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.
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- Return true if the float is not a number.
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- 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.
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- 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.
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this information.
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@@ -16878,6 +16926,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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@@ -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)
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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].
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Returns the dimensions in pixels of the specified screen.
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Returns the polygon fill color
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- 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.
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Sprite frame library for [AnimatedSprite].
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- Add a frame (texture).
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- Return the amount of frames.
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- Return a texture (frame).
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- Remove a frame
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- Clear the frames.
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Clear all the syntax coloring information.
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Search from end to beginning.
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- 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.
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- 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.
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This enabler will stop [Particles2D] nodes.
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This enabler will stop the parent's _process function.
This enabler will stop the parent's _fixed_process function.
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