste the current selection. + Paste the current selection. - Perform redo operation. + Perform redo operation. @@ -39302,7 +39302,7 @@ A similar effect may be achieved moving this node's descendants. - Perform a search inside the text. Search flags can be specified in the SEARCH_* enum. + Perform a search inside the text. Search flags can be specified in the SEARCH_* enum. @@ -39315,73 +39315,73 @@ A similar effect may be achieved moving this node's descendants. - Perform selection, from line/column to line/column. + Perform selection, from line/column to line/column. - Select all the text. + Select all the text. - Set a custom background color. A background color with alpha==0 disables this. + Set a custom background color. A background color with alpha==0 disables this. - Set the maximum amount of characters editable. + Set the maximum amount of characters editable. - Set the text editor as read-only. Text can be displayed but not edited. + Set the text editor as read-only. Text can be displayed but not edited. - Set the color for symbols. + Set the color for symbols. - Set to enable the syntax coloring. + Set to enable the syntax coloring. - Set the entire text. + Set the entire text. - Enable text wrapping when it goes beyond he edge of what is visible. + Enable text wrapping when it goes beyond he edge of what is visible. - Perform undo operation. + Perform undo operation. - Emitted when the cursor changes. + Emitted when the cursor changes. @@ -39390,7 +39390,7 @@ A similar effect may be achieved moving this node's descendants. - Emitted when the text changes. + Emitted when the text changes. @@ -39468,10 +39468,10 @@ A similar effect may be achieved moving this node's descendants. - Texture for 2D and 3D. + Texture for 2D and 3D. - A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control]. + A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control]. @@ -39518,35 +39518,35 @@ A similar effect may be achieved moving this node's descendants. - Return the current texture flags. + Return the current texture flags. - Return the texture height. + Return the texture height. - Return the texture RID as used in the [VisualServer]. + Return the texture RID as used in the [VisualServer]. - Return the texture size. + Return the texture size. - Return the texture width. + Return the texture width. @@ -39559,7 +39559,7 @@ A similar effect may be achieved moving this node's descendants. - Change the texture flags. + Change the texture flags. @@ -39589,10 +39589,10 @@ A similar effect may be achieved moving this node's descendants. - Button that can be themed with textures. + Button that can be themed with textures. - Button that can be themed with textures. This is like a regular [Button] but can be themed by assigning textures to it. This button is intended to be easy to theme, however a regular button can expand (that uses styleboxes) and still be better if the interface is expect to have internationalization of texts. + Button that can be themed with textures. This is like a regular [Button] but can be themed by assigning textures to it. This button is intended to be easy to theme, however a regular button can expand (that uses styleboxes) and still be better if the interface is expect to have internationalization of texts. Only the normal texture is required, the others are optional. @@ -39698,10 +39698,10 @@ A similar effect may be achieved moving this node's descendants. - Control Frame that draws a texture. + Control Frame that draws a texture. - Control frame that simply draws an assigned texture. It can stretch or not. It's a simple way to just show an image in a UI. + Control frame that simply draws an assigned texture. It can stretch or not. It's a simple way to just show an image in a UI. @@ -39772,10 +39772,10 @@ A similar effect may be achieved moving this node's descendants. - Textured progress bar implementation. + Textured progress bar implementation. - [ProgressBar] implementation that is easier to theme (by just passing a few textures). + [ProgressBar] implementation that is easier to theme (by just passing a few textures). @@ -39880,10 +39880,10 @@ A similar effect may be achieved moving this node's descendants. - Theme for controls. + Theme for controls. - Theme for skinning controls. Controls can be skinned individually, but for complex applications it's more efficient to just create a global theme that defines everything. This theme can be applied to any [Control], and it and its children will automatically use it. + Theme for skinning controls. Controls can be skinned individually, but for complex applications it's more efficient to just create a global theme that defines everything. This theme can be applied to any [Control], and it and its children will automatically use it. Theme resources can be alternatively loaded by writing them in a .theme file, see wiki for more info. @@ -40153,24 +40153,24 @@ A similar effect may be achieved moving this node's descendants. - A unit of execution in a process. + A unit of execution in a process. - A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex], [Semaphore] is advised if working with shared objects. + A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex], [Semaphore] is advised if working with shared objects. - Return the id of the thread, uniquely identifying it among all threads. + Return the id of the thread, uniquely identifying it among all threads. - Whether this thread is currently active, an active Thread cannot start work on a new method but can be joined with [method wait_to_finish]. + Whether this thread is currently active, an active Thread cannot start work on a new method but can be joined with [method wait_to_finish]. @@ -40185,7 +40185,7 @@ A similar effect may be achieved moving this node's descendants. - Start a new [Thread], it will run "method" on object "instance" using "userdata" as an argument and running with "priority", one of PRIORITY_* enum. + Start a new [Thread], it will run "method" on object "instance" using "userdata" as an argument and running with "priority", one of PRIORITY_* enum. Returns OK on success, or ERR_CANT_CREATE on failure. @@ -40193,7 +40193,7 @@ A similar effect may be achieved moving this node's descendants. - Joins the [Thread] and waits for it to finish. Returns what the method called returned. + Joins the [Thread] and waits for it to finish. Returns what the method called returned. @@ -40208,16 +40208,16 @@ A similar effect may be achieved moving this node's descendants. - Node for 2D tile-based games. + Node for 2D tile-based games. - Node for 2D tile-based games. Tilemaps use a [TileSet] which contain a list of tiles (textures, their rect and a collision) and are used to create complex grid-based maps. + Node for 2D tile-based games. Tilemaps use a [TileSet] which contain a list of tiles (textures, their rect and a collision) and are used to create complex grid-based maps. To optimize drawing and culling (sort of like [GridMap]), you can specify a quadrant size, so chunks of the map will be batched together at drawing time. - Clear all cells. + Clear all cells. @@ -40228,14 +40228,14 @@ A similar effect may be achieved moving this node's descendants. - Return the tile index of the referenced cell. + Return the tile index of the referenced cell. - Return the cell size. + Return the cell size. @@ -40244,77 +40244,77 @@ A similar effect may be achieved moving this node's descendants. - Return the tile index of the cell referenced by a Vector2. + Return the tile index of the cell referenced by a Vector2. - Return true if tiles are to be centered in x coordinate (by default this is false and they are drawn from upper left cell corner). + Return true if tiles are to be centered in x coordinate (by default this is false and they are drawn from upper left cell corner). - Return true if tiles are to be centered in y coordinate (by default this is false and they are drawn from upper left cell corner). + Return true if tiles are to be centered in y coordinate (by default this is false and they are drawn from upper left cell corner). - Return the collision bounce parameter. + Return the collision bounce parameter. - Return the collision friction parameter. + Return the collision friction parameter. - Return the collision layer. + Return the collision layer. - Return the collision mask. + Return the collision mask. - Return whether the tilemap handles collisions as a kinematic body. + Return whether the tilemap handles collisions as a kinematic body. - Return the custom transform matrix. + Return the custom transform matrix. - Return the current half offset configuration. + Return the current half offset configuration. - Return the orientation mode. + Return the orientation mode. @@ -40327,28 +40327,28 @@ A similar effect may be achieved moving this node's descendants. - Return the quadrant size. + Return the quadrant size. - Return the tile origin configuration. + Return the tile origin configuration. - Return the current tileset. + Return the current tileset. - Return an array of all cells containing a tile from the tileset (i.e. a tile index different from -1). + Return an array of all cells containing a tile from the tileset (i.e. a tile index different from -1). @@ -40359,7 +40359,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the referenced cell is transposed, i.e. the X and Y axes are swapped (mirroring with regard to the (1,1) vector). + Return whether the referenced cell is transposed, i.e. the X and Y axes are swapped (mirroring with regard to the (1,1) vector). @@ -40370,7 +40370,7 @@ A similar effect may be achieved moving this node's descendants. - Return whether the referenced cell is flipped over the X axis. + Return whether the referenced cell is flipped over the X axis. @@ -40381,14 +40381,14 @@ A