The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in
the documentation in some places. Replace it with the new name
`to_utf8_buffer`. Same for ascii. Same for C#.
(cherry picked from commit 57dca93718)
The UDP method is now called `is_socket_connected` to limit confusion
with the actual host connection status which doesn't make sense in UDP.
The TCP method is completly dropped, use get_status instead.
The only one left is the WebSocketPeer one, which should be fine as is
for now.
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
In many of the XML files it had been noted that when the documentation
refers to a return value, both "Return" and "Returns" are used. This
has now been fixed to only say "Returns".
Fixes#28867