Merge pull request #81246 from AThousandShips/future_proof_4_0

[4.0] Future proof links in docs
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Rémi Verschelde 2023-09-06 18:44:46 +02:00 committed by GitHub
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5 changed files with 9 additions and 9 deletions

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- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
[/codeblock]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value].
</description>
</method>
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smoothstep(0, 2, 2.0) # Returns 1.0
[/codeblock]
Compared to [method ease] with a curve value of [code]-1.6521[/code], [method smoothstep] returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
</description>
</method>
<method name="snapped">

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<return type="bool" />
<param index="0" name="world_point" type="Vector3" />
<description>
Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
[b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
</description>
</method>
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<return type="bool" />
<param index="0" name="world_point" type="Vector3" />
<description>
Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
</description>
</method>
<method name="make_current">

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A color represented in RGBA format by a red ([member r]), green ([member g]), blue ([member b]), and alpha ([member a]) component. Each component is a 16-bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may support values greater than [code]1.0[/code], for overbright or HDR (High Dynamic Range) colors.
Colors can be created in various ways: By the various [Color] constructors, by static methods such as [method from_hsv], and by using a name from the set of standardized colors based on [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url] with the addition of [constant TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses integers from [code]0[/code] to [code]255[/code] and doesn't support overbright colors.
[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/color_constants.png]Color constants cheatsheet[/url]
</description>
<tutorials>
<link title="2D GD Paint Demo">https://godotengine.org/asset-library/asset/517</link>

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<param index="0" name="point" type="Vector2" />
<description>
Returns the angle between the node and the [param point] in radians.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
</description>
</method>
<method name="get_relative_transform_to_parent" qualifiers="const">

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<description>
Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/vector2_angle.png]Illustration of the returned angle.[/url]
Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
</description>
</method>
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<param index="0" name="to" type="Vector2" />
<description>
Returns the angle to the given vector, in radians.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/vector2_angle_to.png]Illustration of the returned angle.[/url]
</description>
</method>
<method name="angle_to_point" qualifiers="const">
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<description>
Returns the angle between the line connecting the two points and the X axis, in radians.
[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()[/code].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url]
</description>
</method>
<method name="aspect" qualifiers="const">