diff --git a/.github/workflows/build_offline_docs.yml b/.github/workflows/build_offline_docs.yml index 4499de52bb2..73f6308a8ba 100644 --- a/.github/workflows/build_offline_docs.yml +++ b/.github/workflows/build_offline_docs.yml @@ -8,6 +8,9 @@ on: jobs: build: + # Don't run scheduled runs on forks unless the CI_OFFLINE_DOCS_CRON variable is set to 'true'. + # Manual runs can still be triggered as normal. + if: ${{ github.repository_owner == 'godotengine' || github.event_name != 'schedule' || vars.CI_OFFLINE_DOCS_CRON == 'true' }} runs-on: ubuntu-22.04 strategy: matrix: diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index dac9fa87d2c..ff08ec8ccca 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -10,23 +10,16 @@ concurrency: jobs: build: - runs-on: ubuntu-20.04 + runs-on: ubuntu-22.04 steps: - name: Checkout uses: actions/checkout@v4 - - name: Install dependencies - run: | - # Install tools used by `_tools/format.sh`. - sudo apt-get -qq update - sudo apt-get -qq install dos2unix recode - sudo pip3 install -r requirements.txt - sudo pip3 install codespell + - name: Style checks via pre-commit + uses: pre-commit/action@v3.0.1 - - name: Linter checks - run: | - bash _tools/format.sh - codespell -I _tools/codespell-ignore.txt -x _tools/codespell-ignore-lines.txt -S tutorials/i18n/locales.rst {about,community,development,getting_started,tutorials}/**/*.rst + - name: Install dependencies + run: sudo pip3 install -r requirements.txt # Use dummy builder to improve performance as we don't need the generated HTML in this workflow. - name: Sphinx build diff --git a/.github/workflows/sync_class_ref.yml b/.github/workflows/sync_class_ref.yml index a2641cf008c..fa1d98cc54f 100644 --- a/.github/workflows/sync_class_ref.yml +++ b/.github/workflows/sync_class_ref.yml @@ -2,23 +2,21 @@ name: Sync Class Reference on: workflow_dispatch: - # Scheduled updates only run on the default/master branch. - schedule: - # Run it at night (European time) every Saturday. - # The offset is there to try and avoid the high load times. - - cron: '15 3 * * 6' # Make sure jobs cannot overlap. concurrency: - group: classref-sync-ci-master + group: classref-sync-ci-4.3 cancel-in-progress: true jobs: build: + # Don't run scheduled runs on forks unless the CI_SYNC_CLASS_REF_CRON variable is set to 'true'. + # Manual runs can still be triggered as normal. + if: ${{ github.repository_owner == 'godotengine' || github.event_name != 'schedule' || vars.CI_SYNC_CLASS_REF_CRON == 'true' }} name: Update class reference files based on the engine revision runs-on: ubuntu-latest env: - engine_rev: 'master' + engine_rev: '4.3' steps: - name: Checkout the documentation repository diff --git a/.pre-commit-config.yaml b/.pre-commit-config.yaml new file mode 100644 index 00000000000..80693445812 --- /dev/null +++ b/.pre-commit-config.yaml @@ -0,0 +1,17 @@ +default_language_version: + python: python3 + +repos: + - repo: https://github.com/codespell-project/codespell + rev: v2.3.0 + hooks: + - id: codespell + files: ^(about|community|contributing|getting_started|tutorials)/.*\.rst$ + additional_dependencies: [tomli] + + - repo: https://github.com/pre-commit/pre-commit-hooks + rev: v5.0.0 + hooks: + - id: fix-byte-order-marker + - id: mixed-line-ending + args: ['--fix=lf'] diff --git a/_extensions/gdscript.py b/_extensions/gdscript.py index b2f65261c73..5da987c462f 100644 --- a/_extensions/gdscript.py +++ b/_extensions/gdscript.py @@ -341,6 +341,8 @@ def innerstring_rules(ttype): "AABB", "Plane", "Quaternion", + "Vector4", + "Vector4i", "Basis", "Transform3D", "Color", @@ -355,9 +357,8 @@ def innerstring_rules(ttype): "PackedFloat64Array", "PackedStringArray", "PackedVector2Array", - "PackedVector2iArray", "PackedVector3Array", - "PackedVector3iArray", + "PackedVector4Array", "PackedColorArray", "null", "void", diff --git a/_static/css/algolia.css b/_static/css/algolia.css deleted file mode 100644 index d27f55e8852..00000000000 --- a/_static/css/algolia.css +++ /dev/null @@ -1,6 +0,0 @@ -.wy-nav-side { overflow: visible; } -.wy-side-scroll { overflow-x: inherit; } - -.algolia-autocomplete { - display: block !important; -} diff --git a/_templates/layout.html b/_templates/layout.html index 2afebc33468..c893bfc8848 100644 --- a/_templates/layout.html +++ b/_templates/layout.html @@ -13,16 +13,6 @@ {% block linktags -%} - {% if godot_inject_language_links -%} - {% for alternate_lang in godot_docs_supported_languages -%} - {# Convert to ISO 639-1 format, e.g. zh_CN -> zh-cn -#} - {% set alternate_lang_href = alternate_lang.lower().replace("_", "-") -%} - - {% endfor -%} - - - - {% endif -%} {{ super() }} {% endblock -%} diff --git a/_tools/codespell-dict.txt b/_tools/codespell-dict.txt new file mode 100644 index 00000000000..f8e93f339d9 --- /dev/null +++ b/_tools/codespell-dict.txt @@ -0,0 +1 @@ +anti-aliasing->antialiasing diff --git a/_tools/format.sh b/_tools/format.sh deleted file mode 100755 index 1b0e22f0be3..00000000000 --- a/_tools/format.sh +++ /dev/null @@ -1,42 +0,0 @@ -#!/usr/bin/env bash - -set -uo pipefail -IFS=$'\n\t' - -# Loops through all text files tracked by Git. -git grep -zIl '' | -while IFS= read -rd '' f; do - # Exclude csproj and hdr files. - if [[ "$f" == *"csproj" ]]; then - continue - elif [[ "$f" == *"hdr" ]]; then - continue - fi - # Ensures that files are UTF-8 formatted. - recode UTF-8 "$f" 2> /dev/null - # Ensures that files have LF line endings. - dos2unix "$f" 2> /dev/null - # Ensures that files do not contain a BOM. - sed -i '1s/^\xEF\xBB\xBF//' "$f" - # Ensures that files end with newline characters. - tail -c1 < "$f" | read -r _ || echo >> "$f"; -done - -git diff > patch.patch -FILESIZE="$(stat -c%s patch.patch)" -MAXSIZE=5 - -# If no patch has been generated all is OK, clean up, and exit. -if (( FILESIZE < MAXSIZE )); then - printf "Files in this commit comply with the formatting rules.\n" - rm -f patch.patch - exit 0 -fi - -# A patch has been created, notify the user, clean up, and exit. -printf "\n*** The following differences were found between the code " -printf "and the formatting rules:\n\n" -cat patch.patch -printf "\n*** Aborting, please fix your commit(s) with 'git commit --amend' or 'git rebase -i '\n" -rm -f patch.patch -exit 1 diff --git a/about/docs_changelog.rst b/about/docs_changelog.rst index 6c432a56ab4..f841547be37 100644 --- a/about/docs_changelog.rst +++ b/about/docs_changelog.rst @@ -13,6 +13,52 @@ added since version 3.0. .. note:: This document only contains new pages so not all changes are reflected, many pages have been substantially updated but are not reflected in this document. +New pages since version 4.2 +--------------------------- + +About +^^^^^ + +- :ref:`doc_system_requirements` + +2D +^^ + +- :ref:`doc_2d_parallax` + +Contributing +^^^^^^^^^^^^ + +- :ref:`doc_handling_compatibility_breakages` +- :ref:`doc_ways_to_contribute` + +GDExtension +^^^^^^^^^^^ + +- :ref:`doc_gdextension_file` +- :ref:`doc_gdextension_docs_system` + +Migrating +^^^^^^^^^ + +- :ref:`doc_upgrading_to_godot_4.3` + +Rendering +^^^^^^^^^ + +- :ref:`doc_compositor` + +XR +^^ + +- :ref:`doc_a_better_xr_start_script` +- :ref:`doc_openxr_passthrough` +- :ref:`doc_xr_next_steps` +- :ref:`doc_openxr_settings` +- :ref:`doc_openxr_composition_layers` +- :ref:`doc_openxr_body_tracking` + + New pages since version 4.1 --------------------------- diff --git a/about/faq.rst b/about/faq.rst index 33f627a1c5f..a491bdbb854 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -115,9 +115,8 @@ If you've ever written anything in a language like Python before, then you'll fe right at home. For examples and a complete overview of the power GDScript offers you, check out the :ref:`GDScript scripting guide `. -There are several reasons to use GDScript, especially when you are prototyping, in -alpha/beta stages of your project, or are not creating the next AAA title. The -most salient reason is the overall **reduction of complexity**. +There are several reasons to use GDScript, but the most salient reason is the overall +**reduction of complexity**. The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running @@ -133,7 +132,7 @@ more familiar programming languages, especially when supporting those more famil languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, -once you see how powerful it is and rapid your development becomes, we think GDScript +once you see how powerful it is and how rapid your development becomes, we think GDScript will grow on you. More information about getting comfortable with GDScript or dynamically typed @@ -168,6 +167,38 @@ The main reasons for creating a custom scripting language for Godot were: GDScript was designed to curtail the issues above, and more. +.. _doc_faq_which_programming_language_is_fastest: + +Which programming language is fastest? +-------------------------------------- + +In most games, the *scripting language* itself is not the cause of performance +problems. Instead, performance is slowed by inefficient algorithms (which are +slow in all languages), by GPU performance, or by the common C++ engine code +like physics or navigation. All languages supported by Godot are fast enough for +general-purpose scripting. You should choose a language based on other factors, +like ease-of-use, familiarity, platform support, or language features. + +In general, the performance of C# and GDScript is within the same order of +magnitude, and C++ is faster than both. + +Comparing GDScript performance to C# is tricky, since C# can be faster in some +specific cases. The C# *language* itself tends to be faster than GDScript, which +means that C# can be faster in situations with few calls to Godot engine code. +However, C# can be slower than GDScript when making many Godot API calls, due +to the cost of *marshalling*. C#'s performance can also be brought down by garbage +collection which occurs at random and unpredictable moments. This can result in +stuttering issues in complex projects, and is not exclusive to Godot. + +C++, using :ref:`GDExtension `, will almost always be +faster than either C# or GDScript. However, C++ is less easy to use than C# or +GDScript, and is slower to develop with. + +You can also use multiple languages within a single project, with +:ref:`cross-language scripting `, or by using +GDExtension and scripting languages together. Be aware that doing so comes with +its own complications. + What 3D model formats does Godot support? ----------------------------------------- diff --git a/about/introduction.rst b/about/introduction.rst index c3314f475bf..c2dad72d8b7 100644 --- a/about/introduction.rst +++ b/about/introduction.rst @@ -28,8 +28,8 @@ consider checking them out. Otherwise, :ref:`Getting Started `, -especially the Godot `Discord`_ community and +you can find help on the various `Community channels `_, +especially the Godot `Discord `_ community and `Forum `_. About Godot Engine @@ -75,11 +75,10 @@ This documentation is organized into several sections: It also contains sections intended for advanced users and contributors, with information on compiling the engine, contributing to the editor, or developing C++ modules. -- **Community** is dedicated to the life of Godot's community. - It points to various community channels like the - `Godot Contributors Chat `_ and - `Discord`_ and contains a list of recommended third-party tutorials and - materials outside of this documentation. +- **Community** is dedicated to the life of Godot's community and contains a list of + recommended third-party tutorials and materials outside of this documentation. + It also provides details on the Asset Library. It also used to list Godot + communities, which are now listed on the `Godot website `_. - Finally, the **Class reference** documents the full Godot API, also available directly within the engine's script editor. You can find information on all classes, functions, signals and so on here. @@ -104,5 +103,3 @@ with attribution to "*Juan Linietsky, Ariel Manzur, and the Godot Engine communi unless otherwise noted. *Have fun reading and making games with Godot Engine!* - -.. _Discord: https://discord.gg/4JBkykG diff --git a/about/list_of_features.rst b/about/list_of_features.rst index 1fa78622871..f365861bd21 100644 --- a/about/list_of_features.rst +++ b/about/list_of_features.rst @@ -10,8 +10,8 @@ This page aims to list **all** features currently supported by Godot. .. note:: This page lists features supported by the current stable version of - Godot. Some of these features may not be available in the - `LTS release series (3.x) `__. + Godot. Some of these features are not available in the + `3.x release series `__. Platforms --------- @@ -30,8 +30,7 @@ Platforms on an old enough base distribution. - Official binaries are compiled using the `Godot Engine buildroot `__, - allowing for binaries that work across common Linux distributions - (including LTS variants). + allowing for binaries that work across common Linux distributions. - Android (editor support is experimental). - :ref:`Web browsers `. Experimental in 4.0, @@ -367,7 +366,7 @@ Rendering - ETC2 (not supported on macOS). - S3TC (not supported on mobile/Web platforms). -**Anti-aliasing:** +**Antialiasing:** - Temporal :ref:`antialiasing ` (TAA). - AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing ` (FSR2), @@ -487,7 +486,7 @@ Scripting - Use any build system and language features you wish. - Actively developed GDExtension bindings for `D `__, - `Haxe `__, `Swift `__, and `Rust `__ + `Swift `__, and `Rust `__ bindings provided by the community. (Some of these bindings may be experimental and not production-ready). Audio diff --git a/about/release_policy.rst b/about/release_policy.rst index 734a34b4381..83cb4f345fa 100644 --- a/about/release_policy.rst +++ b/about/release_policy.rst @@ -72,7 +72,7 @@ Whenever a new major version is released, we make the previous stable branch a long-term supported release, and do our best to provide fixes for issues encountered by users of that branch who cannot port complex projects to the new major version. This was the case for the 2.1 branch, and is the case for the -3.6 branch. +3.x branch. In a given minor release series, only the latest patch release receives support. If you experience an issue using an older patch release, please upgrade to the @@ -82,23 +82,29 @@ on GitHub. +--------------+----------------------+--------------------------------------------------------------------------+ | **Version** | **Release date** | **Support level** | +--------------+----------------------+--------------------------------------------------------------------------+ -| Godot 4.3 | June 2024 | |unstable| *Development.* Receives new features, usability and | -| (`master`) | (estimate) | performance improvements, as well as bug fixes, while under development. | +| Godot 4.5 | Q3 2025 (estimate) | |unstable| *Development.* Receives new features, usability and | +| (`master`) | | performance improvements, as well as bug fixes, while under development. | +--------------+----------------------+--------------------------------------------------------------------------+ -| Godot 4.2 | November 2023 | |supported| Receives fixes for bugs and security issues, as well as | +| Godot 4.4 | March 2025 | |supported| Receives fixes for bugs and security issues, as well as | | | | patches that enable platform support. | +--------------+----------------------+--------------------------------------------------------------------------+ -| Godot 4.1 | July 2023 | |supported| Receives fixes for bugs and security issues, as well as | +| Godot 4.3 | August 2024 | |supported| Receives fixes for bugs and security issues, as well as | | | | patches that enable platform support. | +--------------+----------------------+--------------------------------------------------------------------------+ +| Godot 4.2 | November 2023 | |partial| Receives fixes for security and platform support issues only. | ++--------------+----------------------+--------------------------------------------------------------------------+ +| Godot 4.1 | July 2023 | |eol| No longer supported (last update: 4.1.4). | ++--------------+----------------------+--------------------------------------------------------------------------+ | Godot 4.0 | March 2023 | |eol| No longer supported (last update: 4.0.4). | +--------------+----------------------+--------------------------------------------------------------------------+ -| Godot 3.6 | Q1 2024 (estimate) | |supported| *Beta.* Receives new features, usability and performance | -| (`3.x`, LTS) | | improvements, as well as bug fixes, while under development. | +| Godot 3.7 | No ETA for now | |supported| *Beta.* Receives new features, usability and performance | +| (`3.x`) | | improvements, as well as bug fixes, while under development. | +--------------+----------------------+--------------------------------------------------------------------------+ -| Godot 3.5 | August 2022 | |supported| Receives fixes for bugs and security issues, as well as | +| Godot 3.6 | September 2024 | |supported| Receives fixes for bugs and security issues, as well as | | | | patches that enable platform support. | +--------------+----------------------+--------------------------------------------------------------------------+ +| Godot 3.5 | August 2022 | |partial| Receives fixes for security and platform support issues only. | ++--------------+----------------------+--------------------------------------------------------------------------+ | Godot 3.4 | November 2021 | |eol| No longer supported (last update: 3.4.5). | +--------------+----------------------+--------------------------------------------------------------------------+ | Godot 3.3 | April 2021 | |eol| No longer supported (last update: 3.3.4). | @@ -212,11 +218,10 @@ Maintenance (patch) releases are released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs. -The 3.6 release is still planned and should be the last stable branch of Godot -3.x. It will be a Long-Term Support (LTS) release, which we plan to support for -as long as users still need it (due to missing features in Godot 4.x, or -having published games which they need to keep updating for platform -requirements). +There is currently no planned release date for the next 3.x minor version, 3.7. +The current stable release, 3.6, may be the last stable branch of Godot 3.x. +Godot 3.x is supported on a best-effort basis, as long as contributors continue +to maintain it. What are the criteria for compatibility across engine versions? --------------------------------------------------------------- diff --git a/about/system_requirements.rst b/about/system_requirements.rst index 528e1056c3e..f5a96f9b0d9 100644 --- a/about/system_requirements.rst +++ b/about/system_requirements.rst @@ -100,8 +100,7 @@ Mobile device (smartphone/tablet) - Minimum | | Exporting projects requires downloading export templates separately | | | (1.3 GB after installation). | +----------------------+-----------------------------------------------------------------------------------------+ -| **Operating system** | - **Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), | -| | iOS 11.0 | +| **Operating system** | - **Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile) | | | - **Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, | | | Samsung Internet 15 | +----------------------+-----------------------------------------------------------------------------------------+ @@ -174,7 +173,7 @@ Mobile device (smartphone/tablet) - Recommended +----------------------+-----------------------------------------------------------------------------------------+ | **Storage** | 1.5 GB (used for the executable, project files, all export templates and cache) | +----------------------+-----------------------------------------------------------------------------------------+ -| **Operating system** | - **Native editor:** Android 9.0 or iOS 11.0 | +| **Operating system** | - **Native editor:** Android 9.0 | | | - **Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, | | | Samsung Internet | +----------------------+-----------------------------------------------------------------------------------------+ @@ -268,15 +267,15 @@ Mobile device (smartphone/tablet) - Minimum +----------------------+-----------------------------------------------------------------------------------------+ | **GPU** | - **Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support | | | | -| | - *Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone SE 1)* | +| | - *Example: Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)* | | | | | | - **Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support | | | | -| | - *Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone SE 1)* | +| | - *Example: Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)* | | | | | | - **Compatibility rendering method:** SoC featuring GPU with full OpenGL ES 3.0 support | | | | -| | - *Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)* | +| | - *Example: Qualcomm Adreno 306, Mali-T628 MP6, Apple A7 (iPhone 5S)* | +----------------------+-----------------------------------------------------------------------------------------+ | **RAM** | - **For native exports:** 1 GB | | | - **For web exports:** 2 GB | @@ -284,7 +283,7 @@ Mobile device (smartphone/tablet) - Minimum | **Storage** | 150 MB (used for the executable, project files and cache) | +----------------------+-----------------------------------------------------------------------------------------+ | **Operating system** | - **For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), | -| | iOS 11.0 | +| | iOS 12.0 | | | - **For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, | | | Samsung Internet 15 | +----------------------+-----------------------------------------------------------------------------------------+ @@ -340,26 +339,26 @@ Mobile device (smartphone/tablet) - Recommended | | | | | - **iOS:** SoC with 64-bit ARM CPU | | | | -| | - *Example: Apple A11 (iPhone XS/XR)* | +| | - *Example: Apple A14 (iPhone 12)* | +----------------------+-----------------------------------------------------------------------------------------+ | **GPU** | - **Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support | | | | -| | - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)* | +| | - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* | | | | | | - **Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support | | | | -| | - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)* | +| | - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* | | | | | | - **Compatibility rendering method:** SoC featuring GPU with full OpenGL ES 3.2 support | | | | -| | - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)* | +| | - *Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)* | +----------------------+-----------------------------------------------------------------------------------------+ | **RAM** | - **For native exports:** 2 GB | | | - **For web exports:** 4 GB | +----------------------+-----------------------------------------------------------------------------------------+ | **Storage** | 150 MB (used for the executable, project files and cache) | +----------------------+-----------------------------------------------------------------------------------------+ -| **Operating system** | - **For native exports:** Android 9.0 or iOS 11.0 | +| **Operating system** | - **For native exports:** Android 9.0 or iOS 14.1 | | | - **For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, | | | Samsung Internet | +----------------------+-----------------------------------------------------------------------------------------+ diff --git a/classes/class_@gdscript.rst b/classes/class_@gdscript.rst index 637da62db00..83cbd66aa20 100644 --- a/classes/class_@gdscript.rst +++ b/classes/class_@gdscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gdscript/doc_classes/@GDScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gdscript/doc_classes/@GDScript.xml. .. _class_@GDScript: diff --git a/classes/class_@globalscope.rst b/classes/class_@globalscope.rst index 2e072c6768f..a0c09adf34d 100644 --- a/classes/class_@globalscope.rst +++ b/classes/class_@globalscope.