diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 1e129d70d0e..498445a027a 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -265,6 +265,11 @@
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.
+
+
+ Shuffle the array such that the items will have a random order.
+
+
@@ -296,11 +301,6 @@
[/codeblock]
-
-
- Shuffle the array such that the items will have a random order.
-
-
diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml
index 1d2fc950f04..036e968b65a 100644
--- a/doc/classes/BitMap.xml
+++ b/doc/classes/BitMap.xml
@@ -25,8 +25,10 @@
+
+
- Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to false if the alpha value of the image at that position is 0, and true in other case.
+ Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to false if the alpha value of the image at that position is equal to [code]threshold[/code] or less, and true in other case.
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index e3bf2b95774..ff9eb6bfe94 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -90,6 +90,18 @@
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.
+
+
+
+
+
+
+
+
+
+
+
+
@@ -120,6 +132,18 @@
Draws multiple, parallel lines with a uniform [code]width[/code], segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 8113ee34157..490583b427b 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -117,6 +117,24 @@
[/codeblock]
+
+
+
+
+
+
+
+
+
+
+
+
+ Constructs a color from an HSV profile. [code]h[/code] is a value between 0 and 360. [code]s[/code] and [code]v[/code] are values between 0 and 1.
+ [codeblock]
+ var c = Color.from_hsv(210, 0.5, 0.79, 0.8) # equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
+ [/codeblock]
+
+
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index b7f7d74f542..d0ba6c2ce05 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -12,6 +12,17 @@
+
+
+
+
+
+
+
+
+ Add a script at [code]path[/code] to the Autoload list as [code]name[/code].
+
+
@@ -265,6 +276,15 @@
Queue save the project's editor layout.
+
+
+
+
+
+
+ Remove an Autoload [code]name[/code] from the list.
+
+
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 7ebea43cb90..7a203311157 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -63,6 +63,8 @@
+
+
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision.
@@ -74,11 +76,13 @@
-
+
-
+
-
+
+
+
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
@@ -97,6 +101,8 @@
+
+
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index da7b34440e5..df4b719eae7 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -62,6 +62,8 @@
+
+
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
@@ -73,11 +75,13 @@
-
+
-
+
-
+
+
+
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
@@ -96,6 +100,8 @@
+
+
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
new file mode 100644
index 00000000000..5e5af692fd1
--- /dev/null
+++ b/doc/classes/MeshInstance2D.xml
@@ -0,0 +1,23 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/Physics2DServer.xml b/doc/classes/Physics2DServer.xml
index 644731516fc..a97a198e4b8 100644
--- a/doc/classes/Physics2DServer.xml
+++ b/doc/classes/Physics2DServer.xml
@@ -713,9 +713,11 @@
-
+
-
+
+
+
Returns whether a body can move from a given point in a given direction. Apart from the boolean return value, a [Physics2DTestMotionResult] can be passed to return additional information in.
diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState.xml
index fa0e529a736..1c92ea1cc4d 100644
--- a/doc/classes/PhysicsDirectBodyState.xml
+++ b/doc/classes/PhysicsDirectBodyState.xml
@@ -9,6 +9,14 @@
+
+
+
+
+
+
+
+
@@ -19,6 +27,14 @@
+
+
+
+
+
+
+
+
diff --git a/doc/classes/RayShape.xml b/doc/classes/RayShape.xml
index 5d488cb3f58..8df910a5c63 100644
--- a/doc/classes/RayShape.xml
+++ b/doc/classes/RayShape.xml
@@ -16,6 +16,9 @@
The ray's length.
+
+ If [code]true[/code] allow the shape to return the correct normal. Default value: [code]false[/code].
+
diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml
index 3137bbd1ada..f0d63f99988 100644
--- a/doc/classes/RayShape2D.xml
+++ b/doc/classes/RayShape2D.xml
@@ -16,6 +16,9 @@
The ray's length.
+
+ If [code]true[/code] allow the shape to return the correct normal. Default value: [code]false[/code].
+
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index a1aa479ea17..21bd60e1381 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -38,7 +38,7 @@
-
+
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 719ddfffe4b..d94c917af24 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -66,9 +66,11 @@
-
+
-
+
+
+
Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [Physics2DTestMotionResult], which contains additional information about the collision (should there be one).
diff --git a/doc/classes/Sprite.xml b/doc/classes/Sprite.xml
index a3423a0739f..dc0310acb55 100644
--- a/doc/classes/Sprite.xml
+++ b/doc/classes/Sprite.xml
@@ -11,6 +11,13 @@
+
+
+
+
+ Returns a Rect2 representing the Sprite's boundary relative to its local coordinates.
+
+
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml
index ccc4b964c1c..4dceecedef3 100644
--- a/doc/classes/VehicleWheel.xml
+++ b/doc/classes/VehicleWheel.xml
@@ -1,10 +1,10 @@
- Physics object that simulates the behaviour of a wheel.
+ Physics object that simulates the behaviour of a wheel.
- This node needs to be used as a child node of [VehicleBody] and simulates the behaviour of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.
+ This node needs to be used as a child node of [VehicleBody] and simulates the behaviour of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.
@@ -34,7 +34,7 @@
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slighly higher then the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5
- The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number.
+ The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number.
This value defines the stiffness of the suspension. Use a value lower then 50 for an offroad car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
@@ -56,7 +56,7 @@
The radius of the wheel in meters.
- This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest.
+ This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest.
This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll.
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 505a3d14748..b709883dad5 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -175,7 +175,9 @@
-
+
+
+
Adds a [Mesh] to the [CanvasItem]'s draw commands. Only affects its aabb at the moment.
@@ -188,7 +190,9 @@
-
+
+
+
Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its aabb at the moment.
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 47577a3359f..f8640720cbb 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -1828,8 +1828,8 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &VisualServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &VisualServer::canvas_item_add_polygon, DEFVAL(Vector()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "texture", "count", "normal_map"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "skeleton"), &VisualServer::canvas_item_add_mesh, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "skeleton"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_mesh, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map", "h_frames", "v_frames"), &VisualServer::canvas_item_add_particles);
ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &VisualServer::canvas_item_add_set_transform);
ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &VisualServer::canvas_item_add_clip_ignore);