doc: Sync classref with current source
And fix copyright headers in new code.
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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<?xml version="1.0" encoding="UTF-8" ?>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AspectRatioContainer" inherits="Container" version="4.0">
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<class name="AspectRatioContainer" inherits="Container" version="3.2">
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<brief_description>
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<brief_description>
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Container that preserves its child controls' aspect ratio.
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Container that preserves its child controls' aspect ratio.
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</brief_description>
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</brief_description>
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The default linear damp in 3D.
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The default linear damp in 3D.
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[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
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[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
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</member>
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</member>
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<member name="physics/3d/godot_physics/use_bvh" type="bool" setter="" getter="" default="false">
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<member name="physics/3d/godot_physics/use_bvh" type="bool" setter="" getter="" default="true">
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Enables the use of bounding volume hierarchy instead of octree for physics spatial partitioning. This may give better performance.
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Enables the use of bounding volume hierarchy instead of octree for physics spatial partitioning. This may give better performance.
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</member>
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</member>
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<member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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<member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
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The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
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Larger branches can increase performance significantly in some projects.
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Larger branches can increase performance significantly in some projects.
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</member>
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</member>
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<member name="rendering/quality/spatial_partitioning/use_bvh" type="bool" setter="" getter="" default="false">
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<member name="rendering/quality/spatial_partitioning/use_bvh" type="bool" setter="" getter="" default="true">
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Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
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Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
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</member>
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</member>
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<member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false">
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<member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false">
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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@ -5,8 +5,8 @@
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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/* GODOT ENGINE */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/* https://godotengine.org */
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/*************************************************************************/
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* a copy of this software and associated documentation files (the */
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