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/@GlobalScope.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/@GlobalScope.xml. .. _class_@GlobalScope: diff --git a/classes/class_aabb.rst b/classes/class_aabb.rst index 4c35ba984c8..13c361af15f 100644 --- a/classes/class_aabb.rst +++ b/classes/class_aabb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AABB.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AABB.xml. .. _class_AABB: diff --git a/classes/class_acceptdialog.rst b/classes/class_acceptdialog.rst index 2b2c4273d7f..4c658000bc6 100644 --- a/classes/class_acceptdialog.rst +++ b/classes/class_acceptdialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AcceptDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AcceptDialog.xml. .. _class_AcceptDialog: diff --git a/classes/class_aescontext.rst b/classes/class_aescontext.rst index 064fc6b0b32..1affb353dd2 100644 --- a/classes/class_aescontext.rst +++ b/classes/class_aescontext.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AESContext.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AESContext.xml. .. _class_AESContext: diff --git a/classes/class_animatablebody2d.rst b/classes/class_animatablebody2d.rst index 98c5ae61472..07a6fe76d5f 100644 --- a/classes/class_animatablebody2d.rst +++ b/classes/class_animatablebody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatableBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatableBody2D.xml. .. _class_AnimatableBody2D: diff --git a/classes/class_animatablebody3d.rst b/classes/class_animatablebody3d.rst index 9d1cd5e624b..8c6f7bb9f53 100644 --- a/classes/class_animatablebody3d.rst +++ b/classes/class_animatablebody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatableBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatableBody3D.xml. .. _class_AnimatableBody3D: diff --git a/classes/class_animatedsprite2d.rst b/classes/class_animatedsprite2d.rst index 8c909164789..9503a7d20e0 100644 --- a/classes/class_animatedsprite2d.rst +++ b/classes/class_animatedsprite2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatedSprite2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedSprite2D.xml. .. _class_AnimatedSprite2D: diff --git a/classes/class_animatedsprite3d.rst b/classes/class_animatedsprite3d.rst index 46feb6c7589..cf64aa18927 100644 --- a/classes/class_animatedsprite3d.rst +++ b/classes/class_animatedsprite3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatedSprite3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedSprite3D.xml. .. _class_AnimatedSprite3D: diff --git a/classes/class_animatedtexture.rst b/classes/class_animatedtexture.rst index da38191a1f6..01b85256135 100644 --- a/classes/class_animatedtexture.rst +++ b/classes/class_animatedtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatedTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedTexture.xml. .. _class_AnimatedTexture: diff --git a/classes/class_animation.rst b/classes/class_animation.rst index c977ca1a26e..67a35720940 100644 --- a/classes/class_animation.rst +++ b/classes/class_animation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Animation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Animation.xml. .. _class_Animation: diff --git a/classes/class_animationlibrary.rst b/classes/class_animationlibrary.rst index 458c410a0a3..d19ec1c2668 100644 --- a/classes/class_animationlibrary.rst +++ b/classes/class_animationlibrary.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationLibrary.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationLibrary.xml. .. _class_AnimationLibrary: diff --git a/classes/class_animationmixer.rst b/classes/class_animationmixer.rst index d970b77d9b7..c6427599dcf 100644 --- a/classes/class_animationmixer.rst +++ b/classes/class_animationmixer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationMixer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationMixer.xml. .. _class_AnimationMixer: diff --git a/classes/class_animationnode.rst b/classes/class_animationnode.rst index 4131ee692e4..7a929a2e00c 100644 --- a/classes/class_animationnode.rst +++ b/classes/class_animationnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNode.xml. .. _class_AnimationNode: diff --git a/classes/class_animationnodeadd2.rst b/classes/class_animationnodeadd2.rst index c23b86a53bb..baecbf65606 100644 --- a/classes/class_animationnodeadd2.rst +++ b/classes/class_animationnodeadd2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeAdd2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeAdd2.xml. .. _class_AnimationNodeAdd2: diff --git a/classes/class_animationnodeadd3.rst b/classes/class_animationnodeadd3.rst index f77b8f847b6..60b33222eb5 100644 --- a/classes/class_animationnodeadd3.rst +++ b/classes/class_animationnodeadd3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeAdd3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeAdd3.xml. .. _class_AnimationNodeAdd3: diff --git a/classes/class_animationnodeanimation.rst b/classes/class_animationnodeanimation.rst index d7b220ae231..e238fa7b9d2 100644 --- a/classes/class_animationnodeanimation.rst +++ b/classes/class_animationnodeanimation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeAnimation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeAnimation.xml. .. _class_AnimationNodeAnimation: diff --git a/classes/class_animationnodeblend2.rst b/classes/class_animationnodeblend2.rst index 53a14c5473b..62559584e91 100644 --- a/classes/class_animationnodeblend2.rst +++ b/classes/class_animationnodeblend2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlend2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlend2.xml. .. _class_AnimationNodeBlend2: diff --git a/classes/class_animationnodeblend3.rst b/classes/class_animationnodeblend3.rst index 4b7837d7e5a..78b5db7a18a 100644 --- a/classes/class_animationnodeblend3.rst +++ b/classes/class_animationnodeblend3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlend3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlend3.xml. .. _class_AnimationNodeBlend3: diff --git a/classes/class_animationnodeblendspace1d.rst b/classes/class_animationnodeblendspace1d.rst index a2647c28662..024eadfee85 100644 --- a/classes/class_animationnodeblendspace1d.rst +++ b/classes/class_animationnodeblendspace1d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlendSpace1D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlendSpace1D.xml. .. _class_AnimationNodeBlendSpace1D: diff --git a/classes/class_animationnodeblendspace2d.rst b/classes/class_animationnodeblendspace2d.rst index 506b47bff25..b15ba951097 100644 --- a/classes/class_animationnodeblendspace2d.rst +++ b/classes/class_animationnodeblendspace2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlendSpace2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlendSpace2D.xml. .. _class_AnimationNodeBlendSpace2D: @@ -21,7 +21,7 @@ Description A resource used by :ref:`AnimationNodeBlendTree`. -\ :ref:`AnimationNodeBlendSpace1D` represents a virtual 2D space on which :ref:`AnimationRootNode`\ s are placed. Outputs the linear blend of the three adjacent animations using a :ref:`Vector2` weight. Adjacent in this context means the three :ref:`AnimationRootNode`\ s making up the triangle that contains the current value. +\ **AnimationNodeBlendSpace2D** represents a virtual 2D space on which :ref:`AnimationRootNode`\ s are placed. Outputs the linear blend of the three adjacent animations using a :ref:`Vector2` weight. Adjacent in this context means the three :ref:`AnimationRootNode`\ s making up the triangle that contains the current value. You can add vertices to the blend space with :ref:`add_blend_point` and automatically triangulate it by setting :ref:`auto_triangles` to ``true``. Otherwise, use :ref:`add_triangle` and :ref:`remove_triangle` to triangulate the blend space by hand. @@ -426,7 +426,7 @@ Changes the :ref:`AnimationNode` referenced by the point at |void| **set_blend_point_position**\ (\ point\: :ref:`int`, pos\: :ref:`Vector2`\ ) :ref:`🔗` -Updates the position of the point at index ``point`` on the blend axis. +Updates the position of the point at index ``point`` in the blend space. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` diff --git a/classes/class_animationnodeblendtree.rst b/classes/class_animationnodeblendtree.rst index c2efe95881f..d8e409cec0b 100644 --- a/classes/class_animationnodeblendtree.rst +++ b/classes/class_animationnodeblendtree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlendTree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlendTree.xml. .. _class_AnimationNodeBlendTree: diff --git a/classes/class_animationnodeoneshot.rst b/classes/class_animationnodeoneshot.rst index 176e75af2e0..103895ed79b 100644 --- a/classes/class_animationnodeoneshot.rst +++ b/classes/class_animationnodeoneshot.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeOneShot.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeOneShot.xml. .. _class_AnimationNodeOneShot: diff --git a/classes/class_animationnodeoutput.rst b/classes/class_animationnodeoutput.rst index 17f6be4d6ee..2e15cad65e8 100644 --- a/classes/class_animationnodeoutput.rst +++ b/classes/class_animationnodeoutput.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeOutput.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeOutput.xml. .. _class_AnimationNodeOutput: diff --git a/classes/class_animationnodestatemachine.rst b/classes/class_animationnodestatemachine.rst index f567081cc0b..b2228d21e61 100644 --- a/classes/class_animationnodestatemachine.rst +++ b/classes/class_animationnodestatemachine.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeStateMachine.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeStateMachine.xml. .. _class_AnimationNodeStateMachine: diff --git a/classes/class_animationnodestatemachineplayback.rst b/classes/class_animationnodestatemachineplayback.rst index 221d1f62aa3..1bf762abfec 100644 --- a/classes/class_animationnodestatemachineplayback.rst +++ b/classes/class_animationnodestatemachineplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeStateMachinePlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeStateMachinePlayback.xml. .. _class_AnimationNodeStateMachinePlayback: diff --git a/classes/class_animationnodestatemachinetransition.rst b/classes/class_animationnodestatemachinetransition.rst index 1a4973608e7..af4eb6804f1 100644 --- a/classes/class_animationnodestatemachinetransition.rst +++ b/classes/class_animationnodestatemachinetransition.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeStateMachineTransition.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeStateMachineTransition.xml. .. _class_AnimationNodeStateMachineTransition: diff --git a/classes/class_animationnodesub2.rst b/classes/class_animationnodesub2.rst index 8a62e6d4417..4a188a24f84 100644 --- a/classes/class_animationnodesub2.rst +++ b/classes/class_animationnodesub2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeSub2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeSub2.xml. .. _class_AnimationNodeSub2: diff --git a/classes/class_animationnodesync.rst b/classes/class_animationnodesync.rst index bbe20f0a346..fc7a99767f1 100644 --- a/classes/class_animationnodesync.rst +++ b/classes/class_animationnodesync.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeSync.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeSync.xml. .. _class_AnimationNodeSync: diff --git a/classes/class_animationnodetimescale.rst b/classes/class_animationnodetimescale.rst index 7d19d1419f9..7208688de98 100644 --- a/classes/class_animationnodetimescale.rst +++ b/classes/class_animationnodetimescale.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeTimeScale.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeTimeScale.xml. .. _class_AnimationNodeTimeScale: diff --git a/classes/class_animationnodetimeseek.rst b/classes/class_animationnodetimeseek.rst index c9ec75ffdcd..f34dcdedad7 100644 --- a/classes/class_animationnodetimeseek.rst +++ b/classes/class_animationnodetimeseek.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeTimeSeek.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeTimeSeek.xml. .. _class_AnimationNodeTimeSeek: diff --git a/classes/class_animationnodetransition.rst b/classes/class_animationnodetransition.rst index f79beea9972..3a59e02f263 100644 --- a/classes/class_animationnodetransition.rst +++ b/classes/class_animationnodetransition.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeTransition.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeTransition.xml. .. _class_AnimationNodeTransition: diff --git a/classes/class_animationplayer.rst b/classes/class_animationplayer.rst index b11956e6de9..affde142ae2 100644 --- a/classes/class_animationplayer.rst +++ b/classes/class_animationplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationPlayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationPlayer.xml. .. _class_AnimationPlayer: diff --git a/classes/class_animationrootnode.rst b/classes/class_animationrootnode.rst index 8281adc15c3..86d18b96344 100644 --- a/classes/class_animationrootnode.rst +++ b/classes/class_animationrootnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationRootNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationRootNode.xml. .. _class_AnimationRootNode: diff --git a/classes/class_animationtree.rst b/classes/class_animationtree.rst index ed8653c446f..abbe1f2aa6b 100644 --- a/classes/class_animationtree.rst +++ b/classes/class_animationtree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationTree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationTree.xml. .. _class_AnimationTree: diff --git a/classes/class_area2d.rst b/classes/class_area2d.rst index a47df40ffed..38c6fcea8fd 100644 --- a/classes/class_area2d.rst +++ b/classes/class_area2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Area2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Area2D.xml. .. _class_Area2D: diff --git a/classes/class_area3d.rst b/classes/class_area3d.rst index 67d979f8775..edbd7b6557c 100644 --- a/classes/class_area3d.rst +++ b/classes/class_area3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Area3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Area3D.xml. .. _class_Area3D: diff --git a/classes/class_array.rst b/classes/class_array.rst index f7a93b7a2a0..c22fc92e5bd 100644 --- a/classes/class_array.rst +++ b/classes/class_array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Array.xml. .. _class_Array: @@ -522,7 +522,7 @@ Appends another ``array`` at the end of this array. var numbers = [1, 2, 3] var extra = [4, 5, 6] numbers.append_array(extra) - print(nums) # Prints [1, 2, 3, 4, 5, 6] + print(numbers) # Prints [1, 2, 3, 4, 5, 6] .. rst-class:: classref-item-separator @@ -1289,7 +1289,7 @@ Sorts the array in ascending order. The final order is dependent on the "less th Sorts the array using a custom :ref:`Callable`. -\ ``func`` is called as many times as necessary, receiving two array elements as arguments. The function should return ``true`` if the first element should be moved *behind* the second one, otherwise it should return ``false``. +\ ``func`` is called as many times as necessary, receiving two array elements as arguments. The function should return ``true`` if the first element should be moved *before* the second one, otherwise it should return ``false``. :: @@ -1304,7 +1304,7 @@ Sorts the array using a custom :ref:`Callable`. print(my_items) # Prints [["Rice", 4], ["Tomato", 5], ["Apple", 9]] # Sort descending, using a lambda function. - my_items.sort_custom(func(a, b): return a[0] > b[0]) + my_items.sort_custom(func(a, b): return a[1] > b[1]) print(my_items) # Prints [["Apple", 9], ["Tomato", 5], ["Rice", 4]] It may also be necessary to use this method to sort strings by natural order, with :ref:`String.naturalnocasecmp_to`, as in the following example: diff --git a/classes/class_arraymesh.rst b/classes/class_arraymesh.rst index a1769807e4f..96baf3a9be4 100644 --- a/classes/class_arraymesh.rst +++ b/classes/class_arraymesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ArrayMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ArrayMesh.xml. .. _class_ArrayMesh: diff --git a/classes/class_arrayoccluder3d.rst b/classes/class_arrayoccluder3d.rst index 5bdd43482c2..f955cd3e4e6 100644 --- a/classes/class_arrayoccluder3d.rst +++ b/classes/class_arrayoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ArrayOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ArrayOccluder3D.xml. .. _class_ArrayOccluder3D: diff --git a/classes/class_aspectratiocontainer.rst b/classes/class_aspectratiocontainer.rst index c9e5b02c1af..682c58ec7eb 100644 --- a/classes/class_aspectratiocontainer.rst +++ b/classes/class_aspectratiocontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AspectRatioContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AspectRatioContainer.xml. .. _class_AspectRatioContainer: diff --git a/classes/class_astar2d.rst b/classes/class_astar2d.rst index 91eef236561..4ec1175d49e 100644 --- a/classes/class_astar2d.rst +++ b/classes/class_astar2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AStar2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AStar2D.xml. .. _class_AStar2D: @@ -319,7 +319,7 @@ If there is no valid path to the target, and ``allow_partial_path`` is ``true``, astar.ConnectPoints(2, 3, false); astar.ConnectPoints(4, 3, false); astar.ConnectPoints(1, 4, false); - int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3] + long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3] @@ -376,7 +376,7 @@ Returns an array with the IDs of the points that form the connection with the gi astar.ConnectPoints(1, 2, true); astar.ConnectPoints(1, 3, true); - int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3] + long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3] diff --git a/classes/class_astar3d.rst b/classes/class_astar3d.rst index 68a00d86253..6c398785a84 100644 --- a/classes/class_astar3d.rst +++ b/classes/class_astar3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AStar3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AStar3D.xml. .. _class_AStar3D: @@ -355,7 +355,7 @@ If there is no valid path to the target, and ``allow_partial_path`` is ``true``, astar.ConnectPoints(2, 3, false); astar.ConnectPoints(4, 3, false); astar.ConnectPoints(1, 4, false); - int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3] + long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3] @@ -411,7 +411,7 @@ Returns an array with the IDs of the points that form the connection with the gi astar.ConnectPoints(1, 2, true); astar.ConnectPoints(1, 3, true); - int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3] + long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3] diff --git a/classes/class_astargrid2d.rst b/classes/class_astargrid2d.rst index 770356dc125..96b833a7a4b 100644 --- a/classes/class_astargrid2d.rst +++ b/classes/class_astargrid2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AStarGrid2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AStarGrid2D.xml. .. _class_AStarGrid2D: diff --git a/classes/class_atlastexture.rst b/classes/class_atlastexture.rst index 70457128a5c..a1e2d66ed0e 100644 --- a/classes/class_atlastexture.rst +++ b/classes/class_atlastexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AtlasTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AtlasTexture.xml. .. _class_AtlasTexture: diff --git a/classes/class_audiobuslayout.rst b/classes/class_audiobuslayout.rst index 80fe120f299..e572c3fc4fe 100644 --- a/classes/class_audiobuslayout.rst +++ b/classes/class_audiobuslayout.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioBusLayout.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioBusLayout.xml. .. _class_AudioBusLayout: diff --git a/classes/class_audioeffect.rst b/classes/class_audioeffect.rst index 21fc6d2680b..542f8e308ab 100644 --- a/classes/class_audioeffect.rst +++ b/classes/class_audioeffect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffect.xml. .. _class_AudioEffect: diff --git a/classes/class_audioeffectamplify.rst b/classes/class_audioeffectamplify.rst index f6714bf15b6..a1f3aefc236 100644 --- a/classes/class_audioeffectamplify.rst +++ b/classes/class_audioeffectamplify.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectAmplify.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectAmplify.xml. .. _class_AudioEffectAmplify: diff --git a/classes/class_audioeffectbandlimitfilter.rst b/classes/class_audioeffectbandlimitfilter.rst index 031ef97508c..0311a3f5a65 100644 --- a/classes/class_audioeffectbandlimitfilter.rst +++ b/classes/class_audioeffectbandlimitfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectBandLimitFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectBandLimitFilter.xml. .. _class_AudioEffectBandLimitFilter: diff --git a/classes/class_audioeffectbandpassfilter.rst b/classes/class_audioeffectbandpassfilter.rst index 186024ed7ae..7d44f0fa77c 100644 --- a/classes/class_audioeffectbandpassfilter.rst +++ b/classes/class_audioeffectbandpassfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectBandPassFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectBandPassFilter.xml. .. _class_AudioEffectBandPassFilter: diff --git a/classes/class_audioeffectcapture.rst b/classes/class_audioeffectcapture.rst index 46470fef148..1fb56f0296b 100644 --- a/classes/class_audioeffectcapture.rst +++ b/classes/class_audioeffectcapture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectCapture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectCapture.xml. .. _class_AudioEffectCapture: diff --git a/classes/class_audioeffectchorus.rst b/classes/class_audioeffectchorus.rst index 12bf1a71050..b42668b6e0a 100644 --- a/classes/class_audioeffectchorus.rst +++ b/classes/class_audioeffectchorus.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectChorus.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectChorus.xml. .. _class_AudioEffectChorus: diff --git a/classes/class_audioeffectcompressor.rst b/classes/class_audioeffectcompressor.rst index 9df4dc5cbbd..e90c2e951f3 100644 --- a/classes/class_audioeffectcompressor.rst +++ b/classes/class_audioeffectcompressor.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectCompressor.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectCompressor.xml. .. _class_AudioEffectCompressor: diff --git a/classes/class_audioeffectdelay.rst b/classes/class_audioeffectdelay.rst index 3356f60327d..c1428843340 100644 --- a/classes/class_audioeffectdelay.rst +++ b/classes/class_audioeffectdelay.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectDelay.