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Fix miscellaneous oddities around the class reference
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Mickeon committed Aug 18, 2024
1 parent 1bd740d commit 6023d44
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Showing 21 changed files with 45 additions and 36 deletions.
2 changes: 1 addition & 1 deletion doc/classes/AStar2D.xml
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<return type="void" />
<param index="0" name="num_nodes" type="int" />
<description>
Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. The new capacity must be greater or equal to the old capacity.
</description>
</method>
<method name="set_point_disabled">
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2 changes: 1 addition & 1 deletion doc/classes/CPUParticles2D.xml
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Expand Up @@ -43,7 +43,7 @@
<return type="bool" />
<param index="0" name="particle_flag" type="int" enum="CPUParticles2D.ParticleFlags" />
<description>
Returns the enabled state of the given flag (see [enum ParticleFlags] for options).
Returns the enabled state of the given particle flag (see [enum ParticleFlags] for options).
</description>
</method>
<method name="restart">
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4 changes: 3 additions & 1 deletion doc/classes/CameraAttributes.xml
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Expand Up @@ -25,7 +25,9 @@
Multiplier for the exposure amount. A higher value results in a brighter image.
</member>
<member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity" default="100.0">
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image.
If [member auto_exposure_enabled] is [code]true[/code], this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
[b]Note:[/b] Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled.
</member>
</members>
</class>
8 changes: 5 additions & 3 deletions doc/classes/Control.xml
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Expand Up @@ -809,9 +809,11 @@
<param index="1" name="can_drop_func" type="Callable" />
<param index="2" name="drop_func" type="Callable" />
<description>
Forwards the handling of this control's [method _get_drag_data], [method _can_drop_data] and [method _drop_data] virtual functions to delegate callables.
For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used.
The function format for each callable should be exactly the same as the virtual functions described above.
Sets the given callables to be used instead of the control's own drag-and-drop virtual methods. If a callable is empty, its respective virtual method is used as normal.
The arguments for each callable should be exactly the same as their respective virtual methods, which would be:
- [param drag_func] corresponds to [method _get_drag_data] and requires a [Vector2];
- [param can_drop_func] corresponds to [method _can_drop_data] and requires both a [Vector2] and a [Variant];
- [param drop_func] corresponds to [method _drop_data] and requires both a [Vector2] and a [Variant].
</description>
</method>
<method name="set_drag_preview">
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2 changes: 1 addition & 1 deletion doc/classes/EditorResourcePreviewGenerator.xml
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Custom generator of previews.
</brief_description>
<description>
Custom code to generate previews. Please check [code]file_dialog/thumbnail_size[/code] in [EditorSettings] to find out the right size to do previews at.
Custom code to generate previews. Check [member EditorSettings.file_dialog/thumbnail_size] to find a proper size to generate previews at.
</description>
<tutorials>
</tutorials>
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3 changes: 2 additions & 1 deletion doc/classes/Environment.xml
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Expand Up @@ -181,7 +181,8 @@
[b]Note:[/b] [member glow_map] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
</member>
<member name="glow_map_strength" type="float" setter="set_glow_map_strength" getter="get_glow_map_strength" default="0.8">
How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
How strong of an influence the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no influence, while a strength of [code]1.0[/code] means the glow map has full influence.
[b]Note:[/b] If the glow map has black areas, a value of [code]1.0[/code] can also turn off the glow effect entirely in specific areas of the screen.
[b]Note:[/b] [member glow_map_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
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2 changes: 1 addition & 1 deletion doc/classes/GPUParticles2D.xml
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Expand Up @@ -136,7 +136,7 @@
<signal name="finished">
<description>
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
This signal is never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
</description>
</signal>
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4 changes: 2 additions & 2 deletions doc/classes/GPUParticles3D.xml
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Expand Up @@ -160,8 +160,8 @@
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. To immediately emit new particles, call [method restart].
Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
This signal is never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
</description>
</signal>
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4 changes: 2 additions & 2 deletions doc/classes/GPUParticlesCollision3D.xml
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Expand Up @@ -16,8 +16,8 @@
<members>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295">
The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticleProcessMaterial.collision_mode] set to [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.
After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
Particle attraction can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node.
After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by colliders. For example, this can be used if you're using a collider as part of a spell effect but don't want the collider to affect unrelated weather particles at the same position.
Particle collision can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.collision_mode] on the [GPUParticles3D] node.
</member>
</members>
</class>
6 changes: 5 additions & 1 deletion doc/classes/HTTPClient.xml
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HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the server has received and is processing the request, but no response is available yet.