similar effect may be achieved moving this node's descendants. - Return whether the referenced cell is flipped over the Y axis. + Return whether the referenced cell is flipped over the Y axis. - Return the Y sort mode. + Return the Y sort mode. @@ -40399,7 +40399,7 @@ A similar effect may be achieved moving this node's descendants. - Return the absolute world position corresponding to the tilemap (grid-based) coordinates given as an argument. + Return the absolute world position corresponding to the tilemap (grid-based) coordinates given as an argument. Optionally, the tilemap's potential half offset can be ignored. @@ -40417,7 +40417,7 @@ A similar effect may be achieved moving this node's descendants. - Set the tile index for the cell referenced by its grid-based X and Y coordinates. + Set the tile index for the cell referenced by its grid-based X and Y coordinates. A tile index of -1 clears the cell. Optionally, the tile can also be flipped over the X and Y coordinates or transposed. @@ -40426,7 +40426,7 @@ A similar effect may be achieved moving this node's descendants. - Set the cell size. + Set the cell size. @@ -40441,7 +40441,7 @@ A similar effect may be achieved moving this node's descendants. - Set the tile index for the cell referenced by a Vector2 of grid-based coordinates. + Set the tile index for the cell referenced by a Vector2 of grid-based coordinates. A tile index of -1 clears the cell. Optionally, the tile can also be flipped over the X and Y axes or transposed. @@ -40450,21 +40450,21 @@ A similar effect may be achieved moving this node's descendants. - Set tiles to be centered in x coordinate. (by default this is false and they are drawn from upper left cell corner). + Set tiles to be centered in x coordinate. (by default this is false and they are drawn from upper left cell corner). - Set tiles to be centered in y coordinate. (by default this is false and they are drawn from upper left cell corner). + Set tiles to be centered in y coordinate. (by default this is false and they are drawn from upper left cell corner). - Set the collision bounce parameter. + Set the collision bounce parameter. Allowable values range from 0 to 1. @@ -40472,7 +40472,7 @@ A similar effect may be achieved moving this node's descendants. - Set the collision friction parameter. + Set the collision friction parameter. Allowable values range from 0 to 1. @@ -40480,7 +40480,7 @@ A similar effect may be achieved moving this node's descendants. - Set the collision layer. + Set the collision layer. Layers are referenced by binary indexes, so allowable values to describe the 20 available layers range from 0 to 2^20-1. @@ -40488,7 +40488,7 @@ A similar effect may be achieved moving this node's descendants. - Set the collision masks. + Set the collision masks. Masks are referenced by binary indexes, so allowable values to describe the 20 available masks range from 0 to 2^20-1. @@ -40496,21 +40496,21 @@ A similar effect may be achieved moving this node's descendants. - Set the tilemap to handle collisions as a kinematic body (enabled) or a static body (disabled). + Set the tilemap to handle collisions as a kinematic body (enabled) or a static body (disabled). - Set custom transform matrix, to use in combination with the custom orientation mode. + Set custom transform matrix, to use in combination with the custom orientation mode. - Set an half offset on the X coordinate, Y coordinate, or none (use HALF_OFFSET_* constants as argument). + Set an half offset on the X coordinate, Y coordinate, or none (use HALF_OFFSET_* constants as argument). Half offset sets every other tile off by a half tile size in the specified direction. @@ -40518,7 +40518,7 @@ A similar effect may be achieved moving this node's descendants. - Set the orientation mode as square, isometric or custom (use MODE_* constants as argument). + Set the orientation mode as square, isometric or custom (use MODE_* constants as argument). @@ -40531,7 +40531,7 @@ A similar effect may be achieved moving this node's descendants. - Set the quadrant size, this optimizes drawing by batching chunks of map at draw/cull time. + Set the quadrant size, this optimizes drawing by batching chunks of map at draw/cull time. Allowed values are integers ranging from 1 to 128. @@ -40539,21 +40539,21 @@ A similar effect may be achieved moving this node's descendants. - Set the tile origin to the tile center or its top-left corner (use TILE_ORIGIN_* constants as argument). + Set the tile origin to the tile center or its top-left corner (use TILE_ORIGIN_* constants as argument). - Set the current tileset. + Set the current tileset. - Set the Y sort mode. Enabled Y sort mode means that children of the tilemap will be drawn in the order defined by their Y coordinate. + Set the Y sort mode. Enabled Y sort mode means that children of the tilemap will be drawn in the order defined by their Y coordinate. A tile with a higher Y coordinate will therefore be drawn later, potentially covering up the tile(s) above it if its sprite is higher than its cell size. @@ -40563,14 +40563,14 @@ A similar effect may be achieved moving this node's descendants. - Return the tilemap (grid-based) coordinates corresponding to the absolute world position given as an argument. + Return the tilemap (grid-based) coordinates corresponding to the absolute world position given as an argument. - Signal indicating that a tilemap setting has changed. + Signal indicating that a tilemap setting has changed. @@ -40606,23 +40606,23 @@ A similar effect may be achieved moving this node's descendants. - Tile library for tilemaps. + Tile library for tilemaps. - A TileSet is a library of tiles for a [TileMap]. It contains a list of tiles, each consisting of a sprite and optional collision shapes. + A TileSet is a library of tiles for a [TileMap]. It contains a list of tiles, each consisting of a sprite and optional collision shapes. Tiles are referenced by a unique integer ID. - Clear all tiles. + Clear all tiles. - Create a new tile which will be referenced by the given ID. + Create a new tile which will be referenced by the given ID. @@ -40631,28 +40631,28 @@ A similar effect may be achieved moving this node's descendants. - Find the first tile matching the given name. + Find the first tile matching the given name. - Return the ID following the last currently used ID, useful when creating a new tile. + Return the ID following the last currently used ID, useful when creating a new tile. - Return an array of all currently used tile IDs. + Return an array of all currently used tile IDs. - Remove the tile referenced by the given ID. + Remove the tile referenced by the given ID. @@ -40661,7 +40661,7 @@ A similar effect may be achieved moving this node's descendants. - Return the light occluder of the tile. + Return the light occluder of the tile. @@ -40670,7 +40670,7 @@ A similar effect may be achieved moving this node's descendants. - Return the material of the tile. + Return the material of the tile. @@ -40679,7 +40679,7 @@ A similar effect may be achieved moving this node's descendants. - Return the name of the tile. + Return the name of the tile. @@ -40688,7 +40688,7 @@ A similar effect may be achieved moving this node's descendants. - Return the navigation polygon of the tile. + Return the navigation polygon of the tile. @@ -40697,7 +40697,7 @@ A similar effect may be achieved moving this node's descendants. - Return the offset of the tile's navigation polygon. + Return the offset of the tile's navigation polygon. @@ -40706,7 +40706,7 @@ A similar effect may be achieved moving this node's descendants. - Return the offset of the tile's light occluder. + Return the offset of the tile's light occluder. @@ -40715,7 +40715,7 @@ A similar effect may be achieved moving this node's descendants. - Return the tile sub-region in the texture. + Return the tile sub-region in the texture. @@ -40724,7 +40724,7 @@ A similar effect may be achieved moving this node's descendants. - Return the shape of the tile. + Return the shape of the tile. @@ -40733,7 +40733,7 @@ A similar effect may be achieved moving this node's descendants. - Return the shape offset of the tile. + Return the shape offset of the tile. @@ -40742,7 +40742,7 @@ A similar effect may be achieved moving this node's descendants. - Return the array of shapes of the tile. + Return the array of shapes of the tile. @@ -40751,7 +40751,7 @@ A similar effect may be achieved moving this node's descendants. - Return the texture of the tile. + Return the texture of the tile. @@ -40760,7 +40760,7 @@ A similar effect may be achieved moving this node's descendants. - Return the texture offset of the tile. + Return the texture offset of the tile. @@ -40769,7 +40769,7 @@ A similar effect may be achieved moving this node's descendants. - Set a light occluder for the tile. + Set a light occluder for the tile. @@ -40778,7 +40778,7 @@ A similar effect may be achieved moving this node's descendants. - Set the material of the tile. + Set the material of the tile. @@ -40787,7 +40787,7 @@ A similar effect may be achieved moving this node's descendants. - Set the name of the tile, for descriptive purposes. + Set the name of the tile, for descriptive purposes. @@ -40796,7 +40796,7 @@ A similar effect may be achieved moving this node's descendants. - Set a navigation polygon for the tile. + Set a navigation polygon for the tile. @@ -40805,7 +40805,7 @@ A similar effect may be achieved moving this node's descendants. - Set an offset for the tile's navigation polygon. + Set an offset for the tile's navigation polygon. @@ -40814,7 +40814,7 @@ A similar effect may be achieved moving this node's descendants. - Set an offset for the tile's light occluder. + Set an offset for the tile's light occluder. @@ -40823,7 +40823,7 @@ A similar effect may be