Fix many untagged true/false/null in the documentation
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37 changed files with 77 additions and 76 deletions
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@ -24,7 +24,7 @@
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<param index="0" name="extension_name" type="StringName" />
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<description>
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Gets additional arbitrary data in this [GLTFNode] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
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The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is null.
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The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is [code]null[/code].
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</description>
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</method>
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<method name="get_scene_node_path">
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@ -33,7 +33,7 @@
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<param index="1" name="handle_skeletons" type="bool" default="true" />
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<description>
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Returns the [NodePath] that this GLTF node will have in the Godot scene tree after being imported. This is useful when importing glTF object model pointers with [GLTFObjectModelProperty], for handling extensions such as [code]KHR_animation_pointer[/code] or [code]KHR_interactivity[/code].
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If [param handle_skeletons] is true, paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be [code]^"A/B/C/Bone1/Bone2/Bone3"[/code] if false will become [code]^"A/B/C/Skeleton3D:Bone3"[/code].
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If [param handle_skeletons] is [code]true[/code], paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be [code]^"A/B/C/Bone1/Bone2/Bone3"[/code] if [code]false[/code] will become [code]^"A/B/C/Skeleton3D:Bone3"[/code].
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</description>
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</method>
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<method name="set_additional_data">
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