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectDelay.xml. .. _class_AudioEffectDelay: diff --git a/classes/class_audioeffectdistortion.rst b/classes/class_audioeffectdistortion.rst index ef3dd123514..8a141da8474 100644 --- a/classes/class_audioeffectdistortion.rst +++ b/classes/class_audioeffectdistortion.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectDistortion.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectDistortion.xml. .. _class_AudioEffectDistortion: diff --git a/classes/class_audioeffecteq.rst b/classes/class_audioeffecteq.rst index 1200927b7d8..cb5382afa34 100644 --- a/classes/class_audioeffecteq.rst +++ b/classes/class_audioeffecteq.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ.xml. .. _class_AudioEffectEQ: diff --git a/classes/class_audioeffecteq10.rst b/classes/class_audioeffecteq10.rst index fe6ec7273cd..7056bc4a9f5 100644 --- a/classes/class_audioeffecteq10.rst +++ b/classes/class_audioeffecteq10.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ10.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ10.xml. .. _class_AudioEffectEQ10: diff --git a/classes/class_audioeffecteq21.rst b/classes/class_audioeffecteq21.rst index d7dcd58ee04..29a4269f46e 100644 --- a/classes/class_audioeffecteq21.rst +++ b/classes/class_audioeffecteq21.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ21.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ21.xml. .. _class_AudioEffectEQ21: diff --git a/classes/class_audioeffecteq6.rst b/classes/class_audioeffecteq6.rst index 139c4c25cf2..5be72ebeac8 100644 --- a/classes/class_audioeffecteq6.rst +++ b/classes/class_audioeffecteq6.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ6.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Control.xml. .. _class_Control: diff --git a/classes/class_convexpolygonshape2d.rst b/classes/class_convexpolygonshape2d.rst index c7cfd07a7e6..40de9f04d18 100644 --- a/classes/class_convexpolygonshape2d.rst +++ b/classes/class_convexpolygonshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConvexPolygonShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConvexPolygonShape2D.xml. .. _class_ConvexPolygonShape2D: diff --git a/classes/class_convexpolygonshape3d.rst b/classes/class_convexpolygonshape3d.rst index bf5a6e176cd..8388f49d488 100644 --- a/classes/class_convexpolygonshape3d.rst +++ b/classes/class_convexpolygonshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConvexPolygonShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConvexPolygonShape3D.xml. .. _class_ConvexPolygonShape3D: diff --git a/classes/class_cpuparticles2d.rst b/classes/class_cpuparticles2d.rst index 62f7351a226..13e47ddb479 100644 --- a/classes/class_cpuparticles2d.rst +++ b/classes/class_cpuparticles2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CPUParticles2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CPUParticles2D.xml. .. _class_CPUParticles2D: diff --git a/classes/class_cpuparticles3d.rst b/classes/class_cpuparticles3d.rst index ba08e373997..5cc3d8d8caf 100644 --- a/classes/class_cpuparticles3d.rst +++ b/classes/class_cpuparticles3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CPUParticles3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CPUParticles3D.xml. .. _class_CPUParticles3D: diff --git a/classes/class_crypto.rst b/classes/class_crypto.rst index 83c6e1f6124..b57a9fc5d92 100644 --- a/classes/class_crypto.rst +++ b/classes/class_crypto.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Crypto.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Crypto.xml. .. _class_Crypto: diff --git a/classes/class_cryptokey.rst b/classes/class_cryptokey.rst index f774b09048e..63b9c1be32f 100644 --- a/classes/class_cryptokey.rst +++ b/classes/class_cryptokey.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CryptoKey.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CryptoKey.xml. .. _class_CryptoKey: diff --git a/classes/class_csgbox3d.rst b/classes/class_csgbox3d.rst index a06d3d965eb..951bc86a308 100644 --- a/classes/class_csgbox3d.rst +++ b/classes/class_csgbox3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGBox3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGBox3D.xml. .. _class_CSGBox3D: diff --git a/classes/class_csgcombiner3d.rst b/classes/class_csgcombiner3d.rst index f9243de08fe..f7155687e7d 100644 --- a/classes/class_csgcombiner3d.rst +++ b/classes/class_csgcombiner3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGCombiner3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGCombiner3D.xml. .. _class_CSGCombiner3D: diff --git a/classes/class_csgcylinder3d.rst b/classes/class_csgcylinder3d.rst index 79dd0d5f1c1..6f19019d252 100644 --- a/classes/class_csgcylinder3d.rst +++ b/classes/class_csgcylinder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGCylinder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGCylinder3D.xml. .. _class_CSGCylinder3D: diff --git a/classes/class_csgmesh3d.rst b/classes/class_csgmesh3d.rst index e8b2f250ec7..c8599bdb065 100644 --- a/classes/class_csgmesh3d.rst +++ b/classes/class_csgmesh3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGMesh3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGMesh3D.xml. .. _class_CSGMesh3D: diff --git a/classes/class_csgpolygon3d.rst b/classes/class_csgpolygon3d.rst index 178b904bc55..783438f777e 100644 --- a/classes/class_csgpolygon3d.rst +++ b/classes/class_csgpolygon3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGPolygon3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGPolygon3D.xml. .. _class_CSGPolygon3D: diff --git a/classes/class_csgprimitive3d.rst b/classes/class_csgprimitive3d.rst index 5d758d8f506..259da5f0adb 100644 --- a/classes/class_csgprimitive3d.rst +++ b/classes/class_csgprimitive3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGPrimitive3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGPrimitive3D.xml. .. _class_CSGPrimitive3D: diff --git a/classes/class_csgshape3d.rst b/classes/class_csgshape3d.rst index 315f161d6af..fffcc14e0ec 100644 --- a/classes/class_csgshape3d.rst +++ b/classes/class_csgshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGShape3D.xml. .. _class_CSGShape3D: diff --git a/classes/class_csgsphere3d.rst b/classes/class_csgsphere3d.rst index cf5011badc8..255135519d7 100644 --- a/classes/class_csgsphere3d.rst +++ b/classes/class_csgsphere3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGSphere3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGSphere3D.xml. .. _class_CSGSphere3D: diff --git a/classes/class_csgtorus3d.rst b/classes/class_csgtorus3d.rst index 010ed505b96..b1b347c0225 100644 --- a/classes/class_csgtorus3d.rst +++ b/classes/class_csgtorus3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGTorus3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGTorus3D.xml. .. _class_CSGTorus3D: diff --git a/classes/class_csharpscript.rst b/classes/class_csharpscript.rst index ea053a09609..0dd7d5f5383 100644 --- a/classes/class_csharpscript.rst +++ b/classes/class_csharpscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/mono/doc_classes/CSharpScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/mono/doc_classes/CSharpScript.xml. .. _class_CSharpScript: diff --git a/classes/class_cubemap.rst b/classes/class_cubemap.rst index df1ea1f20ad..0596af4676c 100644 --- a/classes/class_cubemap.rst +++ b/classes/class_cubemap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Cubemap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Cubemap.xml. .. _class_Cubemap: diff --git a/classes/class_cubemaparray.rst b/classes/class_cubemaparray.rst index ccca8bd0f94..14943364fbb 100644 --- a/classes/class_cubemaparray.rst +++ b/classes/class_cubemaparray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CubemapArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CubemapArray.xml. .. _class_CubemapArray: diff --git a/classes/class_curve.rst b/classes/class_curve.rst index 6171c0afbc7..e0a1953b4b7 100644 --- a/classes/class_curve.rst +++ b/classes/class_curve.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Curve.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Curve.xml. .. _class_Curve: diff --git a/classes/class_curve2d.rst b/classes/class_curve2d.rst index fda17462067..943d4113241 100644 --- a/classes/class_curve2d.rst +++ b/classes/class_curve2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Curve2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Curve2D.xml. .. _class_Curve2D: @@ -265,7 +265,7 @@ Deletes the point ``idx`` from the curve. Sends an error to the console if ``idx :ref:`Vector2` **sample**\ (\ idx\: :ref:`int`, t\: :ref:`float`\ ) |const| :ref:`🔗` -Returns the position between the vertex ``idx`` and the vertex ``idx + 1``, where ``t`` controls if the point is the first vertex (``t = 0.0``), the last vertex (``t = 1.0``), or in between. Values of ``t`` outside the range (``0.0 >= t <=1``) give strange, but predictable results. +Returns the position between the vertex ``idx`` and the vertex ``idx + 1``, where ``t`` controls if the point is the first vertex (``t = 0.0``), the last vertex (``t = 1.0``), or in between. Values of ``t`` outside the range (``0.0 <= t <= 1.0``) give strange, but predictable results. If ``idx`` is out of bounds it is truncated to the first or last vertex, and ``t`` is ignored. If the curve has no points, the function sends an error to the console, and returns ``(0, 0)``. diff --git a/classes/class_curve3d.rst b/classes/class_curve3d.rst index 4b4c4b35538..e4dac23d761 100644 --- a/classes/class_curve3d.rst +++ b/classes/class_curve3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Curve3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Curve3D.xml. .. _class_Curve3D: diff --git a/classes/class_curvetexture.rst b/classes/class_curvetexture.rst index 0e23a5ef3c5..9e744cf81cb 100644 --- a/classes/class_curvetexture.rst +++ b/classes/class_curvetexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CurveTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CurveTexture.xml. .. _class_CurveTexture: diff --git a/classes/class_curvexyztexture.rst b/classes/class_curvexyztexture.rst index c86f9c8ec71..c4aeffa6fc4 100644 --- a/classes/class_curvexyztexture.rst +++ b/classes/class_curvexyztexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CurveXYZTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CurveXYZTexture.xml. .. _class_CurveXYZTexture: diff --git a/classes/class_cylindermesh.rst b/classes/class_cylindermesh.rst index 89e42b5b7e1..2c197d701a8 100644 --- a/classes/class_cylindermesh.rst +++ b/classes/class_cylindermesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CylinderMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CylinderMesh.xml. .. _class_CylinderMesh: diff --git a/classes/class_cylindershape3d.rst b/classes/class_cylindershape3d.rst index bd33d1a93ed..640ea106015 100644 --- a/classes/class_cylindershape3d.rst +++ b/classes/class_cylindershape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CylinderShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CylinderShape3D.xml. .. _class_CylinderShape3D: diff --git a/classes/class_dampedspringjoint2d.rst b/classes/class_dampedspringjoint2d.rst index 768af8745a7..f28cbeb20e7 100644 --- a/classes/class_dampedspringjoint2d.rst +++ b/classes/class_dampedspringjoint2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DampedSpringJoint2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DampedSpringJoint2D.xml. .. _class_DampedSpringJoint2D: diff --git a/classes/class_decal.rst b/classes/class_decal.rst index 67564ad0d47..bdfc83dbb37 100644 --- a/classes/class_decal.rst +++ b/classes/class_decal.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Decal.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/platform/android/doc_classes/EditorExportPlatformAndroid.xml. .. _class_EditorExportPlatformAndroid: diff --git a/classes/class_editorexportplatformios.rst b/classes/class_editorexportplatformios.rst index e8473aacae5..0972fac48e8 100644 --- a/classes/class_editorexportplatformios.rst +++ b/classes/class_editorexportplatformios.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/ios/doc_classes/EditorExportPlatformIOS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/ios/doc_classes/EditorExportPlatformIOS.xml. .. _class_EditorExportPlatformIOS: diff --git a/classes/class_editorexportplatformlinuxbsd.rst b/classes/class_editorexportplatformlinuxbsd.rst index d0ecbaff8a5..9934877d966 100644 --- a/classes/class_editorexportplatformlinuxbsd.rst +++ b/classes/class_editorexportplatformlinuxbsd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/linuxbsd/doc_classes/EditorExportPlatformLinuxBSD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/linuxbsd/doc_classes/EditorExportPlatformLinuxBSD.xml. .. _class_EditorExportPlatformLinuxBSD: diff --git a/classes/class_editorexportplatformmacos.rst b/classes/class_editorexportplatformmacos.rst index 3bea82b2380..bff6054b0c3 100644 --- a/classes/class_editorexportplatformmacos.rst +++ b/classes/class_editorexportplatformmacos.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/macos/doc_classes/EditorExportPlatformMacOS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/macos/doc_classes/EditorExportPlatformMacOS.xml. .. _class_EditorExportPlatformMacOS: diff --git a/classes/class_editorexportplatformpc.rst b/classes/class_editorexportplatformpc.rst index 195276a8d19..d2052984b26 100644 --- a/classes/class_editorexportplatformpc.rst +++ b/classes/class_editorexportplatformpc.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorExportPlatformPC.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorExportPlatformPC.xml. .. _class_EditorExportPlatformPC: diff --git a/classes/class_editorexportplatformweb.rst b/classes/class_editorexportplatformweb.rst index e1dbc07c3e0..d5dcbaff8ea 100644 --- a/classes/class_editorexportplatformweb.rst +++ b/classes/class_editorexportplatformweb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/web/doc_classes/EditorExportPlatformWeb.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/web/doc_classes/EditorExportPlatformWeb.xml. .. _class_EditorExportPlatformWeb: diff --git a/classes/class_editorexportplatformwindows.rst b/classes/class_editorexportplatformwindows.rst index d9041fcafcf..f1022f6dd1f 100644 --- a/classes/class_editorexportplatformwindows.rst +++ b/classes/class_editorexportplatformwindows.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/windows/doc_classes/EditorExportPlatformWindows.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/windows/doc_classes/EditorExportPlatformWindows.xml. .. _class_EditorExportPlatformWindows: diff --git a/classes/class_editorexportplugin.rst b/classes/class_editorexportplugin.rst index 241e572665d..9b52944cef2 100644 --- a/classes/class_editorexportplugin.rst +++ b/classes/class_editorexportplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorExportPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorExportPlugin.xml. .. _class_EditorExportPlugin: diff --git a/classes/class_editorfeatureprofile.rst b/classes/class_editorfeatureprofile.rst index 3460c9359b8..d1cd3a76eaf 100644 --- a/classes/class_editorfeatureprofile.rst +++ b/classes/class_editorfeatureprofile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFeatureProfile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorFeatureProfile.xml. .. _class_EditorFeatureProfile: diff --git a/classes/class_editorfiledialog.rst b/classes/class_editorfiledialog.rst index da7fd84486a..c38fe0eaeaf 100644 --- a/classes/class_editorfiledialog.rst +++ b/classes/class_editorfiledialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFileDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorNode3DGizmo.xml. .. _class_EditorNode3DGizmo: diff --git a/classes/class_editornode3dgizmoplugin.rst b/classes/class_editornode3dgizmoplugin.rst index f8404550182..df6c467f32a 100644 --- a/classes/class_editornode3dgizmoplugin.rst +++ b/classes/class_editornode3dgizmoplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorNode3DGizmoPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorNode3DGizmoPlugin.xml. .. _class_EditorNode3DGizmoPlugin: diff --git a/classes/class_editorpaths.rst b/classes/class_editorpaths.rst index 571d9a16aac..f4ba761d581 100644 --- a/classes/class_editorpaths.rst +++ b/classes/class_editorpaths.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorPaths.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorPaths.xml. .. _class_EditorPaths: diff --git a/classes/class_editorplugin.rst b/classes/class_editorplugin.rst index c86d0689e21..fa34a7291be 100644 --- a/classes/class_editorplugin.rst +++ b/classes/class_editorplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorPlugin.xml. .. _class_EditorPlugin: diff --git a/classes/class_editorproperty.rst b/classes/class_editorproperty.rst index 5db52360bf6..9c5f93e9578 100644 --- a/classes/class_editorproperty.rst +++ b/classes/class_editorproperty.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorProperty.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorProperty.xml. .. _class_EditorProperty: diff --git a/classes/class_editorresourceconversionplugin.rst b/classes/class_editorresourceconversionplugin.rst index eb8c0d43c64..56a342d353b 100644 --- a/classes/class_editorresourceconversionplugin.rst +++ b/classes/class_editorresourceconversionplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourceConversionPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourceConversionPlugin.xml. .. _class_EditorResourceConversionPlugin: diff --git a/classes/class_editorresourcepicker.rst b/classes/class_editorresourcepicker.rst index 01e8ff525ff..ee7c446307b 100644 --- a/classes/class_editorresourcepicker.rst +++ b/classes/class_editorresourcepicker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourcePicker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourcePicker.xml. .. _class_EditorResourcePicker: diff --git a/classes/class_editorresourcepreview.rst b/classes/class_editorresourcepreview.rst index 0cf95c7fddf..1c1429d57c9 100644 --- a/classes/class_editorresourcepreview.rst +++ b/classes/class_editorresourcepreview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourcePreview.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourcePreview.xml. .. _class_EditorResourcePreview: diff --git a/classes/class_editorresourcepreviewgenerator.rst b/classes/class_editorresourcepreviewgenerator.rst index 6229916f434..c8cd02e33ed 100644 --- a/classes/class_editorresourcepreviewgenerator.rst +++ b/classes/class_editorresourcepreviewgenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourcePreviewGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourcePreviewGenerator.xml. .. _class_EditorResourcePreviewGenerator: diff --git a/classes/class_editorresourcetooltipplugin.rst b/classes/class_editorresourcetooltipplugin.rst index 47bf830134f..e33fef61fa5 100644 --- a/classes/class_editorresourcetooltipplugin.rst +++ b/classes/class_editorresourcetooltipplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourceTooltipPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourceTooltipPlugin.xml. .. _class_EditorResourceTooltipPlugin: diff --git a/classes/class_editorsceneformatimporter.rst b/classes/class_editorsceneformatimporter.rst index 552e8ea7db7..267f049103b 100644 --- a/classes/class_editorsceneformatimporter.rst +++ b/classes/class_editorsceneformatimporter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSceneFormatImporter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSceneFormatImporter.xml. .. _class_EditorSceneFormatImporter: diff --git a/classes/class_editorsceneformatimporterblend.rst b/classes/class_editorsceneformatimporterblend.rst index 8ca766ca3a8..8b0a96d4e47 100644 --- a/classes/class_editorsceneformatimporterblend.rst +++ b/classes/class_editorsceneformatimporterblend.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/EditorSceneFormatImporterBlend.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/EditorSceneFormatImporterBlend.xml. .. _class_EditorSceneFormatImporterBlend: diff --git a/classes/class_editorsceneformatimporterfbx2gltf.rst b/classes/class_editorsceneformatimporterfbx2gltf.rst index d01f97b1296..8b531872447 100644 --- a/classes/class_editorsceneformatimporterfbx2gltf.rst +++ b/classes/class_editorsceneformatimporterfbx2gltf.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml. .. _class_EditorSceneFormatImporterFBX2GLTF: diff --git a/classes/class_editorsceneformatimportergltf.rst b/classes/class_editorsceneformatimportergltf.rst index abe92291421..64dc8266020 100644 --- a/classes/class_editorsceneformatimportergltf.rst +++ b/classes/class_editorsceneformatimportergltf.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/EditorSceneFormatImporterGLTF.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/EditorSceneFormatImporterGLTF.xml. .. _class_EditorSceneFormatImporterGLTF: diff --git a/classes/class_editorsceneformatimporterufbx.rst b/classes/class_editorsceneformatimporterufbx.rst index 618ecfb9c26..773d6de7bd6 100644 --- a/classes/class_editorsceneformatimporterufbx.rst +++ b/classes/class_editorsceneformatimporterufbx.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml. .. _class_EditorSceneFormatImporterUFBX: diff --git a/classes/class_editorscenepostimport.rst b/classes/class_editorscenepostimport.rst index 04e622afb32..063fffb8288 100644 --- a/classes/class_editorscenepostimport.rst +++ b/classes/class_editorscenepostimport.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScenePostImport.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScenePostImport.xml. .. _class_EditorScenePostImport: diff --git a/classes/class_editorscenepostimportplugin.rst b/classes/class_editorscenepostimportplugin.rst index c5ce96d5f03..065c658794d 100644 --- a/classes/class_editorscenepostimportplugin.rst +++ b/classes/class_editorscenepostimportplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScenePostImportPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScenePostImportPlugin.xml. .. _class_EditorScenePostImportPlugin: diff --git a/classes/class_editorscript.rst b/classes/class_editorscript.rst index 81769525bd9..a1b3f88033a 100644 --- a/classes/class_editorscript.rst +++ b/classes/class_editorscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScript.xml. .. _class_EditorScript: diff --git a/classes/class_editorscriptpicker.rst b/classes/class_editorscriptpicker.rst index 6b1fa149158..8400ff5427f 100644 --- a/classes/class_editorscriptpicker.rst +++ b/classes/class_editorscriptpicker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScriptPicker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScriptPicker.xml. .. _class_EditorScriptPicker: diff --git a/classes/class_editorselection.rst b/classes/class_editorselection.rst index 2eb349ba819..ad56c993a61 100644 --- a/classes/class_editorselection.rst +++ b/classes/class_editorselection.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSelection.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSelection.xml. .. _class_EditorSelection: diff --git a/classes/class_editorsettings.rst b/classes/class_editorsettings.rst index 0a147646091..375829db758 100644 --- a/classes/class_editorsettings.rst +++ b/classes/class_editorsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSpinSlider.xml. .. _class_EditorSpinSlider: diff --git a/classes/class_editorsyntaxhighlighter.rst b/classes/class_editorsyntaxhighlighter.rst index 27f6bc9de21..4dbe540917a 100644 --- a/classes/class_editorsyntaxhighlighter.rst +++ b/classes/class_editorsyntaxhighlighter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSyntaxHighlighter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MenuBar.xml. .. _class_MenuBar: diff --git a/classes/class_menubutton.rst b/classes/class_menubutton.rst index c46ad6361d4..b8b444b3766 100644 --- a/classes/class_menubutton.rst +++ b/classes/class_menubutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MenuButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MenuButton.xml. .. _class_MenuButton: diff --git a/classes/class_mesh.rst b/classes/class_mesh.rst index c75c8c8ab52..ca470278312 100644 --- a/classes/class_mesh.rst +++ b/classes/class_mesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Mesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Mesh.xml. .. _class_Mesh: diff --git a/classes/class_meshconvexdecompositionsettings.rst b/classes/class_meshconvexdecompositionsettings.rst index bb906617373..62d79a3b9c6 100644 --- a/classes/class_meshconvexdecompositionsettings.rst +++ b/classes/class_meshconvexdecompositionsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshConvexDecompositionSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshConvexDecompositionSettings.xml. .. _class_MeshConvexDecompositionSettings: diff --git a/classes/class_meshdatatool.rst b/classes/class_meshdatatool.rst index befab3f9868..10f31a801b2 100644 --- a/classes/class_meshdatatool.rst +++ b/classes/class_meshdatatool.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshDataTool.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshDataTool.xml. .. _class_MeshDataTool: diff --git a/classes/class_meshinstance2d.rst b/classes/class_meshinstance2d.rst index f687023911b..5b0ebc44361 100644 --- a/classes/class_meshinstance2d.rst +++ b/classes/class_meshinstance2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshInstance2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshInstance2D.xml. .. _class_MeshInstance2D: diff --git a/classes/class_meshinstance3d.rst b/classes/class_meshinstance3d.rst index 604d6978821..87595493e4f 100644 --- a/classes/class_meshinstance3d.rst +++ b/classes/class_meshinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshInstance3D.xml. .. _class_MeshInstance3D: diff --git a/classes/class_meshlibrary.rst b/classes/class_meshlibrary.rst index bf39e2d7a81..551ee97d81b 100644 --- a/classes/class_meshlibrary.rst +++ b/classes/class_meshlibrary.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshLibrary.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshLibrary.xml. .. _class_MeshLibrary: diff --git a/classes/class_meshtexture.rst b/classes/class_meshtexture.rst index 8536ba640b0..cd924363d62 100644 --- a/classes/class_meshtexture.rst +++ b/classes/class_meshtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshTexture.xml. .. _class_MeshTexture: diff --git a/classes/class_methodtweener.rst b/classes/class_methodtweener.rst index 3e421a24b25..ccdcf9b95f3 100644 --- a/classes/class_methodtweener.rst +++ b/classes/class_methodtweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MethodTweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MethodTweener.xml. .. _class_MethodTweener: diff --git a/classes/class_missingnode.rst b/classes/class_missingnode.rst index a56c2edbc4c..13905268791 100644 --- a/classes/class_missingnode.rst +++ b/classes/class_missingnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MissingNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MissingNode.xml. .. _class_MissingNode: diff --git a/classes/class_missingresource.rst b/classes/class_missingresource.rst index 6037d41037e..dbc87372b2d 100644 --- a/classes/class_missingresource.rst +++ b/classes/class_missingresource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MissingResource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MissingResource.xml. .. _class_MissingResource: diff --git a/classes/class_mobilevrinterface.rst b/classes/class_mobilevrinterface.rst index b5bcd4ce413..18e5c61224b 100644 --- a/classes/class_mobilevrinterface.rst +++ b/classes/class_mobilevrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/mobile_vr/doc_classes/MobileVRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/mobile_vr/doc_classes/MobileVRInterface.xml. .. _class_MobileVRInterface: diff --git a/classes/class_moviewriter.rst b/classes/class_moviewriter.rst index 62b318c730e..2aa1cd0739c 100644 --- a/classes/class_moviewriter.rst +++ b/classes/class_moviewriter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MovieWriter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MovieWriter.xml. .. _class_MovieWriter: diff --git a/classes/class_multimesh.rst b/classes/class_multimesh.rst index bfef9e8093f..c91edf196dc 100644 --- a/classes/class_multimesh.rst +++ b/classes/class_multimesh.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiMesh.xml. .. _class_MultiMesh: diff --git a/classes/class_multimeshinstance2d.rst b/classes/class_multimeshinstance2d.rst index 9e29da8416c..1db9c362f34 100644 --- a/classes/class_multimeshinstance2d.rst +++ b/classes/class_multimeshinstance2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiMeshInstance2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiMeshInstance2D.xml. .. _class_MultiMeshInstance2D: diff --git a/classes/class_multimeshinstance3d.rst b/classes/class_multimeshinstance3d.rst index 1484ec4102c..6553269c522 100644 --- a/classes/class_multimeshinstance3d.rst +++ b/classes/class_multimeshinstance3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiMeshInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiMeshInstance3D.xml. .. _class_MultiMeshInstance3D: diff --git a/classes/class_multiplayerapi.rst b/classes/class_multiplayerapi.rst index 69bb3c49801..70657f4cb34 100644 --- a/classes/class_multiplayerapi.rst +++ b/classes/class_multiplayerapi.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerAPI.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerAPI.xml. .. _class_MultiplayerAPI: diff --git a/classes/class_multiplayerapiextension.rst b/classes/class_multiplayerapiextension.rst index 956a065341e..93328d72258 100644 --- a/classes/class_multiplayerapiextension.rst +++ b/classes/class_multiplayerapiextension.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerAPIExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerAPIExtension.xml. .. _class_MultiplayerAPIExtension: diff --git a/classes/class_multiplayerpeer.rst b/classes/class_multiplayerpeer.rst index fbd2b190a85..fc5345be316 100644 --- a/classes/class_multiplayerpeer.rst +++ b/classes/class_multiplayerpeer.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerPeer.xml. .. _class_MultiplayerPeer: diff --git a/classes/class_multiplayerpeerextension.rst b/classes/class_multiplayerpeerextension.rst index 3f6b528a147..62dc5c49853 100644 --- a/classes/class_multiplayerpeerextension.rst +++ b/classes/class_multiplayerpeerextension.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerPeerExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerPeerExtension.xml. .. _class_MultiplayerPeerExtension: diff --git a/classes/class_multiplayerspawner.rst b/classes/class_multiplayerspawner.rst index 557d860fb72..90ef6f0df02 100644 --- a/classes/class_multiplayerspawner.rst +++ b/classes/class_multiplayerspawner.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/MultiplayerSpawner.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/MultiplayerSpawner.xml. .. _class_MultiplayerSpawner: @@ -113,7 +113,7 @@ Property Descriptions - |void| **set_spawn_function**\ (\ value\: :ref:`Callable`\ ) - :ref:`Callable` **get_spawn_function**\ (\ ) -Method called on all peers when for every custom :ref:`spawn` requested by the authority. Will receive the ``data`` parameter, and should return a :ref:`Node` that is not in the scene tree. +Method called on all peers when a custom :ref:`spawn` is requested by the authority. Will receive the ``data`` parameter, and should return a :ref:`Node` that is not in the scene tree. \ **Note:** The returned node should **not** be added to the scene with :ref:`Node.add_child`. This is done automatically. @@ -132,7 +132,7 @@ Method called on all peers when for every custom :ref:`spawn`\ ) - :ref:`int` **get_spawn_limit**\ (\ ) -Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns. +Maximum number of nodes allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns. When set to ``0`` (the default), there is no limit. diff --git a/classes/class_multiplayersynchronizer.rst b/classes/class_multiplayersynchronizer.rst index fe1036fce01..bb5b931d4cc 100644 --- a/classes/class_multiplayersynchronizer.rst +++ b/classes/class_multiplayersynchronizer.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml. .. _class_MultiplayerSynchronizer: diff --git a/classes/class_mutex.rst b/classes/class_mutex.rst index aacea2cc3c7..283b547d9b2 100644 --- a/classes/class_mutex.rst +++ b/classes/class_mutex.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Mutex.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Mutex.xml. .. _class_Mutex: diff --git a/classes/class_nativemenu.rst b/classes/class_nativemenu.rst index 270fd9bf7da..7f5b936c0b7 100644 --- a/classes/class_nativemenu.rst +++ b/classes/class_nativemenu.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NativeMenu.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NativeMenu.xml. .. _class_NativeMenu: diff --git a/classes/class_navigationagent2d.rst b/classes/class_navigationagent2d.rst index c478eef2f29..65bbe458cf0 100644 --- a/classes/class_navigationagent2d.rst +++ b/classes/class_navigationagent2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationAgent2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationAgent2D.xml. .. _class_NavigationAgent2D: diff --git a/classes/class_navigationagent3d.rst b/classes/class_navigationagent3d.rst index 2d7ab5878cc..5309174ce21 100644 --- a/classes/class_navigationagent3d.rst +++ b/classes/class_navigationagent3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationAgent3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationAgent3D.xml. .. _class_NavigationAgent3D: diff --git a/classes/class_navigationlink2d.rst b/classes/class_navigationlink2d.rst index ee524d16615..28571353a6a 100644 --- a/classes/class_navigationlink2d.rst +++ b/classes/class_navigationlink2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationLink2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationLink2D.xml. .. _class_NavigationLink2D: @@ -69,6 +69,8 @@ Methods +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_navigation_layer_value`\ (\ layer_number\: :ref:`int`\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_navigation_map`\ (\ ) |const| | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_rid`\ (\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_global_end_position`\ (\ position\: :ref:`Vector2`\ ) | @@ -77,6 +79,8 @@ Methods +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_navigation_layer_value`\ (\ layer_number\: :ref:`int`, value\: :ref:`bool`\ ) | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | |void| | :ref:`set_navigation_map`\ (\ navigation_map\: :ref:`RID`\ ) | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator @@ -255,6 +259,18 @@ Returns whether or not the specified layer of the :ref:`navigation_layers` **get_navigation_map**\ (\ ) |const| :ref:`🔗` + +Returns the current navigation map :ref:`RID` used by this link. + +.. rst-class:: classref-item-separator + +---- + .. _class_NavigationLink2D_method_get_rid: .. rst-class:: classref-method @@ -299,6 +315,18 @@ Sets the :ref:`start_position` t Based on ``value``, enables or disables the specified layer in the :ref:`navigation_layers` bitmask, given a ``layer_number`` between 1 and 32. +.. rst-class:: classref-item-separator + +---- + +.. _class_NavigationLink2D_method_set_navigation_map: + +.. rst-class:: classref-method + +|void| **set_navigation_map**\ (\ navigation_map\: :ref:`RID`\ ) :ref:`🔗` + +Sets the :ref:`RID` of the navigation map this link should use. By default the link will automatically join the :ref:`World2D` default navigation map so this function is only required to override the default map. + .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` diff --git a/classes/class_navigationlink3d.rst b/classes/class_navigationlink3d.rst index 11a90a70ecd..60dd4cbce6f 100644 --- a/classes/class_navigationlink3d.rst +++ b/classes/class_navigationlink3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationLink3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationLink3D.xml. .. _class_NavigationLink3D: @@ -69,6 +69,8 @@ Methods +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_navigation_layer_value`\ (\ layer_number\: :ref:`int`\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_navigation_map`\ (\ ) |const| | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_rid`\ (\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_global_end_position`\ (\ position\: :ref:`Vector3`\ ) | @@ -77,6 +79,8 @@ Methods +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_navigation_layer_value`\ (\ layer_number\: :ref:`int`, value\: :ref:`bool`\ ) | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | |void| | :ref:`set_navigation_map`\ (\ navigation_map\: :ref:`RID`\ ) | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator @@ -255,6 +259,18 @@ Returns whether or not the specified layer of the :ref:`navigation_layers` **get_navigation_map**\ (\ ) |const| :ref:`🔗` + +Returns the current navigation map :ref:`RID` used by this link. + +.. rst-class:: classref-item-separator + +---- + .. _class_NavigationLink3D_method_get_rid: .. rst-class:: classref-method @@ -299,6 +315,18 @@ Sets the :ref:`start_position` t Based on ``value``, enables or disables the specified layer in the :ref:`navigation_layers` bitmask, given a ``layer_number`` between 1 and 32. +.. rst-class:: classref-item-separator + +---- + +.. _class_NavigationLink3D_method_set_navigation_map: + +.. rst-class:: classref-method + +|void| **set_navigation_map**\ (\ navigation_map\: :ref:`RID`\ ) :ref:`🔗` + +Sets the :ref:`RID` of the navigation map this link should use. By default the link will automatically join the :ref:`World3D` default navigation map so this function is only required to override the default map. + .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` diff --git a/classes/class_navigationmesh.rst b/classes/class_navigationmesh.rst index 1562e6021af..6398ed6244c 100644 --- a/classes/class_navigationmesh.rst +++ b/classes/class_navigationmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMesh.xml. .. _class_NavigationMesh: diff --git a/classes/class_navigationmeshgenerator.rst b/classes/class_navigationmeshgenerator.rst index 69f5e44a213..96b1cc43b89 100644 --- a/classes/class_navigationmeshgenerator.rst +++ b/classes/class_navigationmeshgenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMeshGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMeshGenerator.xml. .. _class_NavigationMeshGenerator: diff --git a/classes/class_navigationmeshsourcegeometrydata2d.rst b/classes/class_navigationmeshsourcegeometrydata2d.rst index 557a839f4c5..18c2d7d1dbc 100644 --- a/classes/class_navigationmeshsourcegeometrydata2d.rst +++ b/classes/class_navigationmeshsourcegeometrydata2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMeshSourceGeometryData2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMeshSourceGeometryData2D.xml. .. _class_NavigationMeshSourceGeometryData2D: diff --git a/classes/class_navigationmeshsourcegeometrydata3d.rst b/classes/class_navigationmeshsourcegeometrydata3d.rst index 1543fe5205e..bf888db5c7b 100644 --- a/classes/class_navigationmeshsourcegeometrydata3d.rst +++ b/classes/class_navigationmeshsourcegeometrydata3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMeshSourceGeometryData3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMeshSourceGeometryData3D.xml. .. _class_NavigationMeshSourceGeometryData3D: diff --git a/classes/class_navigationobstacle2d.rst b/classes/class_navigationobstacle2d.rst index 5ae629c5676..8d6ba99a48f 100644 --- a/classes/class_navigationobstacle2d.rst +++ b/classes/class_navigationobstacle2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationObstacle2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationObstacle2D.xml. .. _class_NavigationObstacle2D: diff --git a/classes/class_navigationobstacle3d.rst b/classes/class_navigationobstacle3d.rst index 4389920c21b..55c1a8644d8 100644 --- a/classes/class_navigationobstacle3d.rst +++ b/classes/class_navigationobstacle3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationObstacle3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationObstacle3D.xml. .. _class_NavigationObstacle3D: diff --git a/classes/class_navigationpathqueryparameters2d.rst b/classes/class_navigationpathqueryparameters2d.rst index cab547f0d07..57f8eb62583 100644 --- a/classes/class_navigationpathqueryparameters2d.rst +++ b/classes/class_navigationpathqueryparameters2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryParameters2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryParameters2D.xml. .. _class_NavigationPathQueryParameters2D: diff --git a/classes/class_navigationpathqueryparameters3d.rst b/classes/class_navigationpathqueryparameters3d.rst index 15599d6b393..ebe92d9816b 100644 --- a/classes/class_navigationpathqueryparameters3d.rst +++ b/classes/class_navigationpathqueryparameters3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryParameters3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryParameters3D.xml. .. _class_NavigationPathQueryParameters3D: diff --git a/classes/class_navigationpathqueryresult2d.rst b/classes/class_navigationpathqueryresult2d.rst index 3ffb4050521..d413a07981a 100644 --- a/classes/class_navigationpathqueryresult2d.rst +++ b/classes/class_navigationpathqueryresult2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryResult2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryResult2D.xml. .. _class_NavigationPathQueryResult2D: diff --git a/classes/class_navigationpathqueryresult3d.rst b/classes/class_navigationpathqueryresult3d.rst index 430593c65c2..b202a332ff3 100644 --- a/classes/class_navigationpathqueryresult3d.rst +++ b/classes/class_navigationpathqueryresult3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryResult3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryResult3D.xml. .. _class_NavigationPathQueryResult3D: diff --git a/classes/class_navigationpolygon.rst b/classes/class_navigationpolygon.rst index b55607d9068..62f520dd241 100644 --- a/classes/class_navigationpolygon.rst +++ b/classes/class_navigationpolygon.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPolygon.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPolygon.xml. .. _class_NavigationPolygon: diff --git a/classes/class_navigationregion2d.rst b/classes/class_navigationregion2d.rst index 59fe054d2a5..82cd0b56cce 100644 --- a/classes/class_navigationregion2d.rst +++ b/classes/class_navigationregion2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationRegion2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationRegion2D.xml. .. _class_NavigationRegion2D: diff --git a/classes/class_navigationregion3d.rst b/classes/class_navigationregion3d.rst index 15f9a586c7a..78164dffdd3 100644 --- a/classes/class_navigationregion3d.rst +++ b/classes/class_navigationregion3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationRegion3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationRegion3D.xml. .. _class_NavigationRegion3D: diff --git a/classes/class_navigationserver2d.rst b/classes/class_navigationserver2d.rst index d0b2b4c41ad..521204b6cc5 100644 --- a/classes/class_navigationserver2d.rst +++ b/classes/class_navigationserver2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationServer2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationServer2D.xml. .. _class_NavigationServer2D: diff --git a/classes/class_navigationserver3d.rst b/classes/class_navigationserver3d.rst index 370ebd0bf5e..e9b6e794537 100644 --- a/classes/class_navigationserver3d.rst +++ b/classes/class_navigationserver3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationServer3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationServer3D.xml. .. _class_NavigationServer3D: diff --git a/classes/class_ninepatchrect.rst b/classes/class_ninepatchrect.rst index 7b12a95868d..88651a9e2eb 100644 --- a/classes/class_ninepatchrect.rst +++ b/classes/class_ninepatchrect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NinePatchRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NinePatchRect.xml. .. _class_NinePatchRect: diff --git a/classes/class_node.rst b/classes/class_node.rst index 318db3705a8..465948a06f2 100644 --- a/classes/class_node.rst +++ b/classes/class_node.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node.xml. .. _class_Node: diff --git a/classes/class_node2d.rst b/classes/class_node2d.rst index a48128eb7cc..9e8c315cd92 100644 --- a/classes/class_node2d.rst +++ b/classes/class_node2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node2D.xml. .. _class_Node2D: diff --git a/classes/class_node3d.rst b/classes/class_node3d.rst index f8a6153a0cc..edfe586f2fc 100644 --- a/classes/class_node3d.rst +++ b/classes/class_node3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node3D.xml. .. _class_Node3D: diff --git a/classes/class_node3dgizmo.rst b/classes/class_node3dgizmo.rst index 439f4bad10c..0b3842c50da 100644 --- a/classes/class_node3dgizmo.rst +++ b/classes/class_node3dgizmo.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node3DGizmo.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node3DGizmo.xml. .. _class_Node3DGizmo: diff --git a/classes/class_nodepath.rst b/classes/class_nodepath.rst index 8d2fd23fe07..f6da35b0516 100644 --- a/classes/class_nodepath.rst +++ b/classes/class_nodepath.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NodePath.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NodePath.xml. .. _class_NodePath: diff --git a/classes/class_noise.rst b/classes/class_noise.rst index fad4510dcde..87fa3b651f5 100644 --- a/classes/class_noise.rst +++ b/classes/class_noise.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/Noise.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/Noise.xml. .. _class_Noise: diff --git a/classes/class_noisetexture2d.rst b/classes/class_noisetexture2d.rst index 87439723364..55cbfa18d4c 100644 --- a/classes/class_noisetexture2d.rst +++ b/classes/class_noisetexture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/NoiseTexture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/NoiseTexture2D.xml. .. _class_NoiseTexture2D: diff --git a/classes/class_noisetexture3d.rst b/classes/class_noisetexture3d.rst index 29d82b62deb..a149b187f04 100644 --- a/classes/class_noisetexture3d.rst +++ b/classes/class_noisetexture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/NoiseTexture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/NoiseTexture3D.xml. .. _class_NoiseTexture3D: diff --git a/classes/class_object.rst b/classes/class_object.rst index 9916ba56184..87ff85310a6 100644 --- a/classes/class_object.rst +++ b/classes/class_object.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Object.