achieved moving this node's descendants. - Set the tile sub-region in the texture. This is common in texture atlases. + Set the tile sub-region in the texture. This is common in texture atlases. @@ -40832,7 +40832,7 @@ A similar effect may be achieved moving this node's descendants. - Set a shape for the tile, enabling physics to collide with it. + Set a shape for the tile, enabling physics to collide with it. @@ -40841,7 +40841,7 @@ A similar effect may be achieved moving this node's descendants. - Set the shape offset of the tile. + Set the shape offset of the tile. @@ -40850,7 +40850,7 @@ A similar effect may be achieved moving this node's descendants. - Set an array of shapes for the tile, enabling physics to collide with it. + Set an array of shapes for the tile, enabling physics to collide with it. @@ -40859,7 +40859,7 @@ A similar effect may be achieved moving this node's descendants. - Set the texture of the tile. + Set the texture of the tile. @@ -40868,7 +40868,7 @@ A similar effect may be achieved moving this node's descendants. - Set the texture offset of the tile. + Set the texture offset of the tile. @@ -40877,104 +40877,104 @@ A similar effect may be achieved moving this node's descendants. - A simple Timer node. + A simple Timer node. - Timer node. This is a simple node that will emit a timeout callback when the timer runs out. It can optionally be set to loop. + Timer node. This is a simple node that will emit a timeout callback when the timer runs out. It can optionally be set to loop. - Return the time left for timeout in seconds if the timer is active, 0 otherwise. + Return the time left for timeout in seconds if the timer is active, 0 otherwise. - Return the timer's processing mode. + Return the timer's processing mode. - Return the wait time in seconds. + Return the wait time in seconds. - Return true if set to automatically start when entering the scene. + Return true if set to automatically start when entering the scene. - Return if the timer is active or not. + Return if the timer is active or not. - Return true if configured as one-shot. + Return true if configured as one-shot. - Set whether the timer is active or not. An inactive timer will be paused until it is activated again. + Set whether the timer is active or not. An inactive timer will be paused until it is activated again. - Set to automatically start when entering the scene. + Set to automatically start when entering the scene. - Set as one-shot. If enabled, the timer will stop after timeout, otherwise it will automatically restart. + Set as one-shot. If enabled, the timer will stop after timeout, otherwise it will automatically restart. - Set the timer's processing mode (fixed or idle, use TIMER_PROCESS_* constants as argument). + Set the timer's processing mode (fixed or idle, use TIMER_PROCESS_* constants as argument). - Set wait time in seconds. When the time is over, it will emit the timeout signal. + Set wait time in seconds. When the time is over, it will emit the timeout signal. - Start the timer. + Start the timer. - Stop (cancel) the timer. + Stop (cancel) the timer. - Emitted when the time runs out. + Emitted when the time runs out. @@ -41121,10 +41121,10 @@ A similar effect may be achieved moving this node's descendants. - 3D Transformation. + 3D Transformation. - Transform is used to store transformations, including translations. It consists of a Matrix3 "basis" and Vector3 "origin". Transform is used to represent transformations of any object in space. It is similar to a 4x3 matrix. + Transform is used to store transformations, including translations. It consists of a Matrix3 "basis" and Vector3 "origin". Transform is used to represent transformations of any object in space. It is similar to a 4x3 matrix. @@ -41139,7 +41139,7 @@ A similar effect may be achieved moving this node's descendants. - Construct the Transform from four Vector3. Each axis creates the basis. + Construct the Transform from four Vector3. Each axis creates the basis. @@ -41150,7 +41150,7 @@ A similar effect may be achieved moving this node's descendants. - Construct the Transform from a Matrix3 and Vector3. + Construct the Transform from a Matrix3 and Vector3. @@ -41159,7 +41159,7 @@ A similar effect may be achieved moving this node's descendants. - Construct the Transform from a Matrix32. + Construct the Transform from a Matrix32. @@ -41168,7 +41168,7 @@ A similar effect may be achieved moving this node's descendants. - Construct the Transform from a Quat. The origin will be Vector3(0, 0, 0) + Construct the Transform from a Quat. The origin will be Vector3(0, 0, 0) @@ -41177,21 +41177,21 @@ A similar effect may be achieved moving this node's descendants. - Construct the Transform from a Matrix3. The origin will be Vector3(0, 0, 0) + Construct the Transform from a Matrix3. The origin will be Vector3(0, 0, 0) - Returns the inverse of the transfrom, even if the transform has scale or the axis vectors are not orthogonal. + Returns the inverse of the transfrom, even if the transform has scale or the axis vectors are not orthogonal. - Returns the inverse of the transform. + Returns the inverse of the transform. @@ -41202,14 +41202,14 @@ A similar effect may be achieved moving this node's descendants. - Rotate the transform around the up vector to face the target. + Rotate the transform around the up vector to face the target. - Returns a transfrom with the basis orthogonal (90 degrees), and normalized axis vectors. + Returns a transfrom with the basis orthogonal (90 degrees), and normalized axis vectors. @@ -41220,7 +41220,7 @@ A similar effect may be achieved moving this node's descendants. - Rotate the transform locally. + Rotate the transform locally. @@ -41229,7 +41229,7 @@ A similar effect may be achieved moving this node's descendants. - Scale the transform locally. + Scale the transform locally. @@ -41238,7 +41238,7 @@ A similar effect may be achieved moving this node's descendants. - Translate the transform locally. + Translate the transform locally. @@ -41247,7 +41247,7 @@ A similar effect may be achieved moving this node's descendants. - Transforms vector "v" by this transform. + Transforms vector "v" by this transform. @@ -41256,7 +41256,7 @@ A similar effect may be achieved moving this node's descendants. - Inverse-transforms vector "v" by this transform. + Inverse-transforms vector "v" by this transform. @@ -41273,10 +41273,10 @@ A similar effect may be achieved moving this node's descendants. - Language Translation. + Language Translation. - Translations are resources that can be loaded/unloaded on demand. They map a string to another string. + Translations are resources that can be loaded/unloaded on demand. They map a string to another string. @@ -41285,21 +41285,21 @@ A similar effect may be achieved moving this node's descendants. - Add a message for translation. + Add a message for translation. - Erase a message. + Erase a message. - Return the locale of the translation. + Return the locale of the translation. @@ -41308,7 +41308,7 @@ A similar effect may be achieved moving this node's descendants. - Return a message for translation. + Return a message for translation. @@ -41321,14 +41321,14 @@ A similar effect may be achieved moving this node's descendants. - Return all the messages (keys). + Return all the messages (keys). - Set the locale of the translation. + Set the locale of the translation. @@ -41337,7 +41337,7 @@ A similar effect may be achieved moving this node's descendants. - Server that manages all translations. Translations can be set to it and removed from it. + Server that manages all translations. Translations can be set to it and removed from it. @@ -42154,10 +42154,10 @@ A similar effect may be achieved moving this node's descendants. - Node useful for animations with unknown start and end points. + Node useful for animations with unknown start and end points. - Node useful for animations with unknown start and end points, procedural animations, making one node follow another, and other simple behavior. + Node useful for animations with unknown start and end points, procedural animations, making one node follow another, and other simple behavior. Because it is easy to get it wrong, here is a quick usage example: [codeblock] var tween = get_node("Tween") @@ -42190,7 +42190,7 @@ A similar effect may be achieved moving this node's descendants. - Follow [code]method[/code] of [code]object[/code] and apply the returned value on [code]target_method[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] later. Methods are animated by calling them with consequitive values. + Follow [code]method[/code] of [code]object[/code] and apply the returned value on [code]target_method[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] later. Methods are animated by calling them with consequitive values. [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the begining, the end, or both). You can read more about them in the class description. @@ -42216,7 +42216,7 @@ A similar effect may be achieved moving this node's descendants. - Follow [code]property[/code] of [code]object[/code] and apply it on [code]target_property[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. Note that [code]target:target_property[/code] would equal [code]object:property[/code] at the end of the tween. + Follow [code]property[/code] of [code]object[/code] and apply it on [code]target_property[/code] of [code]target[/code], beginning from [code]initial_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. Note that [code]target:target_property[/code] would equal [code]object:property[/code] at the end of the tween. [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the begining, the end, or both). You can read more about them in the class description. @@ -42224,21 +42224,21 @@ A similar effect may be achieved moving this node's descendants. - Returns the time needed for all tweens to end in seconds, measured from the start. Thus, if you have two tweens, one ending 10 seconds after the start and the other - 20 seconds, it would return 20 seconds, as by that time all tweens would have finished. + Returns the time needed for all tweens to end in seconds, measured from the start. Thus, if you have two tweens, one ending 10 seconds after the start and the other - 20 seconds, it would return 20 seconds, as by that time all tweens would have finished. - Returns the speed that has been set from editor GUI or [method set_repeat]. + Returns the speed that has been set from editor GUI or [method set_repeat]. - Returns the process mode that has been set from editor GUI or [method set_tween_process_mode] + Returns the process mode that has been set from editor GUI or [method set_tween_process_mode] @@ -42261,7 +42261,7 @@ A similar effect may be achieved moving this node's descendants. - Call [code]callback[/code] of [code]object[/code] after [code]times_in_sec[/code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. + Call [code]callback[/code] of [code]object[/code] after [code]times_in_sec[/code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. @@ -42284,7 +42284,7 @@ A similar effect may be achieved moving this node's descendants. - Call [code]callback[/code] of [code]object[/code] after [code]times_in_sec[/code] on the main thread (similar to [methog Object.call_deferred). [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. + Call [code]callback[/code] of [code]object[/code] after [code]times_in_sec[/code] on the main thread (similar to [methog Object.call_deferred). [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the callback. @@ -42307,7 +42307,7 @@ A similar effect may be achieved moving this node's descendants. - Animate [code]method[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecuitive values. + Animate [code]method[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecuitive values. [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the begining, the end, or both). You can read more about them in the class description. @@ -42331,7 +42331,7 @@ A similar effect may be achieved moving this node's descendants. - Animate [code]property[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. + Animate [code]property[/code] of [code]object[/code] from [code]initial_val[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the begining, the end, or both). You can read more about them in the class description. @@ -42339,14 +42339,14 @@ A similar effect may be achieved moving this node's descendants. - Returns true if any tweens are currently running, and false otherwise. Note that this method doesn't consider tweens that have ended. + Returns true if any tweens are currently running, and false otherwise. Note that this method doesn't consider tweens that have ended. - Returns true if repeat has been set from editor GUI or [method set_repeat]. + Returns true if repeat has been set from editor GUI or [method set_repeat]. @@ -42357,14 +42357,14 @@ A similar effect may be achieved moving this node's descendants. - Stop animating and completely remove a tween, given its object and property/method pair. + Stop animating and completely remove a tween, given its object and property/method pair. - Stop animating and completely remove all tweens. + Stop animating and completely remove all tweens. @@ -42375,14 +42375,14 @@ A similar effect may be achieved moving this node's descendants. - Resets a tween to the initial value (the one given, not the one before the tween), given its object and property/method pair. + Resets a tween to the initial value (the one given, not the one before the tween), given its object and property/method pair. - Resets all tweens to their initial values (the ones given, not those before the tween). + Resets all tweens to their initial values (the ones given, not those before the tween). @@ -42393,14 +42393,14 @@ A similar effect may be achieved moving this node's descendants. - Continue animating a stopped tween, given its object and property/method pair. + Continue animating a stopped tween, given its object and property/method pair. - Continue animating all stopped tweens. + Continue animating all stopped tweens. @@ -42409,42 +42409,42 @@ A similar effect may be achieved moving this node's descendants. - Seek the animation to the given [code]time[/code] in seconds. + Seek the animation to the given [code]time[/code] in seconds. - Activate/deactivate the tween. You can use this for pausing animations, though [method stop_all] and [method resume_all] might be more fit for this. + Activate/deactivate the tween. You can use this for pausing animations, though [method stop_all] and [method resume_all] might be more fit for this. - Make the tween repeat after all tweens have finished. + Make the tween repeat after all tweens have finished. - Set the speed multiplier of the tween. Set it to 1 for normal speed, 2 for two times nromal speed, and 0.5 for half of the normal speed. Setting it to 0 would pause the animation, but you might consider using [method set_active] or [method stop_all] and [method resume_all] for this. + Set the speed multiplier of the tween. Set it to 1 for normal speed, 2 for two times nromal speed, and 0.5 for half of the normal speed. Setting it to 0 would pause the animation, but you might consider using [method set_active] or [method stop_all] and [method resume_all] for this. - Set whether the Tween uses [code]_process[/code] or [code]_fixed_process[/code] (accepts TWEEN_PROCESS_IDLE and TWEEN_PROCESS_FIXED constants, respectively). + Set whether the Tween uses [code]_process[/code] or [code]_fixed_process[/code] (accepts TWEEN_PROCESS_IDLE and TWEEN_PROCESS_FIXED constants, respectively). - Start the tween node. You can define tweens both before and after this. + Start the tween node. You can define tweens both before and after this. @@ -42455,14 +42455,14 @@ A similar effect may be achieved moving this node's descendants. - Stop animating a tween, given its object and property/method pair. + Stop animating a tween, given its object and property/method pair. - Stop animating all tweens. + Stop animating all tweens. @@ -42487,7 +42487,7 @@ A similar effect may be achieved moving this node's descendants. - Animate [code]method[/code] of [code]object[/code] from the value returned by [code]initial.initial_method[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecuitive values. + Animate [code]method[/code] of [code]object[/code] from the value returned by [code]initial.initial_method[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. Methods are animated by calling them with consecuitive values. [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the begining, the end, or both). You can read more about them in the class description. @@ -42513,7 +42513,7 @@ A similar effect may be achieved moving this node's descendants. - Animate [code]property[/code] of [code]object[/code] from the current value of the [code]initial_val[/code] property of [code]initial[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. + Animate [code]property[/code] of [code]object[/code] from the current value of the [code]initial_val[/code] property of [code]initial[/code] to [code]final_val[/code] for [code]times_in_sec[/code] seconds, [code]delay[/code] seconds later. [code]trans_type[/code] accepts TRANS_* constants, and is the way the animation is interpolated, while [code]ease_type[/code] accepts EASE_* constants, and controls the place of the interpolation (the begining, the end, or both). You can read more about them in the class description. @@ -42521,7 +42521,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the current time of the tween. + Returns the current time of the tween. @@ -42532,7 +42532,7 @@ A similar effect may be achieved moving this node's descendants. - This signal is emitted when a tween ends. + This signal is emitted when a tween ends. @@ -42541,7 +42541,7 @@ A similar effect may be achieved moving this node's descendants. - This signal is emitted when a tween starts. + This signal is emitted when a tween starts. @@ -42554,7 +42554,7 @@ A similar effect may be achieved moving this node's descendants. - This signal is emitted each step of the tweening. + This signal is emitted each step of the tweening. @@ -42614,10 +42614,10 @@ A similar effect may be achieved moving this node's descendants. - Helper to manage UndoRedo in the editor or custom tools. + Helper to manage UndoRedo in the editor or custom tools. - Helper to maange UndoRedo in the editor or custom tools. It works by + Helper to maange UndoRedo in the editor or custom tools. It works by storing calls to functions in both 'do' an 'undo' lists. Common behavior is to create an action, then add do/undo calls to @@ -42640,7 +42640,7 @@ A similar effect may be achieved moving this node's descendants. - Add a call to a method in a given object with custom + Add a call to a method in a given object with custom arguments. @@ -42652,14 +42652,14 @@ A similar effect may be achieved moving this node's descendants. - Set a property with a custom value. + Set a property with a custom value. - Add a 'do' reference that will be erased if the 'do' + Add a 'do' reference that will be erased if the 'do' history is lost. This is useful mostly for new nodes created for the 'do' call. Do not use for resources. @@ -42680,7 +42680,7 @@ A similar effect may be achieved moving this node's descendants. - Add a call to an undo method in a given object with + Add a call to an undo method in a given object with custom arguments. Undo calls are used to revert 'do' calls. @@ -42693,14 +42693,14 @@ A similar effect