</constant>
<constant name="RESPONSE_OK" value="200" enum="ResponseCode">
HTTP status code [code]200 OK[/code]. The request has succeeded. Default response for successful requests. Meaning varies depending on the request. GET: The resource has been fetched and is transmitted in the message body. HEAD: The entity headers are in the message body. POST: The resource describing the result of the action is transmitted in the message body. TRACE: The message body contains the request message as received by the server.
HTTP status code [code]200 OK[/code]. The request has succeeded. Default response for successful requests. Meaning varies depending on the request:
- [constant METHOD_GET]: The resource has been fetched and is transmitted in the message body.
- [constant METHOD_HEAD]: The entity headers are in the message body.
- [constant METHOD_POST]: The resource describing the result of the action is transmitted in the message body.
- [constant METHOD_TRACE]: The message body contains the request message as received by the server.
</constant>
<constant name="RESPONSE_CREATED" value="201" enum="ResponseCode">
HTTP status code [code]201 Created[/code]. The request has succeeded and a new resource has been created as a result of it. This is typically the response sent after a PUT request.
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2 changes: 1 addition & 1 deletion doc/classes/MeshInstance3D.xml
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Expand Up @@ -112,7 +112,7 @@
<param index="1" name="material" type="Material" />
<description>
Sets the override [param material] for the specified [param surface] of the [Mesh] resource. This material is associated with this [MeshInstance3D] rather than with [member mesh].
[b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To set the material within the [Mesh] resource, use [method Mesh.surface_get_material] instead.
[b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To set the material within the [Mesh] resource, use [method Mesh.surface_set_material] instead.
</description>
</method>
</methods>
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4 changes: 2 additions & 2 deletions doc/classes/Node.xml
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Expand Up @@ -991,8 +991,8 @@
[b]Note:[/b] When changing the name, the following characters will be replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). In particular, the [code]@[/code] character is reserved for auto-generated names. See also [method String.validate_node_name].
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it.
[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. See also (see [member unique_name_in_owner])
The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it. See also [member unique_name_in_owner].
[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child].
</member>
<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" enum="Node.PhysicsInterpolationMode" default="0">
Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting.
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4 changes: 2 additions & 2 deletions doc/classes/Object.xml
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Expand Up @@ -791,7 +791,7 @@
<param index="0" name="signal" type="StringName" />
<description>
Returns [code]true[/code] if the given [param signal] name exists in the object.
[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="has_user_signal" qualifiers="const">
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<param index="1" name="callable" type="Callable" />
<description>
Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="is_queued_for_deletion" qualifiers="const">
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4 changes: 2 additions & 2 deletions doc/classes/PhysicalBone3D.xml
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Expand Up @@ -75,7 +75,7 @@
The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
This is multiplied by [member ProjectSettings.physics/3d/default_gravity] to produce this body's gravity. For example, a value of [code]1.0[/code] will apply normal gravity, [code]2.0[/code] will apply double the gravity, and [code]0.5[/code] will apply half the gravity to this body.
</member>
<member name="joint_offset" type="Transform3D" setter="set_joint_offset" getter="get_joint_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
Sets the joint's transform.
Expand All @@ -87,7 +87,7 @@
Sets the joint type. See [enum JointType] for possible values.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
Damps the body's movement. By default, the body will use [member ProjectSettings.physics/3d/default_linear_damp] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], [member linear_damp] may be added to or replace the body's damping value.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
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8 changes: 4 additions & 4 deletions doc/classes/ProjectSettings.xml
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Expand Up @@ -2446,10 +2446,10 @@
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/environment/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion from far away.
</member>
<member name="rendering/environment/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion from far away.
</member>
<member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="true">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
Expand All @@ -2464,10 +2464,10 @@
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0">
Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
Distance at which the screen-space indirect lighting effect starts to fade out. Use this to hide screen-space indirect lighting from far away.
</member>
<member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
Distance at which the screen-space indirect lighting is fully faded out. Use this to hide screen-space indirect lighting from far away.
</member>
<member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true">
If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
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2 changes: 1 addition & 1 deletion doc/classes/RigidBody3D.xml
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Expand Up @@ -179,7 +179,7 @@
For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
This is multiplied by [member ProjectSettings.physics/3d/default_gravity] to produce this body's gravity. For example, a value of [code]1.0[/code] will apply normal gravity, [code]2.0[/code] will apply double the gravity, and [code]0.5[/code] will apply half the gravity to this body.
</member>
<member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)">
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
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