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Object.xml. .. _class_Object: @@ -431,7 +431,7 @@ The example below displays a list of numbers shown as words going from ``ZERO`` } } - private List _numbers = new(); + private Godot.Collections.Array _numbers = new(); public override Godot.Collections.Array _GetPropertyList() { @@ -468,7 +468,7 @@ The example below displays a list of numbers shown as words going from ``ZERO`` if (propertyName.StartsWith("number_")) { int index = int.Parse(propertyName.Substring("number_".Length)); - numbers[index] = value.As(); + _numbers[index] = value.As(); return true; } return false; diff --git a/classes/class_occluder3d.rst b/classes/class_occluder3d.rst index 3adc96f721b..8a4375f714c 100644 --- a/classes/class_occluder3d.rst +++ b/classes/class_occluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Occluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Occluder3D.xml. .. _class_Occluder3D: diff --git a/classes/class_occluderinstance3d.rst b/classes/class_occluderinstance3d.rst index 332353bd8fc..fdaad4ce80e 100644 --- a/classes/class_occluderinstance3d.rst +++ b/classes/class_occluderinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OccluderInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OccluderInstance3D.xml. .. _class_OccluderInstance3D: diff --git a/classes/class_occluderpolygon2d.rst b/classes/class_occluderpolygon2d.rst index 896ac20c74c..ee541e8fe0b 100644 --- a/classes/class_occluderpolygon2d.rst +++ b/classes/class_occluderpolygon2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OccluderPolygon2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OccluderPolygon2D.xml. .. _class_OccluderPolygon2D: diff --git a/classes/class_offlinemultiplayerpeer.rst b/classes/class_offlinemultiplayerpeer.rst index 10ceec7ae58..99345cdc0b3 100644 --- a/classes/class_offlinemultiplayerpeer.rst +++ b/classes/class_offlinemultiplayerpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OfflineMultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OfflineMultiplayerPeer.xml. .. _class_OfflineMultiplayerPeer: diff --git a/classes/class_oggpacketsequence.rst b/classes/class_oggpacketsequence.rst index e4b1928438b..fdf604aa2e4 100644 --- a/classes/class_oggpacketsequence.rst +++ b/classes/class_oggpacketsequence.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/ogg/doc_classes/OggPacketSequence.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/ogg/doc_classes/OggPacketSequence.xml. .. _class_OggPacketSequence: diff --git a/classes/class_oggpacketsequenceplayback.rst b/classes/class_oggpacketsequenceplayback.rst index d974f7256c5..b7b51bc6064 100644 --- a/classes/class_oggpacketsequenceplayback.rst +++ b/classes/class_oggpacketsequenceplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/ogg/doc_classes/OggPacketSequencePlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/ogg/doc_classes/OggPacketSequencePlayback.xml. .. _class_OggPacketSequencePlayback: diff --git a/classes/class_omnilight3d.rst b/classes/class_omnilight3d.rst index 35b810735a7..fcd22902733 100644 --- a/classes/class_omnilight3d.rst +++ b/classes/class_omnilight3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OmniLight3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OmniLight3D.xml. .. _class_OmniLight3D: diff --git a/classes/class_openxraction.rst b/classes/class_openxraction.rst index bf367a74145..6262f046ee0 100644 --- a/classes/class_openxraction.rst +++ b/classes/class_openxraction.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRAction.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRAction.xml. .. _class_OpenXRAction: diff --git a/classes/class_openxractionmap.rst b/classes/class_openxractionmap.rst index 7265681d325..5779ff65a1c 100644 --- a/classes/class_openxractionmap.rst +++ b/classes/class_openxractionmap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRActionMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRActionMap.xml. .. _class_OpenXRActionMap: diff --git a/classes/class_openxractionset.rst b/classes/class_openxractionset.rst index 7647dd15cff..7b48a5673e2 100644 --- a/classes/class_openxractionset.rst +++ b/classes/class_openxractionset.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRActionSet.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRActionSet.xml. .. _class_OpenXRActionSet: diff --git a/classes/class_openxrapiextension.rst b/classes/class_openxrapiextension.rst index 60781adebea..7415ac05241 100644 --- a/classes/class_openxrapiextension.rst +++ b/classes/class_openxrapiextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRAPIExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRAPIExtension.xml. .. _class_OpenXRAPIExtension: diff --git a/classes/class_openxrcompositionlayer.rst b/classes/class_openxrcompositionlayer.rst index 751e86fabe5..f166cb60bc7 100644 --- a/classes/class_openxrcompositionlayer.rst +++ b/classes/class_openxrcompositionlayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayer.xml. .. _class_OpenXRCompositionLayer: diff --git a/classes/class_openxrcompositionlayercylinder.rst b/classes/class_openxrcompositionlayercylinder.rst index 05e44866d6a..856345e5eb4 100644 --- a/classes/class_openxrcompositionlayercylinder.rst +++ b/classes/class_openxrcompositionlayercylinder.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayerCylinder.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayerCylinder.xml. .. _class_OpenXRCompositionLayerCylinder: diff --git a/classes/class_openxrcompositionlayerequirect.rst b/classes/class_openxrcompositionlayerequirect.rst index 2992d3e1331..6ad8dc15b3f 100644 --- a/classes/class_openxrcompositionlayerequirect.rst +++ b/classes/class_openxrcompositionlayerequirect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayerEquirect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayerEquirect.xml. .. _class_OpenXRCompositionLayerEquirect: diff --git a/classes/class_openxrcompositionlayerquad.rst b/classes/class_openxrcompositionlayerquad.rst index 42a5dac104c..63f4dbed7de 100644 --- a/classes/class_openxrcompositionlayerquad.rst +++ b/classes/class_openxrcompositionlayerquad.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayerQuad.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayerQuad.xml. .. _class_OpenXRCompositionLayerQuad: diff --git a/classes/class_openxrextensionwrapperextension.rst b/classes/class_openxrextensionwrapperextension.rst index 672d1ab4b43..d8918957de6 100644 --- a/classes/class_openxrextensionwrapperextension.rst +++ b/classes/class_openxrextensionwrapperextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml. .. _class_OpenXRExtensionWrapperExtension: diff --git a/classes/class_openxrhand.rst b/classes/class_openxrhand.rst index bbad64f1aa2..f22a5bb91b9 100644 --- a/classes/class_openxrhand.rst +++ b/classes/class_openxrhand.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRHand.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRHand.xml. .. _class_OpenXRHand: diff --git a/classes/class_openxrinteractionprofile.rst b/classes/class_openxrinteractionprofile.rst index 24ad57e75bd..ec6431c7371 100644 --- a/classes/class_openxrinteractionprofile.rst +++ b/classes/class_openxrinteractionprofile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRInteractionProfile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRInteractionProfile.xml. .. _class_OpenXRInteractionProfile: diff --git a/classes/class_openxrinteractionprofilemetadata.rst b/classes/class_openxrinteractionprofilemetadata.rst index 675464241f7..68b18496037 100644 --- a/classes/class_openxrinteractionprofilemetadata.rst +++ b/classes/class_openxrinteractionprofilemetadata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml. .. _class_OpenXRInteractionProfileMetadata: diff --git a/classes/class_openxrinterface.rst b/classes/class_openxrinterface.rst index 66479ab7a6a..d74ff088e78 100644 --- a/classes/class_openxrinterface.rst +++ b/classes/class_openxrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRInterface.xml. .. _class_OpenXRInterface: diff --git a/classes/class_openxripbinding.rst b/classes/class_openxripbinding.rst index 8f0534e8534..3fc9f089a53 100644 --- a/classes/class_openxripbinding.rst +++ b/classes/class_openxripbinding.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRIPBinding.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRIPBinding.xml. .. _class_OpenXRIPBinding: diff --git a/classes/class_optimizedtranslation.rst b/classes/class_optimizedtranslation.rst index baa1e451239..51f0747ba13 100644 --- a/classes/class_optimizedtranslation.rst +++ b/classes/class_optimizedtranslation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OptimizedTranslation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OptimizedTranslation.xml. .. _class_OptimizedTranslation: diff --git a/classes/class_optionbutton.rst b/classes/class_optionbutton.rst index 199d36b5d08..b594a03858c 100644 --- a/classes/class_optionbutton.rst +++ b/classes/class_optionbutton.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OptionButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PortableCompressedTexture2D.xml. .. _class_PortableCompressedTexture2D: diff --git a/classes/class_primitivemesh.rst b/classes/class_primitivemesh.rst index 7bfc97eb325..84d424432b3 100644 --- a/classes/class_primitivemesh.rst +++ b/classes/class_primitivemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PrimitiveMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PrimitiveMesh.xml. .. _class_PrimitiveMesh: diff --git a/classes/class_prismmesh.rst b/classes/class_prismmesh.rst index 0ea4f8e725f..ba23ee3c131 100644 --- a/classes/class_prismmesh.rst +++ b/classes/class_prismmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PrismMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PrismMesh.xml. .. _class_PrismMesh: diff --git a/classes/class_proceduralskymaterial.rst b/classes/class_proceduralskymaterial.rst index 6c49f70d94b..74923d439ff 100644 --- a/classes/class_proceduralskymaterial.rst +++ b/classes/class_proceduralskymaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ProceduralSkyMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ProceduralSkyMaterial.xml. .. _class_ProceduralSkyMaterial: diff --git a/classes/class_progressbar.rst b/classes/class_progressbar.rst index d0b82a3b012..7006c9dc406 100644 --- a/classes/class_progressbar.rst +++ b/classes/class_progressbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ProgressBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ProgressBar.xml. .. _class_ProgressBar: diff --git a/classes/class_projection.rst b/classes/class_projection.rst index f9cd5d58242..ca1243f6c89 100644 --- a/classes/class_projection.rst +++ b/classes/class_projection.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Projection.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Projection.xml. .. _class_Projection: diff --git a/classes/class_projectsettings.rst b/classes/class_projectsettings.rst index 0ff76597b42..374379c3a00 100644 --- a/classes/class_projectsettings.rst +++ b/classes/class_projectsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ProjectSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ProjectSettings.xml. .. _class_ProjectSettings: @@ -493,7 +493,7 @@ Properties +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`editor/run/main_run_args` | ``""`` | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ - | :ref:`PackedStringArray` | :ref:`editor/script/search_in_file_extensions` | ``PackedStringArray("gd", "gdshader")`` | + | :ref:`PackedStringArray` | :ref:`editor/script/search_in_file_extensions` | | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`editor/script/templates_search_path` | ``"res://script_templates"`` | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ @@ -4586,7 +4586,7 @@ For example, this can be used to force the project to run on the dedicated GPU i .. rst-class:: classref-property -:ref:`PackedStringArray` **editor/script/search_in_file_extensions** = ``PackedStringArray("gd", "gdshader")`` :ref:`🔗` +:ref:`PackedStringArray` **editor/script/search_in_file_extensions** :ref:`🔗` Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. ``tscn`` if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. diff --git a/classes/class_propertytweener.rst b/classes/class_propertytweener.rst index 966125b95f8..973f30ced1e 100644 --- a/classes/class_propertytweener.rst +++ b/classes/class_propertytweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PropertyTweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PropertyTweener.xml. .. _class_PropertyTweener: diff --git a/classes/class_quadmesh.rst b/classes/class_quadmesh.rst index e2046e1fea3..48e67b896b9 100644 --- a/classes/class_quadmesh.rst +++ b/classes/class_quadmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/QuadMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/QuadMesh.xml. .. _class_QuadMesh: diff --git a/classes/class_quadoccluder3d.rst b/classes/class_quadoccluder3d.rst index d9dfed4fb9f..8fc46bd4666 100644 --- a/classes/class_quadoccluder3d.rst +++ b/classes/class_quadoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/QuadOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/QuadOccluder3D.xml. .. _class_QuadOccluder3D: diff --git a/classes/class_quaternion.rst b/classes/class_quaternion.rst index 74064a5d598..8de1e053abc 100644 --- a/classes/class_quaternion.rst +++ b/classes/class_quaternion.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Quaternion.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Quaternion.xml. .. _class_Quaternion: diff --git a/classes/class_randomnumbergenerator.rst b/classes/class_randomnumbergenerator.rst index 00a050eddfa..735bdc7dd98 100644 --- a/classes/class_randomnumbergenerator.rst +++ b/classes/class_randomnumbergenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RandomNumberGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RandomNumberGenerator.xml. .. _class_RandomNumberGenerator: diff --git a/classes/class_range.rst b/classes/class_range.rst index bd6d50ae582..d366f6e3079 100644 --- a/classes/class_range.rst +++ b/classes/class_range.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Range.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Range.xml. .. _class_Range: diff --git a/classes/class_raycast2d.rst b/classes/class_raycast2d.rst index 6d770a5bfb1..d39d96b7c18 100644 --- a/classes/class_raycast2d.rst +++ b/classes/class_raycast2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RayCast2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RayCast2D.xml. .. _class_RayCast2D: diff --git a/classes/class_raycast3d.rst b/classes/class_raycast3d.rst index 4ce605303f0..b79bbdd81c4 100644 --- a/classes/class_raycast3d.rst +++ b/classes/class_raycast3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RayCast3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RayCast3D.xml. .. _class_RayCast3D: diff --git a/classes/class_rdattachmentformat.rst b/classes/class_rdattachmentformat.rst index 60636ddeb11..a7f2f1bf740 100644 --- a/classes/class_rdattachmentformat.rst +++ b/classes/class_rdattachmentformat.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDAttachmentFormat.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDAttachmentFormat.xml. .. _class_RDAttachmentFormat: diff --git a/classes/class_rdframebufferpass.rst b/classes/class_rdframebufferpass.rst index 44b9d828ae6..f4bb53b0103 100644 --- a/classes/class_rdframebufferpass.rst +++ b/classes/class_rdframebufferpass.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDFramebufferPass.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDFramebufferPass.xml. .. _class_RDFramebufferPass: diff --git a/classes/class_rdpipelinecolorblendstate.rst b/classes/class_rdpipelinecolorblendstate.rst index 681b7128dff..ae3c0693608 100644 --- a/classes/class_rdpipelinecolorblendstate.rst +++ b/classes/class_rdpipelinecolorblendstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineColorBlendState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineColorBlendState.xml. .. _class_RDPipelineColorBlendState: diff --git a/classes/class_rdpipelinecolorblendstateattachment.rst b/classes/class_rdpipelinecolorblendstateattachment.rst index 43bde5d4272..5d7cb3d1673 100644 --- a/classes/class_rdpipelinecolorblendstateattachment.rst +++ b/classes/class_rdpipelinecolorblendstateattachment.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineColorBlendStateAttachment.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineColorBlendStateAttachment.xml. .. _class_RDPipelineColorBlendStateAttachment: diff --git a/classes/class_rdpipelinedepthstencilstate.rst b/classes/class_rdpipelinedepthstencilstate.rst index cdbac617152..27ef9715e9b 100644 --- a/classes/class_rdpipelinedepthstencilstate.rst +++ b/classes/class_rdpipelinedepthstencilstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineDepthStencilState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineDepthStencilState.xml. .. _class_RDPipelineDepthStencilState: diff --git a/classes/class_rdpipelinemultisamplestate.rst b/classes/class_rdpipelinemultisamplestate.rst index 6dc1add8512..a6ee529592f 100644 --- a/classes/class_rdpipelinemultisamplestate.rst +++ b/classes/class_rdpipelinemultisamplestate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineMultisampleState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineMultisampleState.xml. .. _class_RDPipelineMultisampleState: diff --git a/classes/class_rdpipelinerasterizationstate.rst b/classes/class_rdpipelinerasterizationstate.rst index 415ab1e7d7c..0d158339b45 100644 --- a/classes/class_rdpipelinerasterizationstate.rst +++ b/classes/class_rdpipelinerasterizationstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineRasterizationState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineRasterizationState.xml. .. _class_RDPipelineRasterizationState: diff --git a/classes/class_rdpipelinespecializationconstant.rst b/classes/class_rdpipelinespecializationconstant.rst index fc39ef45335..1cc1fb3af8d 100644 --- a/classes/class_rdpipelinespecializationconstant.rst +++ b/classes/class_rdpipelinespecializationconstant.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineSpecializationConstant.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineSpecializationConstant.xml. .. _class_RDPipelineSpecializationConstant: diff --git a/classes/class_rdsamplerstate.rst b/classes/class_rdsamplerstate.rst index b27506a0360..9d53e4da3a6 100644 --- a/classes/class_rdsamplerstate.rst +++ b/classes/class_rdsamplerstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDSamplerState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDSamplerState.xml. .. _class_RDSamplerState: diff --git a/classes/class_rdshaderfile.rst b/classes/class_rdshaderfile.rst index 1ae5bbc8c26..d3c320c8548 100644 --- a/classes/class_rdshaderfile.rst +++ b/classes/class_rdshaderfile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDShaderFile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDShaderFile.xml. .. _class_RDShaderFile: diff --git a/classes/class_rdshadersource.rst b/classes/class_rdshadersource.rst index a0110a34cce..a3e5040ef48 100644 --- a/classes/class_rdshadersource.rst +++ b/classes/class_rdshadersource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDShaderSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDShaderSource.xml. .. _class_RDShaderSource: diff --git a/classes/class_rdshaderspirv.rst b/classes/class_rdshaderspirv.rst index a5039f778f7..8ddb4ce389a 100644 --- a/classes/class_rdshaderspirv.rst +++ b/classes/class_rdshaderspirv.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDShaderSPIRV.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDShaderSPIRV.xml. .. _class_RDShaderSPIRV: diff --git a/classes/class_rdtextureformat.rst b/classes/class_rdtextureformat.rst index 622f9d21305..a058376cb4a 100644 --- a/classes/class_rdtextureformat.rst +++ b/classes/class_rdtextureformat.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDTextureFormat.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDTextureFormat.xml. .. _class_RDTextureFormat: diff --git a/classes/class_rdtextureview.rst b/classes/class_rdtextureview.rst index 9b20f88cf5f..14eea30cfe6 100644 --- a/classes/class_rdtextureview.rst +++ b/classes/class_rdtextureview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDTextureView.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDTextureView.xml. .. _class_RDTextureView: diff --git a/classes/class_rduniform.rst b/classes/class_rduniform.rst index e9f8c6f7cd9..b179aacf769 100644 --- a/classes/class_rduniform.rst +++ b/classes/class_rduniform.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDUniform.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDUniform.xml. .. _class_RDUniform: diff --git a/classes/class_rdvertexattribute.rst b/classes/class_rdvertexattribute.rst index 40e7d5b67f6..8670cf3cf1b 100644 --- a/classes/class_rdvertexattribute.rst +++ b/classes/class_rdvertexattribute.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDVertexAttribute.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDVertexAttribute.xml. .. _class_RDVertexAttribute: diff --git a/classes/class_rect2.rst b/classes/class_rect2.rst index 65d11ae327c..5a70a0ca071 100644 --- a/classes/class_rect2.rst +++ b/classes/class_rect2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Rect2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Rect2.xml. .. _class_Rect2: diff --git a/classes/class_rect2i.rst b/classes/class_rect2i.rst index 16e8d465649..cd36ac0668d 100644 --- a/classes/class_rect2i.rst +++ b/classes/class_rect2i.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Rect2i.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Rect2i.xml. .. _class_Rect2i: diff --git a/classes/class_rectangleshape2d.rst b/classes/class_rectangleshape2d.rst index 941b35d5a54..c5838106ae2 100644 --- a/classes/class_rectangleshape2d.rst +++ b/classes/class_rectangleshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RectangleShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RectangleShape2D.xml. .. _class_RectangleShape2D: diff --git a/classes/class_refcounted.rst b/classes/class_refcounted.rst index fefdffe9bce..21659846b26 100644 --- a/classes/class_refcounted.rst +++ b/classes/class_refcounted.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RefCounted.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RefCounted.xml. .. _class_RefCounted: diff --git a/classes/class_referencerect.rst b/classes/class_referencerect.rst index 7f0adfa020f..096fa105585 100644 --- a/classes/class_referencerect.rst +++ b/classes/class_referencerect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ReferenceRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ReferenceRect.xml. .. _class_ReferenceRect: diff --git a/classes/class_reflectionprobe.rst b/classes/class_reflectionprobe.rst index 237adc3ec81..9d40b767eb0 100644 --- a/classes/class_reflectionprobe.rst +++ b/classes/class_reflectionprobe.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ReflectionProbe.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ReflectionProbe.xml. .. _class_ReflectionProbe: diff --git a/classes/class_regex.rst b/classes/class_regex.rst index 57368a09e3c..de9796defd8 100644 --- a/classes/class_regex.rst +++ b/classes/class_regex.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/regex/doc_classes/RegEx.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/regex/doc_classes/RegEx.xml. .. _class_RegEx: diff --git a/classes/class_regexmatch.rst b/classes/class_regexmatch.rst index 9237e156b30..10bffe22fdf 100644 --- a/classes/class_regexmatch.rst +++ b/classes/class_regexmatch.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/regex/doc_classes/RegExMatch.