may be achieved moving this node's descendants. - Undo setting of a property with a custom value. + Undo setting of a property with a custom value. - Add an 'undo' reference that will be erased if the + Add an 'undo' reference that will be erased if the 'undo' history is lost. This is useful mostly for nodes rmoved with the 'do' call (not the 'undo' call!). @@ -42708,13 +42708,13 @@ A similar effect may be achieved moving this node's descendants. - Clear the undo/redo history and associated + Clear the undo/redo history and associated references. - Commit the action. All 'do' methods/properties are + Commit the action. All 'do' methods/properties are called/set when this function is called. @@ -42724,7 +42724,7 @@ A similar effect may be achieved moving this node's descendants. - Create a new action. After this is called, do all + Create a new action. After this is called, do all your calls to [method add_do_method], [method add_undo_method], [method add_do_property] and [method add_undo_property]. @@ -42734,14 +42734,14 @@ A similar effect may be achieved moving this node's descendants. - Get the name of the current action. + Get the name of the current action. - Get the version, each time a new action is commited, + Get the version, each time a new action is commited, the version number of the UndoRedo is increased automatically. @@ -42755,10 +42755,10 @@ A similar effect may be achieved moving this node's descendants. - Vertical box container. + Vertical box container. - Vertical box container. See [BoxContainer]. + Vertical box container. See [BoxContainer]. @@ -42771,10 +42771,10 @@ A similar effect may be achieved moving this node's descendants. - Vertical button array. + Vertical button array. - Vertical button array. See [ButtonArray]. + Vertical button array. See [ButtonArray]. @@ -42805,7 +42805,7 @@ A similar effect may be achieved moving this node's descendants. - Vertical version of [ScrollBar], which goes from left (min) to right (max). + Vertical version of [ScrollBar], which goes from left (min) to right (max). @@ -42834,10 +42834,10 @@ A similar effect may be achieved moving this node's descendants. - Vertical version of [Separator]. + Vertical version of [Separator]. - Vertical version of [Separator]. It is used to separate objects horizontally, though (but it looks vertical!). + Vertical version of [Separator]. It is used to separate objects horizontally, though (but it looks vertical!). @@ -42852,10 +42852,10 @@ A similar effect may be achieved moving this node's descendants. - Vertical slider. + Vertical slider. - Vertical slider. See [Slider]. This one goes from left (min) to right (max). + Vertical slider. See [Slider]. This one goes from left (min) to right (max). @@ -42876,10 +42876,10 @@ A similar effect may be achieved moving this node's descendants. - Vertical split container. + Vertical split container. - Vertical split container. See [SplitContainer]. This goes from left to right. + Vertical split container. See [SplitContainer]. This goes from left to right. @@ -42908,10 +42908,10 @@ A similar effect may be achieved moving this node's descendants. - Vector used for 2D Math. + Vector used for 2D Math. - 2-element structure that can be used to represent positions in 2d-space, or any other pair of numeric values. + 2-element structure that can be used to represent positions in 2d-space, or any other pair of numeric values. @@ -42922,7 +42922,7 @@ A similar effect may be achieved moving this node's descendants. - Constructs a new Vector2 from the given x and y. + Constructs a new Vector2 from the given x and y. @@ -42935,7 +42935,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the result of atan2 when called with the Vector's x and y as parameters (Math::atan2(x,y)). + Returns the result of atan2 when called with the Vector's x and y as parameters (Math::atan2(x,y)). Be aware that it therefore returns an angle oriented clockwise with regard to the (0, 1) unit vector, and not an angle oriented counter-clockwise with regard to the (1, 0) unit vector (which would be the typical trigonometric representation of the angle when calling Math::atan2(y,x)). @@ -42945,7 +42945,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the angle in radians between the two vectors. + Returns the angle in radians between the two vectors. @@ -42954,7 +42954,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the angle in radians between the line connecting the two points and the x coordinate. + Returns the angle in radians between the line connecting the two points and the x coordinate. @@ -42969,7 +42969,7 @@ A similar effect may be achieved moving this node's descendants. - Cubicly interpolates between this Vector and "b", using "pre_a" and "post_b" as handles, and returning the result at position "t". + Cubicly interpolates between this Vector and "b", using "pre_a" and "post_b" as handles, and returning the result at position "t". @@ -42978,7 +42978,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the squared distance to vector "b". Prefer this function over "distance_to" if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance to vector "b". Prefer this function over "distance_to" if you need to sort vectors or need the squared distance for some formula. @@ -42987,7 +42987,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the distance to vector "b". + Returns the distance to vector "b". @@ -42996,42 +42996,42 @@ A similar effect may be achieved moving this node's descendants. - Returns the dot product with vector "b". + Returns the dot product with vector "b". - Remove the fractional part of x and y. + Remove the fractional part of x and y. - Remove the fractional part of x and y. + Remove the fractional part of x and y. - Returns the ratio of X to Y. + Returns the ratio of X to Y. - Returns the length of the vector. + Returns the length of the vector. - Returns the squared length of the vector. Prefer this function over "length" if you need to sort vectors or need the squared length for some formula. + Returns the squared length of the vector. Prefer this function over "length" if you need to sort vectors or need the squared length for some formula. @@ -43042,14 +43042,14 @@ A similar effect may be achieved moving this node's descendants. - Returns the result of the linear interpolation between this vector and "b", by amount "t". + Returns the result of the linear interpolation between this vector and "b", by amount "t". - Returns a normalized vector to unit length. + Returns a normalized vector to unit length. @@ -43058,7 +43058,7 @@ A similar effect may be achieved moving this node's descendants. - Like "slide", but reflects the Vector instead of continuing along the wall. + Like "slide", but reflects the Vector instead of continuing along the wall. @@ -43067,7 +43067,7 @@ A similar effect may be achieved moving this node's descendants. - Rotates the vector by "phi" radians. + Rotates the vector by "phi" radians. @@ -43076,7 +43076,7 @@ A similar effect may be achieved moving this node's descendants. - Slides the vector by the other vector. + Slides the vector by the other vector. @@ -43085,14 +43085,14 @@ A similar effect may be achieved moving this node's descendants. - Snaps the vector to a grid with the given size. + Snaps the vector to a grid with the given size. - Returns a perpendicular vector. + Returns a perpendicular vector. @@ -43115,10 +43115,10 @@ A similar effect may be achieved moving this node's descendants. - An Array of Vector2. + An Array of Vector2. - An Array specifically designed to hold Vector2. + An Array specifically designed to hold Vector2. @@ -43127,21 +43127,21 @@ A similar effect may be achieved moving this node's descendants. - Construct a new [Vector2Array]. Optionally, you can pass in an Array that will be converted. + Construct a new [Vector2Array]. Optionally, you can pass in an Array that will be converted. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Append an [Vector2Array] at the end of this array. + Append an [Vector2Array] at the end of this array. @@ -43152,33 +43152,33 @@ A similar effect may be achieved moving this node's descendants. - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Insert a [Vector2] at the end. + Insert a [Vector2] at the end. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the Vector2Array. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the Vector2Array. