diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 15e6f30c27..b4faf5e3ee 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -205,22 +205,20 @@ Exponential logarithm. - + - Return true if the float is not a number. - + - Return true if the float is infinite. @@ -2100,13 +2098,13 @@ - Position (starting corner). + Position (starting corner). - Size from position to end. + Size from position to end. - Ending corner. + Ending corner. @@ -2234,6 +2232,34 @@ Get the [SpriteFrames] resource, which contains all frames. + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -5208,13 +5234,13 @@ - Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers. + Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers. - Sets the copy mode to a region. + Sets the copy mode to a region. - Sets the copy mode to the entire screen. + Sets the copy mode to the entire screen. @@ -8259,37 +8285,37 @@ - Red (0 to 1) + Red (0 to 1) - Green (0 to 1) + Green (0 to 1) - Blue (0 to 1) + Blue (0 to 1) - Alpha (0 to 1) + Alpha (0 to 1) - Hue (0 to 1) + Hue (0 to 1) - Saturation (0 to 1) + Saturation (0 to 1) - Value (0 to 1) + Value (0 to 1) - Red (0 to 255) + Red (0 to 255) - Green (0 to 255) + Green (0 to 255) - Blue (0 to 255) + Blue (0 to 255) - Alpha (0 to 255) + Alpha (0 to 255) @@ -10743,6 +10769,12 @@ This approximation makes straight segments between each point, then subdivides t to read the documentation, tutorials and examples. + + + + + + @@ -10834,6 +10866,20 @@ This approximation makes straight segments between each point, then subdivides t this information. + + + + + + + + + + + + + + @@ -11199,6 +11245,8 @@ This approximation makes straight segments between each point, then subdivides t + + @@ -16878,6 +16926,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + @@ -16938,11 +16998,49 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -16966,6 +17064,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + @@ -17582,6 +17688,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + @@ -18047,7 +18155,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Return the Exponential Shadow Multiplier (ESM) value of the Light2D. + Return the Exponential Shadow Multiplier (ESM) value of the Light2D. @@ -18067,16 +18175,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light. + Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light. - Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. + Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. - Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. + Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. - The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture. + The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture. @@ -18235,6 +18343,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + @@ -18261,6 +18381,20 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + @@ -18389,6 +18523,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) 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]. + + + + + + + + @@ -18487,7 +18629,13 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + + + @@ -21383,6 +21531,14 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Returns the dimensions in pixels of the specified screen. + + + + + + + + @@ -27843,6 +27999,18 @@ This method controls whether the position between two cached points is interpola Returns the polygon fill color + + + + + + + + + + + + @@ -29517,13 +29685,13 @@ This method controls whether the position between two cached points is interpola - Position (starting corner). + Position (starting corner). - Size from position to end. + Size from position to end. - Ending corner. + Ending corner. @@ -29741,13 +29909,14 @@ This method controls whether the position between two cached points is interpola - Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. + 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. @@ -30415,188 +30584,221 @@ This method controls whether the position between two cached points is interpola + 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. + 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. + Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. + Return the current body mode, see [method set_mode]. + Set the body mass. + Return the current body mass. + Set the body weight given standard earth-weight (gravity 9.8). + Return the current body weight, given standard earth-weight (gravity 9.8). + Set the body friction, from 0 (frictionless) to 1 (max friction). + Return the current body friction, from 0 (frictionless) to 1 (max friction). + Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness). + Return the current body bounciness. + 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. + Return the current body linear velocity. + 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. + Return the current body angular velocity. + Set the gravity factor. This factor multiplies gravity intensity just for this body. + Return the current body gravity scale. + 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. + Return the current body linear damp. Default is -1. + 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. + Return the current body angular damp. Default is -1. + 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. + Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. + 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. + Return whether the body is using a custom integrator. + Enable contact monitoring. This allows the body to emit signals when it collides with another. + Return whether contact monitoring is enabled. + 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. + Return whether this body is using continuous collision detection. + 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. @@ -30605,48 +30807,57 @@ This method controls whether the position between two cached points is interpola + 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. + 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. + Return whether the body is sleeping. + 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. + Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep]. + 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. + Return the current axis lock of the body. One of AXIS_LOCK_* enum. + Return a list of the bodies colliding with this one. @@ -30655,6 +30866,7 @@ This method controls whether the position between two cached points is interpola + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -30667,12 +30879,15 @@ This method controls whether the position between two cached points is interpola + 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. + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -30685,19 +30900,25 @@ This method controls whether the position between two cached points is interpola + 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. + Static mode. The body behaves like a [StaticBody], and can only move by user code. + Kinematic body. The body behaves like a [KinematicBody], and can only move by user code. + Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. @@ -30808,7 +31029,7 @@ This method controls whether the position between two cached points is interpola - 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. @@ -30921,7 +31142,7 @@ This method controls whether the position between two cached points is interpola 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, fat-moving objects. + 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. @@ -31079,6 +31300,7 @@ This method controls whether the position between two cached points is interpola + Emitted when the body changes it's sleeping state. Either by sleeping or waking up. @@ -32385,6 +32607,12 @@ This method controls whether the position between two cached points is interpola + + + + + + @@ -32395,6 +32623,14 @@ This method controls whether the position between two cached points is interpola + + + + + + + + @@ -35317,49 +35553,120 @@ This method controls whether the position between two cached points is interpola Sprite frame library for [AnimatedSprite]. - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - Add a frame (texture). + + - Return the amount of frames. - + + + - Return a texture (frame). - + - + + + - + + + - Remove a frame + + + + + + - Clear the frames. @@ -37606,6 +37913,18 @@ This method controls whether the position between two cached points is interpola Clear all the syntax coloring information. + + + + + + + + + + + + @@ -37633,6 +37952,20 @@ This method controls whether the position between two cached points is interpola Search from end to beginning. + + + + + + + + + + + + + + @@ -37645,12 +37978,12 @@ This method controls whether the position between two cached points is interpola - - + + @@ -37953,8 +38286,30 @@ This method controls whether the position between two cached points is interpola + + + + + + + + + + + + + + + + + + + + + + @@ -39442,10 +39797,10 @@ This method controls whether the position between two cached points is interpola - The basis contains 3 [Vector3]. X axis, Y axis, and Z axis. + The basis contains 3 [Vector3]. X axis, Y axis, and Z axis. - The origin of the transform. Which is the translation offset. + The origin of the transform. Which is the translation offset. @@ -39766,6 +40121,30 @@ This method controls whether the position between two cached points is interpola + + + + + + + + + + + + + + + + + + + + + + + + @@ -39798,6 +40177,18 @@ This method controls whether the position between two cached points is interpola + + + + + + + + + + + + @@ -41222,16 +41613,16 @@ This method controls whether the position between two cached points is interpola - X component of the vector. + X component of the vector. - Y component of the vector. + Y component of the vector. - Width of the vector (Same as X). + Width of the vector (Same as X). - Height of the vector (Same as Y). + Height of the vector (Same as Y). @@ -41475,13 +41866,13 @@ This method controls whether the position between two cached points is interpola - X component of the vector. + X component of the vector. - Y component of the vector. + Y component of the vector. - Z component of the vector. + Z component of the vector. @@ -41613,7 +42004,7 @@ This method controls whether the position between two cached points is interpola - + @@ -42414,13 +42805,15 @@ This method controls whether the position between two cached points is interpola This enabler will stop [Particles2D] nodes. + + This enabler will stop the parent's _process function. This enabler will stop the parent's _fixed_process function. - +