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/regex/doc_classes/RegExMatch.xml. .. _class_RegExMatch: diff --git a/classes/class_remotetransform2d.rst b/classes/class_remotetransform2d.rst index 7ffe32e0a97..4906d75e652 100644 --- a/classes/class_remotetransform2d.rst +++ b/classes/class_remotetransform2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RemoteTransform2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RemoteTransform2D.xml. .. _class_RemoteTransform2D: diff --git a/classes/class_remotetransform3d.rst b/classes/class_remotetransform3d.rst index 552885263f9..dc36d95c4d1 100644 --- a/classes/class_remotetransform3d.rst +++ b/classes/class_remotetransform3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RemoteTransform3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RemoteTransform3D.xml. .. _class_RemoteTransform3D: diff --git a/classes/class_renderdata.rst b/classes/class_renderdata.rst index 93637848228..ea227471282 100644 --- a/classes/class_renderdata.rst +++ b/classes/class_renderdata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderData.xml. .. _class_RenderData: diff --git a/classes/class_renderdataextension.rst b/classes/class_renderdataextension.rst index b6981ea11f0..d27b93ad513 100644 --- a/classes/class_renderdataextension.rst +++ b/classes/class_renderdataextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderDataExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderDataExtension.xml. .. _class_RenderDataExtension: diff --git a/classes/class_renderdatard.rst b/classes/class_renderdatard.rst index 02f36a9d959..864d92c0b50 100644 --- a/classes/class_renderdatard.rst +++ b/classes/class_renderdatard.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderDataRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderDataRD.xml. .. _class_RenderDataRD: diff --git a/classes/class_renderingdevice.rst b/classes/class_renderingdevice.rst index d7e988760f8..793a9bbc817 100644 --- a/classes/class_renderingdevice.rst +++ b/classes/class_renderingdevice.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderingDevice.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderingDevice.xml. .. _class_RenderingDevice: diff --git a/classes/class_renderingserver.rst b/classes/class_renderingserver.rst index 21fd6d7b8fc..900827f9c95 100644 --- a/classes/class_renderingserver.rst +++ b/classes/class_renderingserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderingServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderingServer.xml. .. _class_RenderingServer: @@ -7086,7 +7086,9 @@ Sets the shape of the occluder polygon. |void| **canvas_set_item_mirroring**\ (\ canvas\: :ref:`RID`, item\: :ref:`RID`, mirroring\: :ref:`Vector2`\ ) :ref:`🔗` -A copy of the canvas item will be drawn with a local offset of the mirroring :ref:`Vector2`. +A copy of the canvas item will be drawn with a local offset of the ``mirroring``. + +\ **Note:** This is equivalent to calling :ref:`canvas_set_item_repeat` like ``canvas_set_item_repeat(item, mirroring, 1)``, with an additional check ensuring ``canvas`` is a parent of ``item``. .. rst-class:: classref-item-separator diff --git a/classes/class_renderscenebuffers.rst b/classes/class_renderscenebuffers.rst index f6a5b3ef58b..f07219c18c9 100644 --- a/classes/class_renderscenebuffers.rst +++ b/classes/class_renderscenebuffers.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffers.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffers.xml. .. _class_RenderSceneBuffers: diff --git a/classes/class_renderscenebuffersconfiguration.rst b/classes/class_renderscenebuffersconfiguration.rst index 848f7adaf2d..6bef2cf213e 100644 --- a/classes/class_renderscenebuffersconfiguration.rst +++ b/classes/class_renderscenebuffersconfiguration.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffersConfiguration.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffersConfiguration.xml. .. _class_RenderSceneBuffersConfiguration: diff --git a/classes/class_renderscenebuffersextension.rst b/classes/class_renderscenebuffersextension.rst index 0fe292eb0bc..b53d7e6bba2 100644 --- a/classes/class_renderscenebuffersextension.rst +++ b/classes/class_renderscenebuffersextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffersExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffersExtension.xml. .. _class_RenderSceneBuffersExtension: diff --git a/classes/class_renderscenebuffersrd.rst b/classes/class_renderscenebuffersrd.rst index 7989b651241..78061fffdc7 100644 --- a/classes/class_renderscenebuffersrd.rst +++ b/classes/class_renderscenebuffersrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffersRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffersRD.xml. .. _class_RenderSceneBuffersRD: diff --git a/classes/class_renderscenedata.rst b/classes/class_renderscenedata.rst index 3391d9f10ed..f63ad0bdc14 100644 --- a/classes/class_renderscenedata.rst +++ b/classes/class_renderscenedata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneData.xml. .. _class_RenderSceneData: diff --git a/classes/class_renderscenedataextension.rst b/classes/class_renderscenedataextension.rst index 9054b1cdb9e..f9bcb7a70c9 100644 --- a/classes/class_renderscenedataextension.rst +++ b/classes/class_renderscenedataextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneDataExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneDataExtension.xml. .. _class_RenderSceneDataExtension: diff --git a/classes/class_renderscenedatard.rst b/classes/class_renderscenedatard.rst index c95cc7b3023..48a565ffb1e 100644 --- a/classes/class_renderscenedatard.rst +++ b/classes/class_renderscenedatard.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneDataRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneDataRD.xml. .. _class_RenderSceneDataRD: diff --git a/classes/class_resource.rst b/classes/class_resource.rst index 830345729a1..5f299ffb583 100644 --- a/classes/class_resource.rst +++ b/classes/class_resource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Resource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Resource.xml. .. _class_Resource: diff --git a/classes/class_resourceformatloader.rst b/classes/class_resourceformatloader.rst index 669503db9be..717106efd19 100644 --- a/classes/class_resourceformatloader.rst +++ b/classes/class_resourceformatloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceFormatLoader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceFormatLoader.xml. .. _class_ResourceFormatLoader: diff --git a/classes/class_resourceformatsaver.rst b/classes/class_resourceformatsaver.rst index c78825a92db..48f0dc20e92 100644 --- a/classes/class_resourceformatsaver.rst +++ b/classes/class_resourceformatsaver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceFormatSaver.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceFormatSaver.xml. .. _class_ResourceFormatSaver: diff --git a/classes/class_resourceimporter.rst b/classes/class_resourceimporter.rst index 0e46655f0b9..116b7e123b9 100644 --- a/classes/class_resourceimporter.rst +++ b/classes/class_resourceimporter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporter.xml. .. _class_ResourceImporter: diff --git a/classes/class_resourceimporterbitmap.rst b/classes/class_resourceimporterbitmap.rst index 1afbe2f852e..b8980a6542d 100644 --- a/classes/class_resourceimporterbitmap.rst +++ b/classes/class_resourceimporterbitmap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterBitMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterBitMap.xml. .. _class_ResourceImporterBitMap: diff --git a/classes/class_resourceimporterbmfont.rst b/classes/class_resourceimporterbmfont.rst index 1a7f55c59f1..848e21a8ecf 100644 --- a/classes/class_resourceimporterbmfont.rst +++ b/classes/class_resourceimporterbmfont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterBMFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterBMFont.xml. .. _class_ResourceImporterBMFont: diff --git a/classes/class_resourceimportercsvtranslation.rst b/classes/class_resourceimportercsvtranslation.rst index 0a2b76a6a91..2c599d1630e 100644 --- a/classes/class_resourceimportercsvtranslation.rst +++ b/classes/class_resourceimportercsvtranslation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterCSVTranslation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterCSVTranslation.xml. .. _class_ResourceImporterCSVTranslation: diff --git a/classes/class_resourceimporterdynamicfont.rst b/classes/class_resourceimporterdynamicfont.rst index c0388887f2e..0b9013dc902 100644 --- a/classes/class_resourceimporterdynamicfont.rst +++ b/classes/class_resourceimporterdynamicfont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterDynamicFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterDynamicFont.xml. .. _class_ResourceImporterDynamicFont: diff --git a/classes/class_resourceimporterimage.rst b/classes/class_resourceimporterimage.rst index c0d25502145..16632ec4eab 100644 --- a/classes/class_resourceimporterimage.rst +++ b/classes/class_resourceimporterimage.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterImage.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterImage.xml. .. _class_ResourceImporterImage: diff --git a/classes/class_resourceimporterimagefont.rst b/classes/class_resourceimporterimagefont.rst index 989f5f61ffb..c1336623725 100644 --- a/classes/class_resourceimporterimagefont.rst +++ b/classes/class_resourceimporterimagefont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterImageFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterImageFont.xml. .. _class_ResourceImporterImageFont: @@ -183,7 +183,7 @@ Margin to cut on the sides of the entire image. This can be used to cut parts of Kerning pairs for the font. Kerning pair adjust the spacing between two characters. -Each string consist of three space separated values: "from" string, "to" string and integer offset. Each combination form the two string for a kerning pair, e.g, ``ab cd -3`` will create kerning pairs ``ac``, ``ad``, ``bc``, and ``bd`` with offset ``-3``. +Each string consist of three space separated values: "from" string, "to" string and integer offset. Each combination form the two string for a kerning pair, e.g, ``ab cd -3`` will create kerning pairs ``ac``, ``ad``, ``bc``, and ``bd`` with offset ``-3``. ``\uXXXX`` escape sequences can be used to add Unicode characters. **Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedStringArray` for more details. diff --git a/classes/class_resourceimporterlayeredtexture.rst b/classes/class_resourceimporterlayeredtexture.rst index dca1439ec64..0dcc9291869 100644 --- a/classes/class_resourceimporterlayeredtexture.rst +++ b/classes/class_resourceimporterlayeredtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterLayeredTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterLayeredTexture.xml. .. _class_ResourceImporterLayeredTexture: diff --git a/classes/class_resourceimportermp3.rst b/classes/class_resourceimportermp3.rst index 981ba3b2dac..8d76b0df120 100644 --- a/classes/class_resourceimportermp3.rst +++ b/classes/class_resourceimportermp3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/minimp3/doc_classes/ResourceImporterMP3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/minimp3/doc_classes/ResourceImporterMP3.xml. .. _class_ResourceImporterMP3: diff --git a/classes/class_resourceimporterobj.rst b/classes/class_resourceimporterobj.rst index db0de9ba1fd..b7d56c6c4b1 100644 --- a/classes/class_resourceimporterobj.rst +++ b/classes/class_resourceimporterobj.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterOBJ.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterOBJ.xml. .. _class_ResourceImporterOBJ: diff --git a/classes/class_resourceimporteroggvorbis.rst b/classes/class_resourceimporteroggvorbis.rst index 4ee02791d74..4180a763ed0 100644 --- a/classes/class_resourceimporteroggvorbis.rst +++ b/classes/class_resourceimporteroggvorbis.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml. .. _class_ResourceImporterOggVorbis: diff --git a/classes/class_resourceimporterscene.rst b/classes/class_resourceimporterscene.rst index f7414151688..b5cafefcf3c 100644 --- a/classes/class_resourceimporterscene.rst +++ b/classes/class_resourceimporterscene.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterScene.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterScene.xml. .. _class_ResourceImporterScene: diff --git a/classes/class_resourceimportershaderfile.rst b/classes/class_resourceimportershaderfile.rst index c3f6a01a456..3fee4f07736 100644 --- a/classes/class_resourceimportershaderfile.rst +++ b/classes/class_resourceimportershaderfile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterShaderFile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterShaderFile.xml. .. _class_ResourceImporterShaderFile: diff --git a/classes/class_resourceimportertexture.rst b/classes/class_resourceimportertexture.rst index 37acc7b5219..f237fbeaae2 100644 --- a/classes/class_resourceimportertexture.rst +++ b/classes/class_resourceimportertexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterTexture.xml. .. _class_ResourceImporterTexture: diff --git a/classes/class_resourceimportertextureatlas.rst b/classes/class_resourceimportertextureatlas.rst index 4be1188b380..8e4b1770211 100644 --- a/classes/class_resourceimportertextureatlas.rst +++ b/classes/class_resourceimportertextureatlas.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterTextureAtlas.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterTextureAtlas.xml. .. _class_ResourceImporterTextureAtlas: diff --git a/classes/class_resourceimporterwav.rst b/classes/class_resourceimporterwav.rst index 6cbf8292c99..55cccfdb608 100644 --- a/classes/class_resourceimporterwav.rst +++ b/classes/class_resourceimporterwav.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterWAV.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterWAV.xml. .. _class_ResourceImporterWAV: diff --git a/classes/class_resourceloader.rst b/classes/class_resourceloader.rst index 845ce3d19e0..a09f2c3dd6b 100644 --- a/classes/class_resourceloader.rst +++ b/classes/class_resourceloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceLoader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceLoader.xml. .. _class_ResourceLoader: diff --git a/classes/class_resourcepreloader.rst b/classes/class_resourcepreloader.rst index ea1aad522c4..80704505bbd 100644 --- a/classes/class_resourcepreloader.rst +++ b/classes/class_resourcepreloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourcePreloader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourcePreloader.xml. .. _class_ResourcePreloader: diff --git a/classes/class_resourcesaver.rst b/classes/class_resourcesaver.rst index 9a132f8b9c2..ab14ae1c10d 100644 --- a/classes/class_resourcesaver.rst +++ b/classes/class_resourcesaver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceSaver.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceSaver.xml. .. _class_ResourceSaver: diff --git a/classes/class_resourceuid.rst b/classes/class_resourceuid.rst index cc39a4191b4..22e3874979f 100644 --- a/classes/class_resourceuid.rst +++ b/classes/class_resourceuid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceUID.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceUID.xml. .. _class_ResourceUID: diff --git a/classes/class_ribbontrailmesh.rst b/classes/class_ribbontrailmesh.rst index 69b779435fb..281d6b8c672 100644 --- a/classes/class_ribbontrailmesh.rst +++ b/classes/class_ribbontrailmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RibbonTrailMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RibbonTrailMesh.xml. .. _class_RibbonTrailMesh: diff --git a/classes/class_richtexteffect.rst b/classes/class_richtexteffect.rst index 10be3363c3e..bf75a9bb02c 100644 --- a/classes/class_richtexteffect.rst +++ b/classes/class_richtexteffect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RichTextEffect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RichTextEffect.xml. .. _class_RichTextEffect: diff --git a/classes/class_richtextlabel.rst b/classes/class_richtextlabel.rst index f1a0d6a2b4e..63189d6975f 100644 --- a/classes/class_richtextlabel.rst +++ b/classes/class_richtextlabel.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RichTextLabel.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RichTextLabel.xml. .. _class_RichTextLabel: diff --git a/classes/class_rid.rst b/classes/class_rid.rst index 38c0f0141b0..79632e85121 100644 --- a/classes/class_rid.rst +++ b/classes/class_rid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RID.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RID.xml. .. _class_RID: diff --git a/classes/class_rigidbody2d.rst b/classes/class_rigidbody2d.rst index a91d5910b12..2be736d59d6 100644 --- a/classes/class_rigidbody2d.rst +++ b/classes/class_rigidbody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RigidBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RigidBody2D.xml. .. _class_RigidBody2D: diff --git a/classes/class_rigidbody3d.rst b/classes/class_rigidbody3d.rst index 0c03ed9ba42..b23b7e67a7c 100644 --- a/classes/class_rigidbody3d.rst +++ b/classes/class_rigidbody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RigidBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RigidBody3D.xml. .. _class_RigidBody3D: diff --git a/classes/class_rootmotionview.rst b/classes/class_rootmotionview.rst index 142f7643c55..e3195ad3754 100644 --- a/classes/class_rootmotionview.rst +++ b/classes/class_rootmotionview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RootMotionView.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RootMotionView.xml. .. _class_RootMotionView: diff --git a/classes/class_scenemultiplayer.rst b/classes/class_scenemultiplayer.rst index 385ea6b4d3f..207b982441b 100644 --- a/classes/class_scenemultiplayer.rst +++ b/classes/class_scenemultiplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/SceneMultiplayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/SceneMultiplayer.xml. .. _class_SceneMultiplayer: diff --git a/classes/class_scenereplicationconfig.rst b/classes/class_scenereplicationconfig.rst index d5ea1b029ad..092955f9b63 100644 --- a/classes/class_scenereplicationconfig.rst +++ b/classes/class_scenereplicationconfig.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/SceneReplicationConfig.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/SceneReplicationConfig.xml. .. _class_SceneReplicationConfig: diff --git a/classes/class_scenestate.rst b/classes/class_scenestate.rst index 469bee388f1..6da5cbfc767 100644 --- a/classes/class_scenestate.rst +++ b/classes/class_scenestate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SceneState.xml. .. _class_SceneState: diff --git a/classes/class_scenetree.rst b/classes/class_scenetree.rst index 3b3562a856e..97c3f8d0a06 100644 --- a/classes/class_scenetree.rst +++ b/classes/class_scenetree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SceneTree.xml. .. _class_SceneTree: diff --git a/classes/class_scenetreetimer.rst b/classes/class_scenetreetimer.rst index 356e38dc75a..0f015fc0090 100644 --- a/classes/class_scenetreetimer.rst +++ b/classes/class_scenetreetimer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTreeTimer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SceneTreeTimer.xml. .. _class_SceneTreeTimer: diff --git a/classes/class_script.rst b/classes/class_script.rst index ddb6b6145ea..60c39b7304d 100644 --- a/classes/class_script.rst +++ b/classes/class_script.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Script.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Script.xml. .. _class_Script: diff --git a/classes/class_scriptcreatedialog.rst b/classes/class_scriptcreatedialog.rst index fb1a0e45e84..a859f4a0d54 100644 --- a/classes/class_scriptcreatedialog.rst +++ b/classes/class_scriptcreatedialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptCreateDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptCreateDialog.xml. .. _class_ScriptCreateDialog: diff --git a/classes/class_scripteditor.rst b/classes/class_scripteditor.rst index f7963518b6d..f11770a6159 100644 --- a/classes/class_scripteditor.rst +++ b/classes/class_scripteditor.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptEditor.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptEditor.xml. .. _class_ScriptEditor: diff --git a/classes/class_scripteditorbase.rst b/classes/class_scripteditorbase.rst index 062c0e7e01f..f025b78297c 100644 --- a/classes/class_scripteditorbase.rst +++ b/classes/class_scripteditorbase.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptEditorBase.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptEditorBase.xml. .. _class_ScriptEditorBase: diff --git a/classes/class_scriptextension.rst b/classes/class_scriptextension.rst index f7ca6e7797f..876c157178a 100644 --- a/classes/class_scriptextension.rst +++ b/classes/class_scriptextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptExtension.xml. .. _class_ScriptExtension: diff --git a/classes/class_scriptlanguage.rst b/classes/class_scriptlanguage.rst index 89e83de30bd..12ed47cfae4 100644 --- a/classes/class_scriptlanguage.rst +++ b/classes/class_scriptlanguage.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptLanguage.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptLanguage.xml. .. _class_ScriptLanguage: diff --git a/classes/class_scriptlanguageextension.rst b/classes/class_scriptlanguageextension.rst index 5c3fde62ee9..3d60769e667 100644 --- a/classes/class_scriptlanguageextension.rst +++ b/classes/class_scriptlanguageextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptLanguageExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptLanguageExtension.xml. .. _class_ScriptLanguageExtension: @@ -127,6 +127,8 @@ Methods +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`_reload_all_scripts`\ (\ ) |virtual| | +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | |void| | :ref:`_reload_scripts`\ (\ scripts\: :ref:`Array`, soft_reload\: :ref:`bool`\ ) |virtual| | + +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`_reload_tool_script`\ (\ script\: :ref:`Script`, soft_reload\: :ref:`bool`\ ) |virtual| | +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`_remove_named_global_constant`\ (\ name\: :ref:`StringName`\ ) |virtual| | @@ -1180,6 +1182,20 @@ Returns the line where the function is defined in the code, or ``-1`` if the fun ---- +.. _class_ScriptLanguageExtension_private_method__reload_scripts: + +.. rst-class:: classref-method + +|void| **_reload_scripts**\ (\ scripts\: :ref:`Array`, soft_reload\: :ref:`bool`\ ) |virtual| :ref:`🔗` + +.. container:: contribute + + There is currently no description for this method. Please help us by :ref:`contributing one `! + +.. rst-class:: classref-item-separator + +---- + .. _class_ScriptLanguageExtension_private_method__reload_tool_script: .. rst-class:: classref-method diff --git a/classes/class_scrollbar.rst b/classes/class_scrollbar.rst index 5de397d0be2..52589753fe5 100644 --- a/classes/class_scrollbar.rst +++ b/classes/class_scrollbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScrollBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScrollBar.xml. .. _class_ScrollBar: diff --git a/classes/class_scrollcontainer.rst b/classes/class_scrollcontainer.rst index d5b548c9050..552db741501 100644 --- a/classes/class_scrollcontainer.rst +++ b/classes/class_scrollcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScrollContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScrollContainer.xml. .. _class_ScrollContainer: diff --git a/classes/class_segmentshape2d.rst b/classes/class_segmentshape2d.rst index 3fb405b5a02..0c317e0eaca 100644 --- a/classes/class_segmentshape2d.rst +++ b/classes/class_segmentshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SegmentShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SegmentShape2D.xml. .. _class_SegmentShape2D: diff --git a/classes/class_semaphore.rst b/classes/class_semaphore.rst index dba9b2dc128..1b8e79ec2ca 100644 --- a/classes/class_semaphore.rst +++ b/classes/class_semaphore.