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -43187,14 +43187,14 @@ A similar effect may be achieved moving this node's descendants. - Change the [Vector2] at the given index. + Change the [Vector2] at the given index. - Return the size of the array. + Return the size of the array. @@ -43203,10 +43203,10 @@ A similar effect may be achieved moving this node's descendants. - Vector class, which performs basic 3D vector math operations. + Vector class, which performs basic 3D vector math operations. - Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations. + Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations. @@ -43219,21 +43219,21 @@ A similar effect may be achieved moving this node's descendants. - Returns a Vector3 with the given components. + Returns a Vector3 with the given components. - Returns a new vector with all components in absolute values (e.g. positive). + Returns a new vector with all components in absolute values (e.g. positive). - Returns a new vector with all components rounded up. + Returns a new vector with all components rounded up. @@ -43242,7 +43242,7 @@ A similar effect may be achieved moving this node's descendants. - Return the cross product with b. + Return the cross product with b. @@ -43257,7 +43257,7 @@ A similar effect may be achieved moving this node's descendants. - Perform a cubic interpolation between vectors pre_a, a, b, post_b (a is current), by the given amount (t). + Perform a cubic interpolation between vectors pre_a, a, b, post_b (a is current), by the given amount (t). @@ -43266,7 +43266,7 @@ A similar effect may be achieved moving this node's descendants. - Return the squared distance (distance minus the last square root) to b. Prefer this function over distance_to if you need to sort vectors or need the squared distance for some formula. + Return the squared distance (distance minus the last square root) to b. Prefer this function over distance_to if you need to sort vectors or need the squared distance for some formula. @@ -43275,7 +43275,7 @@ A similar effect may be achieved moving this node's descendants. - Return the distance to b. + Return the distance to b. @@ -43284,35 +43284,35 @@ A similar effect may be achieved moving this node's descendants. - Return the dot product with b. + Return the dot product with b. - Returns a new vector with all components rounded down. + Returns a new vector with all components rounded down. - Returns the inverse of the vector. This is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z ) + Returns the inverse of the vector. This is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z ) - Return the length of the vector. + Return the length of the vector. - Return the length of the vector, squared. Prefer this function over "length" if you need to sort vectors or need the squared length for some formula. + Return the length of the vector, squared. Prefer this function over "length" if you need to sort vectors or need the squared length for some formula. @@ -43323,28 +43323,28 @@ A similar effect may be achieved moving this node's descendants. - Linearly interpolates the vector to a given one (b), by the given amount (t). + Linearly interpolates the vector to a given one (b), by the given amount (t). - Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the largest. + Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the largest. - Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the smallest. + Returns AXIS_X, AXIS_Y or AXIS_Z depending on which axis is the smallest. - Return a copy of the normalized vector to unit length. This is the same as v / v.length(). + Return a copy of the normalized vector to unit length. This is the same as v / v.length(). @@ -43353,7 +43353,7 @@ A similar effect may be achieved moving this node's descendants. - Like "slide", but reflects the Vector instead of continuing along the wall. + Like "slide", but reflects the Vector instead of continuing along the wall. @@ -43364,7 +43364,7 @@ A similar effect may be achieved moving this node's descendants. - Rotates the vector around some axis by phi radians. + Rotates the vector around some axis by phi radians. @@ -43373,7 +43373,7 @@ A similar effect may be achieved moving this node's descendants. - Slides the vector along a wall. + Slides the vector along a wall. @@ -43382,7 +43382,7 @@ A similar effect may be achieved moving this node's descendants. - Return a copy of the vector, snapped to the lowest neared multiple. + Return a copy of the vector, snapped to the lowest neared multiple. @@ -43411,10 +43411,10 @@ A similar effect may be achieved moving this node's descendants. - An Array of Vector3. + An Array of Vector3. - An Array specifically designed to hold Vector3. + An Array specifically designed to hold Vector3. @@ -43423,21 +43423,21 @@ A similar effect may be achieved moving this node's descendants. - Construct a new Vector3Array. Optionally, you can pass in an Array that will be converted. + Construct a new Vector3Array. Optionally, you can pass in an Array that will be converted. - Append an element at the end of the array (alias of [method push_back]). + Append an element at the end of the array (alias of [method push_back]). - Append an [Vector3Array] at the end of this array. + Append an [Vector3Array] at the end of this array. @@ -43448,33 +43448,33 @@ A similar effect may be achieved moving this node's descendants. - Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). + Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - Reverse the order of the elements in the array (so first element will now be the last). + Reverse the order of the elements in the array (so first element will now be the last). - Insert a Vector3 at the end. + Insert a Vector3 at the end. - Remove an element from the array by index. + Remove an element from the array by index. - Set the size of the Vector3Array. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. + Set the size of the Vector3Array. If larger than the current size it will reserve some space beforehand, and if it is smaller it will cut off the array. @@ -43483,14 +43483,14 @@ A similar effect may be achieved moving this node's descendants. - Change the [Vector3] at the given index. + Change the [Vector3] at the given index. - Return the size of the array. + Return the size of the array. @@ -43525,7 +43525,7 @@ A similar effect may be achieved moving this node's descendants. - Returns the VehicleBody's velocity vector. To get the absolute speed in scalar value, get the length of the return vector in pixels/second. Example: + Returns the VehicleBody's velocity vector. To get the absolute speed in scalar value, get the length of the return vector in pixels/second. Example: [codeblock] # vehicle is an instance of VehicleBody var speed = vehicle.get_linear_velocity().length() @@ -43868,10 +43868,10 @@ A similar effect may be achieved moving this node's descendants. - Creates a sub-view into the screen. + Creates a sub-view into the screen. - A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too. + A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too. Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports. If a viewport is a child of a [Control], it will automatically take up its same rect and position, otherwise they must be set manually. Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. @@ -43883,161 +43883,161 @@ A similar effect may be achieved moving this node's descendants. - Return the 3D world of the viewport, or if no such present, the one of the parent viewport. + Return the 3D world of the viewport, or if no such present, the one of the parent viewport. - Return the 2D world of the viewport. + Return the 2D world of the viewport. - Return the active 3D camera. + Return the active 3D camera. - Get the canvas transform of the viewport. + Get the canvas transform of the viewport. - Get the total transform of the viewport. + Get the total transform of the viewport. - Get the global canvas transform of the viewport. + Get the global canvas transform of the viewport. - Get the mouse position, relative to the viewport. + Get the mouse position, relative to the viewport. - Get whether picking for all physics objects inside the viewport is enabled. + Get whether picking for all physics objects inside the viewport is enabled. - Return the viewport rect. If the viewport is child of a control, it will use the same rect as the parent. Otherwise, if the rect is empty, the viewport will use all the allowed space. + Return the viewport rect. If the viewport is child of a control, it will use the same rect as the parent. Otherwise, if the rect is empty, the viewport will use all the allowed space. - Return whether automatic clearing of the render target on each frame is enabled. + Return whether automatic clearing of the render target on each frame is enabled. - Get whether the rendered texture has filters enabled. + Get whether the rendered texture has filters enabled. - Get whether the rendered texture will have mipmaps generated. + Get whether the rendered texture will have mipmaps generated. - Get the render target's texture, for use with various objects that you want to texture with the viewport. + Get the render target's texture, for use with various objects that you want to texture with the viewport. - Get when the render target would be updated, will be one of the [code]RENDER_TARGET_UPDATE_*[/code] constants. + Get when the render target would be updated, will be one of the [code]RENDER_TARGET_UPDATE_*[/code] constants. - Set whether the render target is flipped on the Y axis. + Set whether the render target is flipped on the Y axis. - Return the captured screenshot after [method queue_screen_capture]. You might need to check more than one frame untill the right image is returned. + Return the captured screenshot after [method queue_screen_capture]. You might need to check more than one frame untill the right image is returned. - Get the size override set with [method set_size_override]. + Get the size override set with [method set_size_override]. - Get the viewport RID from the visual server. + Get the viewport RID from the visual server. - Return the final, visible rect in global screen coordinates. + Return the final, visible rect in global screen coordinates. - Return the 3D world of the viewport. + Return the 3D world of the viewport. - Returs the drag data from the GUI, that was previously returned by [method Control.get_drag_data]. + Returs the drag data from the GUI, that was previously returned by [method Control.get_drag_data]. - Returs whether there are shown modals on-screen. + Returs whether there are shown modals on-screen. - Return whether the viewport lets whatever is behind it to show. + Return whether the viewport lets whatever is behind it to show. @@ -44050,157 +44050,157 @@ A similar effect may be achieved moving this node's descendants. - Returns whether the viewport sends sounds to the speakers. + Returns whether the viewport sends sounds to the speakers. - Returns whether the viewport sends soundsfrom 2D emitters to the speakers. + Returns whether the viewport sends soundsfrom 2D emitters to the speakers. - Return whether input to the viewport