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Semaphore.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Semaphore.xml. .. _class_Semaphore: diff --git a/classes/class_separationrayshape2d.rst b/classes/class_separationrayshape2d.rst index 3c2d581ad31..e1e8cd967a4 100644 --- a/classes/class_separationrayshape2d.rst +++ b/classes/class_separationrayshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SeparationRayShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SeparationRayShape2D.xml. .. _class_SeparationRayShape2D: diff --git a/classes/class_separationrayshape3d.rst b/classes/class_separationrayshape3d.rst index a32a4be7086..088848f025f 100644 --- a/classes/class_separationrayshape3d.rst +++ b/classes/class_separationrayshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SeparationRayShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SeparationRayShape3D.xml. .. _class_SeparationRayShape3D: diff --git a/classes/class_separator.rst b/classes/class_separator.rst index 149e0a4e3aa..c7aebd8f5ff 100644 --- a/classes/class_separator.rst +++ b/classes/class_separator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Separator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Separator.xml. .. _class_Separator: diff --git a/classes/class_shader.rst b/classes/class_shader.rst index 00d4576142b..ef63cb97d74 100644 --- a/classes/class_shader.rst +++ b/classes/class_shader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shader.xml. .. _class_Shader: diff --git a/classes/class_shaderglobalsoverride.rst b/classes/class_shaderglobalsoverride.rst index 055dad2b6ce..14ed71890d6 100644 --- a/classes/class_shaderglobalsoverride.rst +++ b/classes/class_shaderglobalsoverride.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderGlobalsOverride.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShaderGlobalsOverride.xml. .. _class_ShaderGlobalsOverride: diff --git a/classes/class_shaderinclude.rst b/classes/class_shaderinclude.rst index e9b74ac9aea..1c3dfca1e13 100644 --- a/classes/class_shaderinclude.rst +++ b/classes/class_shaderinclude.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderInclude.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShaderInclude.xml. .. _class_ShaderInclude: diff --git a/classes/class_shadermaterial.rst b/classes/class_shadermaterial.rst index 7f8ad034ffb..2e0220a65d0 100644 --- a/classes/class_shadermaterial.rst +++ b/classes/class_shadermaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShaderMaterial.xml. .. _class_ShaderMaterial: diff --git a/classes/class_shape2d.rst b/classes/class_shape2d.rst index 2828c55fc0d..7ba27e44ab5 100644 --- a/classes/class_shape2d.rst +++ b/classes/class_shape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shape2D.xml. .. _class_Shape2D: diff --git a/classes/class_shape3d.rst b/classes/class_shape3d.rst index 66d7ea74d5d..cb28769b9ba 100644 --- a/classes/class_shape3d.rst +++ b/classes/class_shape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shape3D.xml. .. _class_Shape3D: diff --git a/classes/class_shapecast2d.rst b/classes/class_shapecast2d.rst index fefcbd4e2df..4b5d7f6e412 100644 --- a/classes/class_shapecast2d.rst +++ b/classes/class_shapecast2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShapeCast2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShapeCast2D.xml. .. _class_ShapeCast2D: diff --git a/classes/class_shapecast3d.rst b/classes/class_shapecast3d.rst index 09a71f904f8..2feac80fe32 100644 --- a/classes/class_shapecast3d.rst +++ b/classes/class_shapecast3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShapeCast3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TabBar.xml. .. _class_TabBar: diff --git a/classes/class_tabcontainer.rst b/classes/class_tabcontainer.rst index 51abbf5d438..612223d729a 100644 --- a/classes/class_tabcontainer.rst +++ b/classes/class_tabcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TabContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TabContainer.xml. .. _class_TabContainer: diff --git a/classes/class_tcpserver.rst b/classes/class_tcpserver.rst index 01e36c502e8..db2892c3298 100644 --- a/classes/class_tcpserver.rst +++ b/classes/class_tcpserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TCPServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TCPServer.xml. .. _class_TCPServer: diff --git a/classes/class_textedit.rst b/classes/class_textedit.rst index f71171de46c..36fcd744af9 100644 --- a/classes/class_textedit.rst +++ b/classes/class_textedit.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextEdit.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextEdit.xml. .. _class_TextEdit: diff --git a/classes/class_textline.rst b/classes/class_textline.rst index b3b5896fea1..7922ff37faa 100644 --- a/classes/class_textline.rst +++ b/classes/class_textline.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextLine.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextLine.xml. .. _class_TextLine: diff --git a/classes/class_textmesh.rst b/classes/class_textmesh.rst index 5eb39463e92..c7102e01efc 100644 --- a/classes/class_textmesh.rst +++ b/classes/class_textmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextMesh.xml. .. _class_TextMesh: diff --git a/classes/class_textparagraph.rst b/classes/class_textparagraph.rst index f9d6088f07b..bc1af59174b 100644 --- a/classes/class_textparagraph.rst +++ b/classes/class_textparagraph.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextParagraph.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextParagraph.xml. .. _class_TextParagraph: diff --git a/classes/class_textserver.rst b/classes/class_textserver.rst index 655d54c9d71..106b9d62b4a 100644 --- a/classes/class_textserver.rst +++ b/classes/class_textserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServer.xml. .. _class_TextServer: diff --git a/classes/class_textserveradvanced.rst b/classes/class_textserveradvanced.rst index beed8294dd6..d6d6550c65a 100644 --- a/classes/class_textserveradvanced.rst +++ b/classes/class_textserveradvanced.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/text_server_adv/doc_classes/TextServerAdvanced.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/text_server_adv/doc_classes/TextServerAdvanced.xml. .. _class_TextServerAdvanced: diff --git a/classes/class_textserverdummy.rst b/classes/class_textserverdummy.rst index 932e4df4fa5..796fa24d9d3 100644 --- a/classes/class_textserverdummy.rst +++ b/classes/class_textserverdummy.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServerDummy.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServerDummy.xml. .. _class_TextServerDummy: diff --git a/classes/class_textserverextension.rst b/classes/class_textserverextension.rst index 04c009aa4eb..556bb555c94 100644 --- a/classes/class_textserverextension.rst +++ b/classes/class_textserverextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServerExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServerExtension.xml. .. _class_TextServerExtension: diff --git a/classes/class_textserverfallback.rst b/classes/class_textserverfallback.rst index ff8fba457b0..a882494d0b3 100644 --- a/classes/class_textserverfallback.rst +++ b/classes/class_textserverfallback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/text_server_fb/doc_classes/TextServerFallback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/text_server_fb/doc_classes/TextServerFallback.xml. .. _class_TextServerFallback: diff --git a/classes/class_textservermanager.rst b/classes/class_textservermanager.rst index 95a3557ee80..4f7e7d6ea43 100644 --- a/classes/class_textservermanager.rst +++ b/classes/class_textservermanager.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServerManager.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServerManager.xml. .. _class_TextServerManager: diff --git a/classes/class_texture.rst b/classes/class_texture.rst index afd74fd2f5e..58d7deaa1d5 100644 --- a/classes/class_texture.rst +++ b/classes/class_texture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture.xml. .. _class_Texture: diff --git a/classes/class_texture2d.rst b/classes/class_texture2d.rst index 6f90d931f2a..f386bcc006f 100644 --- a/classes/class_texture2d.rst +++ b/classes/class_texture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2D.xml. .. _class_Texture2D: diff --git a/classes/class_texture2darray.rst b/classes/class_texture2darray.rst index 66e87af3296..88a0b5c6808 100644 --- a/classes/class_texture2darray.rst +++ b/classes/class_texture2darray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2DArray.xml. .. _class_Texture2DArray: diff --git a/classes/class_texture2darrayrd.rst b/classes/class_texture2darrayrd.rst index 496e8d8d51f..e0c7d0fef1d 100644 --- a/classes/class_texture2darrayrd.rst +++ b/classes/class_texture2darrayrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DArrayRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2DArrayRD.xml. .. _class_Texture2DArrayRD: diff --git a/classes/class_texture2drd.rst b/classes/class_texture2drd.rst index a008425b4c6..58187e2258e 100644 --- a/classes/class_texture2drd.rst +++ b/classes/class_texture2drd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2DRD.xml. .. _class_Texture2DRD: diff --git a/classes/class_texture3d.rst b/classes/class_texture3d.rst index 3b0e8579984..920f3997611 100644 --- a/classes/class_texture3d.rst +++ b/classes/class_texture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture3D.xml. .. _class_Texture3D: diff --git a/classes/class_texture3drd.rst b/classes/class_texture3drd.rst index 9a9489d9d88..1b2656a2231 100644 --- a/classes/class_texture3drd.rst +++ b/classes/class_texture3drd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture3DRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture3DRD.xml. .. _class_Texture3DRD: diff --git a/classes/class_texturebutton.rst b/classes/class_texturebutton.rst index e870ee00eb6..6b5a43c51fc 100644 --- a/classes/class_texturebutton.rst +++ b/classes/class_texturebutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureButton.xml. .. _class_TextureButton: diff --git a/classes/class_texturecubemaparrayrd.rst b/classes/class_texturecubemaparrayrd.rst index 0ffa4901019..237a96787c8 100644 --- a/classes/class_texturecubemaparrayrd.rst +++ b/classes/class_texturecubemaparrayrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureCubemapArrayRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureCubemapArrayRD.xml. .. _class_TextureCubemapArrayRD: diff --git a/classes/class_texturecubemaprd.rst b/classes/class_texturecubemaprd.rst index efe58952e85..276dc4a33b1 100644 --- a/classes/class_texturecubemaprd.rst +++ b/classes/class_texturecubemaprd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureCubemapRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureCubemapRD.xml. .. _class_TextureCubemapRD: diff --git a/classes/class_texturelayered.rst b/classes/class_texturelayered.rst index 12846612420..6dfd47a68a6 100644 --- a/classes/class_texturelayered.rst +++ b/classes/class_texturelayered.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureLayered.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureLayered.xml. .. _class_TextureLayered: diff --git a/classes/class_texturelayeredrd.rst b/classes/class_texturelayeredrd.rst index e7945235a47..73e43e48a8f 100644 --- a/classes/class_texturelayeredrd.rst +++ b/classes/class_texturelayeredrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureLayeredRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureLayeredRD.xml. .. _class_TextureLayeredRD: diff --git a/classes/class_textureprogressbar.rst b/classes/class_textureprogressbar.rst index 3313722734d..fce81f0bf51 100644 --- a/classes/class_textureprogressbar.rst +++ b/classes/class_textureprogressbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureProgressBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureProgressBar.xml. .. _class_TextureProgressBar: diff --git a/classes/class_texturerect.rst b/classes/class_texturerect.rst index c24ac8e245e..8c393a8e947 100644 --- a/classes/class_texturerect.rst +++ b/classes/class_texturerect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureRect.xml. .. _class_TextureRect: diff --git a/classes/class_theme.rst b/classes/class_theme.rst index 12a38369b00..2783b09d380 100644 --- a/classes/class_theme.rst +++ b/classes/class_theme.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Theme.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Theme.xml. .. _class_Theme: @@ -315,7 +315,7 @@ Use :ref:`has_default_font` to check if thi The default font size of this theme resource. Used as the default value when trying to fetch a font size value that doesn't exist in this theme or is in invalid state. If the default font size is also missing or invalid, the engine fallback value is used (see :ref:`ThemeDB.fallback_font_size`). -Values below ``0`` are invalid and can be used to unset the property. Use :ref:`has_default_font_size` to check if this value is valid. +Values below ``1`` are invalid and can be used to unset the property. Use :ref:`has_default_font_size` to check if this value is valid. .. rst-class:: classref-section-separator diff --git a/classes/class_themedb.rst b/classes/class_themedb.rst index 6e7785380bc..fdec628eaa1 100644 --- a/classes/class_themedb.rst +++ b/classes/class_themedb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ThemeDB.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ThemeDB.xml. .. _class_ThemeDB: diff --git a/classes/class_thread.rst b/classes/class_thread.rst index d8937d4689e..ce171935f7a 100644 --- a/classes/class_thread.rst +++ b/classes/class_thread.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Thread.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Thread.xml. .. _class_Thread: diff --git a/classes/class_tiledata.rst b/classes/class_tiledata.rst index ff0db80faff..50cf72bde6b 100644 --- a/classes/class_tiledata.rst +++ b/classes/class_tiledata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileData.xml. .. _class_TileData: diff --git a/classes/class_tilemap.rst b/classes/class_tilemap.rst index 878c1b28d0b..5bed2df448c 100644 --- a/classes/class_tilemap.rst +++ b/classes/class_tilemap.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileMap.xml. .. _class_TileMap: diff --git a/classes/class_tilemaplayer.rst b/classes/class_tilemaplayer.rst index 62145b9fa45..7c7417d2e75 100644 --- a/classes/class_tilemaplayer.rst +++ b/classes/class_tilemaplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileMapLayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileMapLayer.xml. .. _class_TileMapLayer: diff --git a/classes/class_tilemappattern.rst b/classes/class_tilemappattern.rst index d168dab9e19..390dba55ed9 100644 --- a/classes/class_tilemappattern.rst +++ b/classes/class_tilemappattern.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileMapPattern.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileMapPattern.xml. .. _class_TileMapPattern: diff --git a/classes/class_tileset.rst b/classes/class_tileset.rst index 4a8fe33b182..ac8547caad2 100644 --- a/classes/class_tileset.rst +++ b/classes/class_tileset.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSet.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSet.xml. .. _class_TileSet: diff --git a/classes/class_tilesetatlassource.rst b/classes/class_tilesetatlassource.rst index 57f8faa9250..0cab3e72c50 100644 --- a/classes/class_tilesetatlassource.rst +++ b/classes/class_tilesetatlassource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSetAtlasSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSetAtlasSource.xml. .. _class_TileSetAtlasSource: diff --git a/classes/class_tilesetscenescollectionsource.rst b/classes/class_tilesetscenescollectionsource.rst index f3942c6b91d..2aa31f76d91 100644 --- a/classes/class_tilesetscenescollectionsource.rst +++ b/classes/class_tilesetscenescollectionsource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSetScenesCollectionSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSetScenesCollectionSource.xml. .. _class_TileSetScenesCollectionSource: diff --git a/classes/class_tilesetsource.rst b/classes/class_tilesetsource.rst index 25a1e4c36bd..459c5c13cd2 100644 --- a/classes/class_tilesetsource.rst +++ b/classes/class_tilesetsource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSetSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Timer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Timer.xml. .. _class_Timer: diff --git a/classes/class_tlsoptions.rst b/classes/class_tlsoptions.rst index c7f121a1ca6..9a605e87073 100644 --- a/classes/class_tlsoptions.rst +++ b/classes/class_tlsoptions.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TLSOptions.xml. +.. 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DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TreeItem.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TreeItem.xml. .. _class_TreeItem: diff --git a/classes/class_trianglemesh.rst b/classes/class_trianglemesh.rst index 3b6844f6399..075e65d9748 100644 --- a/classes/class_trianglemesh.rst +++ b/classes/class_trianglemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TriangleMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TriangleMesh.xml. .. _class_TriangleMesh: diff --git a/classes/class_tubetrailmesh.rst b/classes/class_tubetrailmesh.rst index f54fdaba20e..ef3a1cedfef 100644 --- a/classes/class_tubetrailmesh.rst +++ b/classes/class_tubetrailmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TubeTrailMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Tweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Tweener.xml. .. _class_Tweener: diff --git a/classes/class_udpserver.rst b/classes/class_udpserver.rst index bf506f3dd9f..d4695555c59 100644 --- a/classes/class_udpserver.rst +++ b/classes/class_udpserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/UDPServer.xml. +.. 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XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRBodyTracker.xml. .. _class_XRBodyTracker: diff --git a/classes/class_xrcamera3d.rst b/classes/class_xrcamera3d.rst index b48e455be69..ee792eb488e 100644 --- a/classes/class_xrcamera3d.rst +++ b/classes/class_xrcamera3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRCamera3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRCamera3D.xml. .. _class_XRCamera3D: diff --git a/classes/class_xrcontroller3d.rst b/classes/class_xrcontroller3d.rst index 9c6da2a530d..77076d25f93 100644 --- a/classes/class_xrcontroller3d.rst +++ b/classes/class_xrcontroller3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRController3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRController3D.xml. .. _class_XRController3D: diff --git a/classes/class_xrcontrollertracker.rst b/classes/class_xrcontrollertracker.rst index 3e8ebcc31af..2b94884c7b9 100644 --- a/classes/class_xrcontrollertracker.rst +++ b/classes/class_xrcontrollertracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRControllerTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRControllerTracker.xml. .. _class_XRControllerTracker: diff --git a/classes/class_xrfacemodifier3d.rst b/classes/class_xrfacemodifier3d.rst index 7c32c288d5e..334831d6641 100644 --- a/classes/class_xrfacemodifier3d.rst +++ b/classes/class_xrfacemodifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRFaceModifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRFaceModifier3D.xml. .. _class_XRFaceModifier3D: diff --git a/classes/class_xrfacetracker.rst b/classes/class_xrfacetracker.rst index be5a535f057..b53089b7454 100644 --- a/classes/class_xrfacetracker.rst +++ b/classes/class_xrfacetracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRFaceTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRFaceTracker.xml. .. _class_XRFaceTracker: diff --git a/classes/class_xrhandmodifier3d.rst b/classes/class_xrhandmodifier3d.rst index d94d2c5a45c..98af34cab32 100644 --- a/classes/class_xrhandmodifier3d.rst +++ b/classes/class_xrhandmodifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRHandModifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRHandModifier3D.xml. .. _class_XRHandModifier3D: diff --git a/classes/class_xrhandtracker.rst b/classes/class_xrhandtracker.rst index 9aeb48e332c..eb5033ad433 100644 --- a/classes/class_xrhandtracker.rst +++ b/classes/class_xrhandtracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRHandTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRHandTracker.xml. .. _class_XRHandTracker: diff --git a/classes/class_xrinterface.rst b/classes/class_xrinterface.rst index 6b0dcdc5a70..d6369036ff4 100644 --- a/classes/class_xrinterface.rst +++ b/classes/class_xrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRInterface.xml. .. _class_XRInterface: diff --git a/classes/class_xrinterfaceextension.rst b/classes/class_xrinterfaceextension.rst index c3fd406e0dd..041f8c9e7dc 100644 --- a/classes/class_xrinterfaceextension.rst +++ b/classes/class_xrinterfaceextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRInterfaceExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRInterfaceExtension.xml. .. _class_XRInterfaceExtension: diff --git a/classes/class_xrnode3d.rst b/classes/class_xrnode3d.rst index e6a0642610b..72c2c6cf363 100644 --- a/classes/class_xrnode3d.rst +++ b/classes/class_xrnode3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRNode3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRNode3D.xml. .. _class_XRNode3D: diff --git a/classes/class_xrorigin3d.rst b/classes/class_xrorigin3d.rst index bb1b2731a27..bf5f7a4dfc5 100644 --- a/classes/class_xrorigin3d.rst +++ b/classes/class_xrorigin3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XROrigin3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XROrigin3D.xml. .. _class_XROrigin3D: diff --git a/classes/class_xrpose.rst b/classes/class_xrpose.rst index 026ac18c5c3..b69f14b0d95 100644 --- a/classes/class_xrpose.rst +++ b/classes/class_xrpose.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRPose.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRPose.xml. .. _class_XRPose: diff --git a/classes/class_xrpositionaltracker.rst b/classes/class_xrpositionaltracker.rst index 5afb3a82a29..16f7d2ed1cf 100644 --- a/classes/class_xrpositionaltracker.rst +++ b/classes/class_xrpositionaltracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRPositionalTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRPositionalTracker.xml. .. _class_XRPositionalTracker: diff --git a/classes/class_xrserver.rst b/classes/class_xrserver.rst index d1721cc7086..f6a4b143669 100644 --- a/classes/class_xrserver.rst +++ b/classes/class_xrserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRServer.xml. .. _class_XRServer: diff --git a/classes/class_xrtracker.rst b/classes/class_xrtracker.rst index 63219a3b862..8b57d580404 100644 --- a/classes/class_xrtracker.rst +++ b/classes/class_xrtracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRTracker.xml. .. _class_XRTracker: diff --git a/classes/class_xrvrs.rst b/classes/class_xrvrs.rst index 2bfabac8587..c7d82a02dcb 100644 --- a/classes/class_xrvrs.rst +++ b/classes/class_xrvrs.