is disabled. + Return whether input to the viewport is disabled. - Return whether the viewport is set as a render target by [method set_as_render_target]. + Return whether the viewport is set as a render target by [method set_as_render_target]. - Get the enabled status of the size override set with [method set_size_override]. + Get the enabled status of the size override set with [method set_size_override]. - Get the enabled status of the size strech override set with [method set_size_override_stretch]. + Get the enabled status of the size strech override set with [method set_size_override_stretch]. - Return whether the viewport is using a world separate from the parent viewport's world. + Return whether the viewport is using a world separate from the parent viewport's world. - Queue a multithreaded screenshot, you can retrive it at a later frame via [method get_screen_capture]. + Queue a multithreaded screenshot, you can retrive it at a later frame via [method get_screen_capture]. - Clear the render target manually. + Clear the render target manually. - Makes the viewport send sounds to the speakers. + Makes the viewport send sounds to the speakers. - Makes the viewport send sounds from 2D emitters to the speakers. + Makes the viewport send sounds from 2D emitters to the speakers. - Set the viewport's render target mode. + Set the viewport's render target mode. - Set the canvas transform of the viewport, useful for changing the on-screen positions of all child [CanvasItem]s. This is relative to the global canvas transform of the viewport. + Set the canvas transform of the viewport, useful for changing the on-screen positions of all child [CanvasItem]s. This is relative to the global canvas transform of the viewport. - Set whether input to the viewport is disabled. + Set whether input to the viewport is disabled. - Set the global canvas transform of the viewport. The canvas transform is relative to this. + Set the global canvas transform of the viewport. The canvas transform is relative to this. - Enable/disable picking for all physics objects inside the viewport. + Enable/disable picking for all physics objects inside the viewport. - Set the viewport rect. If the viewport is child of a control, it will use the same rect as the parent. + Set the viewport rect. If the viewport is child of a control, it will use the same rect as the parent. - Enable/disable automatic clearing of the render target on each frame. You might find it better to disable this if you are using the viewport for rarely updated textures. To clear manually, check [method render_target_clear] + Enable/disable automatic clearing of the render target on each frame. You might find it better to disable this if you are using the viewport for rarely updated textures. To clear manually, check [method render_target_clear] - Set whether the rendered texture should have filters enabled. Disable if you want the texture's pixels be visible. + Set whether the rendered texture should have filters enabled. Disable if you want the texture's pixels be visible. - Set whether the rendered texture should have mipmaps generated. Mipmaps allow the texture to have better antialiasing from far away. + Set whether the rendered texture should have mipmaps generated. Mipmaps allow the texture to have better antialiasing from far away. - Map a part of the screen to the render target directly. + Map a part of the screen to the render target directly. - Set when the render target should be updated, has to be one of the [code]RENDER_TARGET_UPDATE_*[/code] constants. + Set when the render target should be updated, has to be one of the [code]RENDER_TARGET_UPDATE_*[/code] constants. - Set whether the render target should be flipped on the Y axis. + Set whether the render target should be flipped on the Y axis. @@ -44211,35 +44211,35 @@ A similar effect may be achieved moving this node's descendants. - Set the size of the viewport. If the enable parameter is true, it would use the override, otherwise it would use the default size. If the size parameter is equal to [code](-1, -1)[/code], it won't update the size. + Set the size of the viewport. If the enable parameter is true, it would use the override, otherwise it would use the default size. If the size parameter is equal to [code](-1, -1)[/code], it won't update the size. - Set whether the size override affects stretch as well. + Set whether the size override affects stretch as well. - If this viewport is a child of another viewport, keep the previously drawn background visible. + If this viewport is a child of another viewport, keep the previously drawn background visible. - Make the viewport use a world separate from the parent viewport's world. + Make the viewport use a world separate from the parent viewport's world. - Change the 3D world of the viewport. + Change the 3D world of the viewport. @@ -44250,21 +44250,21 @@ A similar effect may be achieved moving this node's descendants. - Force update of the 2D and 3D worlds. + Force update of the 2D and 3D worlds. - Wrap the mouse to a position, relative to the viewport. + Wrap the mouse to a position, relative to the viewport. - Emitted when the size of the viewport is changed, whether by [method set_size_override], resize of window, or some other means. + Emitted when the size of the viewport is changed, whether by [method set_size_override], resize of window, or some other means. @@ -44285,66 +44285,66 @@ A similar effect may be achieved moving this node's descendants. - Displays a viewport as a sprite. + Displays a viewport as a sprite. - Used to display a [Viewport] node at some position in the world, without having to mess with [RenderTargetTexture]s. + Used to display a [Viewport] node at some position in the world, without having to mess with [RenderTargetTexture]s. - Get color modulation for the texture. All texture pixels are multiplied by this color. + Get color modulation for the texture. All texture pixels are multiplied by this color. - get the offset to the origin of the texture. + get the offset to the origin of the texture. - Return the path to the shown [Viewport] node. + Return the path to the shown [Viewport] node. - Return whether the viewport's texture is centered on the origin. + Return whether the viewport's texture is centered on the origin. - Set whether the viewport's texture should be centered on the origin. + Set whether the viewport's texture should be centered on the origin. - Set color modulation for the texture. All texture pixels are multiplied by this color. Color may contain rgb values above 1 to achieve a highlight effect. + Set color modulation for the texture. All texture pixels are multiplied by this color. Color may contain rgb values above 1 to achieve a highlight effect. - Set the offset to the origin of the texture. + Set the offset to the origin of the texture. - Set the path to the shown [Viewport] node. + Set the path to the shown [Viewport] node. @@ -44353,10 +44353,10 @@ A similar effect may be achieved moving this node's descendants. - Enable certain nodes only when visible. + Enable certain nodes only when visible. - The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself. + The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself. @@ -44365,7 +44365,7 @@ A similar effect may be achieved moving this node's descendants. - Returns whether the specified enabler was set to true or not. + Returns whether the specified enabler was set to true or not. @@ -44374,7 +44374,7 @@ A similar effect may be achieved moving this node's descendants. - Set an enabler to true for all nodes of its type to be disabled when the VisibilityEnabler is not in view. See the constants for enablers and what they affect. + Set an enabler to true for all nodes of its type to be disabled when the VisibilityEnabler is not in view. See the constants for enablers and what they affect. @@ -44391,10 +44391,10 @@ A similar effect may be achieved moving this node's descendants. - Enable certain nodes only when visible. + Enable certain nodes only when visible. - The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler2D itself. + The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler2D itself. @@ -44403,7 +44403,7 @@ A similar effect may be achieved moving this node's descendants. - Returns whether the specified enabler was set to true or not. + Returns whether the specified enabler was set to true or not. @@ -44412,7 +44412,7 @@ A similar effect may be achieved moving this node's descendants. - Set an enabler to true for all nodes of its type to be disabled when the VisibilityEnabler2D is not in view. See the constants for enablers and what they affect. + Set an enabler to true for all nodes of its type to be disabled when the VisibilityEnabler2D is not in view. See the constants for enablers and what they affect. @@ -44440,31 +44440,31 @@ A similar effect may be achieved moving this node's descendants. - Detect when the node is visible on screen. + Detect when the node is visible on screen. - The VisibilityNotifier is used to notify when its bounding box enters the screen, is visible on the screen, or when it exits the screen. + The VisibilityNotifier is used to notify when its bounding box enters the screen, is visible on the screen, or when it exits the screen. - Return the visibility bounding box of the VisibilityNotifier. + Return the visibility bounding box of the VisibilityNotifier. - Return true if any part of the bounding box is on the screen. + Return true if any part of the bounding box is on the screen. - Set the visibility bounding box of the VisibilityNotifier. + Set the visibility bounding box of the VisibilityNotifier. @@ -44473,24 +44473,24 @@ A similar effect may be achieved moving this node's descendants. - Emitted when the VisibilityNotifier enters a [Camera]'s view. + Emitted when the VisibilityNotifier enters a [Camera]'s view. - Emitted when the VisibilityNotifier enters the screen. + Emitted when the VisibilityNotifier enters the screen. - Emitted when the VisibilityNotifier exits a [Camera]'s view. + Emitted when the VisibilityNotifier exits a [Camera]'s view. - Emitted when the VisibilityNotifier exits the screen. + Emitted when the VisibilityNotifier exits the screen. @@ -44499,57 +44499,57 @@ A similar effect may be achieved moving this node's descendants. - Detect when the node is visible on screen. + Detect when the node is visible on screen. - The VisibilityNotifier2D is used to notify when its bounding rectangle enters the screen, is visible on the screen, or when it exits the screen. + The VisibilityNotifier2D is used to notify when its bounding rectangle enters the screen, is visible on the screen, or when it exits the screen. - Return the visibility bounding rectangle of the VisibilityNotifier2D. + Return the visibility bounding rectangle of the VisibilityNotifier2D. - Return true if any part of the bounding rectangle is on the screen. + Return true if any part of the bounding rectangle is on the screen. - Set the visibility bounding rectangle of the VisibilityNotifier2D. + Set the visibility bounding rectangle of the VisibilityNotifier2D. - Emitted when the VisibilityNotifier2D enters the screen. + Emitted when the VisibilityNotifier2D enters the screen. - Emitted when the VisibilityNotifier2D enters a [Viewport]. + Emitted when the VisibilityNotifier2D enters a [Viewport]. - Emitted when the VisibilityNotifier2D exits the screen. + Emitted when the VisibilityNotifier2D exits the screen. - Emitted when the VisibilityNotifier2D exits a [Viewport]. + Emitted when the VisibilityNotifier2D exits a [Viewport]. @@ -44586,10 +44586,10 @@ A similar effect may be achieved moving this node's descendants. - Server for anything visible. + Server for anything visible. - Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display. + Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display. The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed. @@ -46221,17 +46221,17 @@ A similar effect may be achieved moving this node's descendants. - Holds an [Object], but does not contribute to the reference count if the object is a reference. + Holds an [Object], but does not contribute to the reference count if the object is a reference. - A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GDScript.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to eachother. Without weakrefs, using these classes could lead to memory leaks, since both references keep eachother from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released. + A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GDScript.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to eachother. Without weakrefs, using these classes could lead to memory leaks, since both references keep eachother from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released. - Returns the [Object] this weakref is referring to. + Returns the [Object] this weakref is referring to. @@ -46240,31 +46240,31 @@ A similar effect may be achieved moving this node's descendants. - Base class for window dialogs. + Base class for window dialogs. - Windowdialog is the base class for all window-based dialogs. It's a by-default toplevel [Control] that draws a window decoration and allows motion and resizing. + Windowdialog is the base class for all window-based dialogs. It's a by-default toplevel [Control] that draws a window decoration and allows motion and resizing. - Return the close [TextureButton]. + Return the close [TextureButton]. - Return the title of the window. + Return the title of the window. - Set the title of the window. + Set the title of the window. @@ -46293,10 +46293,10 @@ A similar effect may be achieved moving this node's descendants. - Class that has everything pertaining to a world. + Class that has everything pertaining to a world. - Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. + Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. @@ -46341,10 +46341,10 @@ A similar effect may be achieved moving this node's descendants. - Class that has everything pertaining to a 2D world. + Class that has everything pertaining to a 2D world. - Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. + Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. @@ -46539,24 +46539,24 @@ A similar effect may be achieved moving this node's descendants. - Sort all child nodes based on their Y positions. + Sort all child nodes based on their Y positions. - Sort all child nodes based on their Y positions. The child node must inherit from [CanvasItem] for it to be sorted. Nodes that have a higher Y position will be drawn later, so they will appear on top of nodes that have a lower Y position. + Sort all child nodes based on their Y positions. The child node must inherit from [CanvasItem] for it to be sorted. Nodes that have a higher Y position will be drawn later, so they will appear on top of nodes that have a lower Y position. - Returns true if the children nodes are being sorted. + Returns true if the children nodes are being sorted. - Set whether the children nodes are sorted or not. (default true) + Set whether the children nodes are sorted or not. (default true) @@ -46565,10 +46565,10 @@ A similar effect may be achieved moving this node's descendants. - Boolean built-in type + Boolean built-in type - Boolean built-in type. + Boolean built-in type. @@ -46577,7 +46577,7 @@ A similar effect may be achieved moving this node's descendants. - Cast an [int] value to a boolean value, this method will return true if called with an integer value different to 0 and false in other case. + Cast an [int] value to a boolean value, this method will return true if called with an integer value different to 0 and false in other case. @@ -46586,7 +46586,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a [float] value to a boolean value, this method will return true if called with a floating point value different to 0 and false in other case. + Cast a [float] value to a boolean value, this method will return true if called with a floating point value different to 0 and false in other case. @@ -46595,7 +46595,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a [String] value to a boolean value, this method will return true if called with a non empty string and false in other case. Examples: [code]bool('False')[/code] returns true, [code]bool('')[/code]. returns false + Cast a [String] value to a boolean value, this method will return true if called with a non empty string and false in other case. Examples: [code]bool('False')[/code] returns true, [code]bool('')[/code]. returns false @@ -46604,10 +46604,10 @@ A similar effect may be achieved moving this node's descendants. - Float built-in type + Float built-in type - Float built-in type. + Float built-in type. @@ -46616,7 +46616,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a [bool] value to a floating point value, [code]float(true)[/code] will be equals to 1.0 and [code]float(false)[/code] will be equals to 0.0. + Cast a [bool] value to a floating point value, [code]float(true)[/code] will be equals to 1.0 and [code]float(false)[/code] will be equals to 0.0. @@ -46625,7 +46625,7 @@ A similar effect may be achieved moving this node's descendants. - Cast an [int] value to a floating point value, [code]float(1)[/code] will be equals to 1.0. + Cast an [int] value to a floating point value, [code]float(1)[/code] will be equals to 1.0. @@ -46634,7 +46634,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a [String] value to a floating point value. This method accepts float value strings like [code] '1.23' [/code] and exponential notation strings for its parameter so calling [code] float('1e3') [/code] will return 1000.0 and calling [code] float('1e-3') [/code] will return -0.001. + Cast a [String] value to a floating point value. This method accepts float value strings like [code] '1.23' [/code] and exponential notation strings for its parameter so calling [code] float('1e3') [/code] will return 1000.0 and calling [code] float('1e-3') [/code] will return -0.001. @@ -46643,10 +46643,10 @@ A similar effect may be achieved moving this node's descendants. - Integer built-in type. + Integer built-in type. - Integer built-in type. + Integer built-in type. @@ -46655,7 +46655,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0. + Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0. @@ -46664,7 +46664,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a float value to an integer value, this method simply removes the number fractions, so for example [code]int(2.7)[/code] will be equals to 2, [code]int(.1)[/code] will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. + Cast a float value to an integer value, this method simply removes the number fractions, so for example [code]int(2.7)[/code] will be equals to 2, [code]int(.1)[/code] will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. @@ -46673,7 +46673,7 @@ A similar effect may be achieved moving this node's descendants. - Cast a [String] value to an integer value, this method is an integer parser from a string, so calling this method with an invalid integer string will return 0, a valid string will be something like [code]'1.7'[/code]. This method will ignore all non-number characters, so calling [code]int('1e3')[/code] will return 13. + Cast a [String] value to an integer value, this method is an integer parser from a string, so calling this method with an invalid integer string will return 0, a valid string will be something like [code]'1.7'[/code]. This method will ignore all non-number characters, so calling [code]int('1e3')[/code] will return 13.