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRVRS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRVRS.xml. .. _class_XRVRS: diff --git a/classes/class_zippacker.rst b/classes/class_zippacker.rst index 2b8b9461125..f108d359885 100644 --- a/classes/class_zippacker.rst +++ b/classes/class_zippacker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/zip/doc_classes/ZIPPacker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/zip/doc_classes/ZIPPacker.xml. .. _class_ZIPPacker: diff --git a/classes/class_zipreader.rst b/classes/class_zipreader.rst index a97bb716d6f..a8fa9c46bbb 100644 --- a/classes/class_zipreader.rst +++ b/classes/class_zipreader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/zip/doc_classes/ZIPReader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/zip/doc_classes/ZIPReader.xml. .. _class_ZIPReader: diff --git a/classes/index.rst b/classes/index.rst index fd3c02edabc..0e9f084bfdf 100644 --- a/classes/index.rst +++ b/classes/index.rst @@ -3,7 +3,7 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. .. _doc_class_reference: diff --git a/community/asset_library/submitting_to_assetlib.rst b/community/asset_library/submitting_to_assetlib.rst index 89a38c03ad3..c4c5c5ae76c 100644 --- a/community/asset_library/submitting_to_assetlib.rst +++ b/community/asset_library/submitting_to_assetlib.rst @@ -211,12 +211,6 @@ You can check all assets currently pending a review `here `_, - or the official Discord server. - You will be informed when your asset is reviewed. If it was rejected, you will be told why that may have been, and you will be able to submit it again with the appropriate changes. diff --git a/community/channels.rst b/community/channels.rst index 584b1d3acd2..0af6ac166a8 100644 --- a/community/channels.rst +++ b/community/channels.rst @@ -5,42 +5,8 @@ Community channels So, where is the Godot community and where can you ask questions and get help? -Note that some of these channels are run and moderated by members of the Godot community or third parties. - -A brief overview over these and other channels is also available on the `Godot website `_. - -Forums ------- - -- `Official Godot Forum `_ -- `Community Forum `_ - -Chats ------ - -- `Godot Contributors Chat `_ -- `Discord `_ -- `Matrix (IRC compatible) `_ -- `IRC (#godotengine on Libera.Chat) `_ - -.. note:: - - As of January 2021, core developer chat has moved to the Godot Contributors Chat platform listed above. - IRC is less active. Please stick around to get an answer, - as it may take several hours for someone to see and answer your questions. - -Social networks and other sites -------------------------------- - -- `GitHub `_ -- `Facebook group `_ -- `Twitter `_ - (see also the `#GodotEngine `_ hashtag) -- `Reddit `_ -- `YouTube `_ -- `Steam `_ -- `itch.io `_ -- `Links `_ +This page used to list the various official and user-supported Godot communities. +That list is now available on the `Godot website `_. Language-based communities -------------------------- diff --git a/community/tutorials.rst b/community/tutorials.rst index 118e8853769..18d61d28899 100644 --- a/community/tutorials.rst +++ b/community/tutorials.rst @@ -3,7 +3,10 @@ Tutorials and resources ======================= -This is a list of third-party tutorials and resources created by the Godot community. For resources, remember that there is the official `Godot Asset Library `_ full of official and community resources too! Also, have a look at this `huge list over at Reddit `_. +This is a list of third-party tutorials and resources created by the Godot +community. For resources, remember that there is the official +`Godot Asset Library `_ full of +official and community resources too! Think there is something missing here? Feel free to submit a `Pull Request `_ as always. @@ -14,31 +17,13 @@ The Godot video tutorials by `GDQuest `_ or `in the browser `_. -Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D or shaders. +Some tutorials mentioned below cover more advanced subjects, e.g. on 3D or shaders. Video tutorials --------------- -- `Bastiaan Olij `_ (3D, AR and VR, GDScript) -- `BornCG `_ (2D and 3D, GDScript) -- `Clear Code `_ (2D, GDScript, Programming Basics) -- `FencerDevLog `_ (2D, 3D, GDScript, Shaders) -- `FinePointCGI `_ (2D, 3D, GDScript and C#) -- `GDQuest `_ (2D and 3D, GDScript and C#) -- `Game Dev Artisan `_ (2D, GDScript) -- `Game Development Center `_ (2D, networked multiplayer, GDScript) -- `Game Endeavor `_ (2D, GDScript) -- `Gwizz `_ (2D, GDScript) -- `Godotneers `_ (2D, Shaders, GDScript) -- `HeartBeast `_ (2D, GDScript) -- `Malcolm Nixon `_ (AR and VR, GDScript) -- `Muddy Wolf `_ (2D, 3D and VR, GDSCript) -- `KidsCanCode `__ (2D and 3D, GDScript) -- `Maker Tech `_ (2D, GDScript) -- `Pigdev `_ (2D, GDScript) -- `Queble `_ (2D, GDScript) -- `Quiver `_ (2D, GDScript) -- `Snopek Games `_ (3D, networked multiplayer, AR and VR, GDScript) +For video tutorials we recommend looking on `YouTube `_. There's many great +channels covering a wide array of subjects. Text tutorials -------------- diff --git a/conf.py b/conf.py index 49616ce43b2..e1636136e89 100644 --- a/conf.py +++ b/conf.py @@ -9,7 +9,7 @@ # -- General configuration ------------------------------------------------ -needs_sphinx = "1.3" +needs_sphinx = "8.1" # Sphinx extension module names and templates location sys.path.append(os.path.abspath("_extensions")) @@ -63,6 +63,9 @@ # Specify the site name for the Open Graph extension. ogp_site_name = "Godot Engine documentation" +ogp_social_cards = { + "enable": False +} if not os.getenv("SPHINX_NO_GDSCRIPT"): extensions.append("gdscript") @@ -88,7 +91,7 @@ # Version info for the project, acts as replacement for |version| and |release| # The short X.Y version -version = os.getenv("READTHEDOCS_VERSION", "latest") +version = os.getenv("READTHEDOCS_VERSION", "4.3") # The full version, including alpha/beta/rc tags release = version @@ -158,7 +161,6 @@ # -- Options for HTML output ---------------------------------------------- html_theme = "sphinx_rtd_theme" -html_theme_path = [sphinx_rtd_theme.get_html_theme_path()] if on_rtd: using_rtd_theme = True @@ -168,8 +170,11 @@ "logo_only": True, # Collapse navigation (False makes it tree-like) "collapse_navigation": False, - # Hide the documentation version name/number under the logo - "display_version": False, + # Remove version and language picker beneath the title + "version_selector": False, + "language_selector": False, + # Set Flyout menu to attached + "flyout_display": "attached", } html_title = supported_languages[language] % ( "(" + version + ")" ) @@ -181,19 +186,15 @@ "github_repo": "godot-docs", # Repo name "github_version": "master", # Version "conf_py_path": "/", # Path in the checkout to the docs root - "godot_inject_language_links": True, - "godot_docs_supported_languages": list(supported_languages.keys()), "godot_docs_title": supported_languages[language], "godot_docs_basepath": "https://docs.godotengine.org/", "godot_docs_suffix": ".html", - "godot_default_lang": "en", - "godot_canonical_version": "stable", # Distinguish local development website from production website. # This prevents people from looking for changes on the production website after making local changes :) "godot_title_prefix": "" if on_rtd else "(DEV) ", # Set this to `True` when in the `latest` branch to clearly indicate to the reader # that they are not reading the `stable` documentation. - "godot_is_latest": True, + "godot_is_latest": False, "godot_version": "4.3", # Enables a banner that displays the up-to-date status of each article. "godot_show_article_status": True, @@ -211,16 +212,14 @@ # These paths are either relative to html_static_path # or fully qualified paths (e.g. https://...) html_css_files = [ - 'css/algolia.css', - 'https://cdn.jsdelivr.net/npm/docsearch.js@2/dist/cdn/docsearch.min.css', - "css/custom.css?10", # Increment the number at the end when the file changes to bust the cache. + "css/custom.css", ] if not on_rtd: html_css_files.append("css/dev.css") html_js_files = [ - "js/custom.js?7", # Increment the number at the end when the file changes to bust the cache. + "js/custom.js", ] # Output file base name for HTML help builder diff --git a/contributing/development/code_style_guidelines.rst b/contributing/development/code_style_guidelines.rst index 2b6e681a6c3..0197865ff57 100644 --- a/contributing/development/code_style_guidelines.rst +++ b/contributing/development/code_style_guidelines.rst @@ -61,6 +61,8 @@ You need to use **clang-format 17** to be compatible with Godot's format. Later be suitable, but previous versions may not support all used options, or format some things differently, leading to style issues in pull requests. +.. _doc_code_style_guidelines_pre_commit_hook: + Pre-commit hook ^^^^^^^^^^^^^^^ diff --git a/contributing/development/compiling/compiling_for_ios.rst b/contributing/development/compiling/compiling_for_ios.rst index 0f87c331409..c5d370daff6 100644 --- a/contributing/development/compiling/compiling_for_ios.rst +++ b/contributing/development/compiling/compiling_for_ios.rst @@ -20,9 +20,6 @@ Requirements Xcode and need to install iOS support, go to *Xcode -> Settings... -> Platforms*. - Go to *Xcode -> Settings... -> Locations -> Command Line Tools* and select an installed version. Even if one is already selected, re-select it. - -If you are building the ``master`` branch: - - Download and follow README instructions to build a static ``.xcframework`` from the `MoltenVK SDK `__. @@ -49,46 +46,40 @@ If you are building the ``master`` branch: Compiling --------- -Open a Terminal, go to the root dir of the engine source code and type: +Open a Terminal, go to the root folder of the engine source code and type +the following to compile a debug build: :: - $ scons p=ios target=template_debug + scons platform=ios target=template_debug generate_bundle=yes -for a debug build, or: +To compile a release build: :: - $ scons p=ios target=template_release - -for a release build (check ``platform/ios/detect.py`` for the compiler -flags used for each configuration). + scons platform=ios target=template_release generate_bundle=yes -Alternatively, you can run +Alternatively, you can run the following command for Xcode simulator libraries (optional): :: - $ scons p=ios target=template_debug ios_simulator=yes arch=x86_64 - $ scons p=ios target=template_debug ios_simulator=yes arch=arm64 + scons platform=ios target=template_debug ios_simulator=yes arch=arm64 + scons platform=ios target=template_debug ios_simulator=yes arch=x86_64 generate_bundle=yes -for a Simulator libraries. +These simulator libraries cannot be used to run the exported project on the +target device. Instead, they can be used to run the exported project directly on +your Mac while still testing iOS platform-specific functionality. To create an Xcode project like in the official builds, you need to use the template located in ``misc/dist/ios_xcode``. The release and debug libraries -should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.release.xcframework`` respectively. - -:: - - $ cp -r misc/dist/ios_xcode . - - $ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a - $ lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a - - $ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a - $ lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a - -The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode`` -folder once it has been created. +should be placed in ``libgodot.ios.debug.xcframework`` and +``libgodot.ios.release.xcframework`` respectively. This process can be automated +by using the ``generate_bundle=yes`` option on the *last* SCons command used to +build export templates (so that all binaries can be included). + +The MoltenVK static ``.xcframework`` folder must also be placed in the +``ios_xcode`` folder once it has been created. MoltenVK is always statically +linked on iOS; there is no dynamic linking option available, unlike macOS. Run --- diff --git a/contributing/development/compiling/compiling_for_linuxbsd.rst b/contributing/development/compiling/compiling_for_linuxbsd.rst index 942b5dff642..20638c0e8e4 100644 --- a/contributing/development/compiling/compiling_for_linuxbsd.rst +++ b/contributing/development/compiling/compiling_for_linuxbsd.rst @@ -248,6 +248,12 @@ Start a terminal, go to the root dir of the engine source code and type: ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the `3.x branch of this documentation `__. +.. tip:: + If you are compiling Godot to make changes or contribute to the engine, + you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. + See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` + for more info. + If all goes well, the resulting binary executable will be placed in the "bin" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project @@ -363,6 +369,72 @@ You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced. +Cross-compiling for RISC-V devices +---------------------------------- + +To cross-compile Godot for RISC-V devices, we need to setup the following items: + +- `riscv-gnu-toolchain `__. + While we are not going to use this directly, it provides us with a sysroot, as well + as header and libraries files that we will need. There are many versions to choose + from, however, the older the toolchain, the more compatible our final binaries will be. + If in doubt, `use this version `__, + and download ``riscv64-glibc-ubuntu-18.04-nightly-2021.12.22-nightly.tar.gz``. Extract + it somewhere and remember its path. +- Clang. RISC-V GCC has + `bugs with its atomic operations `__ + which prevent it from compiling Godot correctly. Any version of Clang from 16.0.0 upwards + will suffice. Download it from the package manager of your distro, and make sure that + it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``, + make sure you see ``riscv64`` on the list of targets. +- `mold `__. This fast linker, + is the only one that correctly links the resulting binary. Download it, extract it, + and make sure to add its ``bin`` folder to your PATH. Run + ``mold --help | grep support`` to check if your version of Mold supports RISC-V. + If you don't see RISC-V, your Mold may need to be updated. + +To make referencing our toolchain easier, we can set an environment +variable like this: + +:: + + export RISCV_TOOLCHAIN_PATH="path to toolchain here" + +This way, we won't have to manually set the directory location +each time we want to reference it. + +With all the above setup, we are now ready to build Godot. + +Go to the root of the source code, and execute the following build command: + +:: + + scons arch=rv64 use_llvm=yes linker=mold lto=none target=editor \ + ccflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" \ + linkflags="--sysroot=$RISCV_TOOLCHAIN_PATH/sysroot --gcc-toolchain=$RISCV_TOOLCHAIN_PATH -target riscv64-unknown-linux-gnu" + +The command is similar in nature, but with some key changes. ``ccflags`` and +``linkflags`` append additional flags to the build. ``--sysroot`` points to +a folder simulating a Linux system, it contains all the headers, libraries, +and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where +the complete toolchain is, and ``-target riscv64-unknown-linux-gnu`` +indicates to Clang the target architecture, and OS we want to build for. + +If all went well, you should now see a ``bin`` directory, and within it, +a binary similar to the following: + +:: + + godot.linuxbsd.editor.rv64.llvm + +You can now copy this executable to your favorite RISC-V device, +then launch it there by double-clicking, which should bring up +the project manager. + +If you later decide to compile the export templates, copy the above +build command but change the value of ``target`` to ``template_debug`` for +a debug build, or ``template_release`` for a release build. + Using Clang and LLD for faster development ------------------------------------------ @@ -507,34 +579,3 @@ running ``scons -h``, then looking for options starting with ``builtin_``. across Linux distributions anymore. Do not use this approach for creating binaries you intend to distribute to others, unless you're creating a package for a Linux distribution. - -Using Pyston for faster development ------------------------------------ - -You can use `Pyston `__ to run SCons. Pyston is a JIT-enabled -implementation of the Python language (which SCons is written in). It is currently -only compatible with Linux. Pyston can speed up incremental builds significantly, -often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD -to get even faster builds. - -- Download the `latest portable Pyston release `__. -- Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/opt/pyston/`` (create folders as needed). -- Use ``cd`` to reach the extracted Pyston folder from a terminal, - then run ``./pyston -m pip install scons`` to install SCons within Pyston. -- To make SCons via Pyston easier to run, create a symbolic link of its wrapper - script to a location in your ``PATH`` environment variable:: - - ln -s ~/.local/opt/pyston/bin/scons ~/.local/bin/pyston-scons - -- Instead of running ``scons ``, run ``pyston-scons `` - to compile Godot. - -If you can't run ``pyston-scons`` after creating the symbolic link, -make sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment variable. - -.. note:: - - Alternatively, you can run ``python -m pip install pyston_lite_autoload`` - then run SCons as usual. This will automatically load a subset of Pyston's - optimizations in any Python program you run. However, this won't bring as - much of a performance improvement compared to installing "full" Pyston. diff --git a/contributing/development/compiling/compiling_for_macos.rst b/contributing/development/compiling/compiling_for_macos.rst index 65ae80af523..5e984641f16 100644 --- a/contributing/development/compiling/compiling_for_macos.rst +++ b/contributing/development/compiling/compiling_for_macos.rst @@ -59,6 +59,12 @@ To support both architectures in a single "Universal 2" binary, run the above tw lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal +.. tip:: + If you are compiling Godot to make changes or contribute to the engine, + you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. + See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` + for more info. + If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project @@ -119,70 +125,46 @@ To build macOS export templates, you have to compile using the targets without the editor: ``target=template_release`` (release template) and ``target=template_debug``. -Official templates are universal binaries which support both Intel x86_64 and -ARM64 architectures. You can also create export templates that support only one -of those two architectures by leaving out the ``lipo`` step below. +Official templates are *Universal 2* binaries which support both ARM64 and Intel +x86_64 architectures. -- For Intel x86_64:: +- To support ARM64 (Apple Silicon) + Intel x86_64:: - scons platform=macos target=template_release arch=x86_64 + scons platform=macos target=template_debug arch=arm64 + scons platform=macos target=template_release arch=arm64 scons platform=macos target=template_debug arch=x86_64 + scons platform=macos target=template_release arch=x86_64 generate_bundle=yes -- For Arm64 (Apple M1):: +- To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware):: - scons platform=macos target=template_release arch=arm64 scons platform=macos target=template_debug arch=arm64 - -To support both architectures in a single "Universal 2" binary, run the above -two commands blocks and then use ``lipo`` to bundle them together:: - - lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal - lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal + scons platform=macos target=template_release arch=arm64 generate_bundle=yes To create an ``.app`` bundle like in the official builds, you need to use the -template located in ``misc/dist/macos_template.app``. The release and debug -builds should be placed in ``macos_template.app/Contents/MacOS`` with the names -``godot_macos_release.universal`` and ``godot_macos_debug.universal`` respectively. You can do so -with the following commands (assuming a universal build, otherwise replace the -``.universal`` extension with the one of your arch-specific binaries):: - - cp -r misc/dist/macos_template.app . - mkdir -p macos_template.app/Contents/MacOS - cp bin/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal - cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal - chmod +x macos_template.app/Contents/MacOS/godot_macos* +template located in ``misc/dist/macos_template.app``. This process can be automated by using +the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates +(so that all binaries can be included). This option also takes care of calling ``lipo`` to create +an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand). .. note:: - If you are building the ``master`` branch, you also need to include support - for the MoltenVK Vulkan portability library. By default, it will be linked - statically from your installation of the Vulkan SDK for macOS. - You can also choose to link it dynamically by passing ``use_volk=yes`` and - including the dynamic library in your ``.app`` bundle:: + You also need to include support for the MoltenVK Vulkan portability + library. By default, it will be linked statically from your installation of + the Vulkan SDK for macOS. You can also choose to link it dynamically by + passing ``use_volk=yes`` and including the dynamic library in your ``.app`` + bundle:: mkdir -p macos_template.app/Contents/Frameworks cp /macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib + In most cases, static linking should be preferred as it makes distribution + easier. The main upside of dynamic linking is that it allows updating + MoltenVK without having to recompile export templates. + You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip`` template from the official Godot distribution:: - zip -q -9 -r macos.zip macos_template.app - -Using Pyston for faster development ------------------------------------ - -You can use `Pyston `__ to run SCons. Pyston is a -JIT-enabled implementation of the Python language (which SCons is written in). -Its "full" version is currently only compatible with Linux, but Pyston-lite is -also compatible with macOS (both x86 and ARM). Pyston can speed up incremental -builds significantly, often by a factor between 1.5× and 2×. Pyston can be -combined with alternative linkers such as LLD or Mold to get even faster builds. - -To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` then -run SCons as usual. This will automatically load a subset of Pyston's -optimizations in any Python program you run. However, this won't bring as much -of a performance improvement compared to installing "full" Pyston (which -currently can't be done on macOS). + zip -r9 macos.zip macos_template.app Cross-compiling for macOS from Linux ------------------------------------ diff --git a/contributing/development/compiling/compiling_for_web.rst b/contributing/development/compiling/compiling_for_web.rst index 89e1a1e916c..e6d9bcf4098 100644 --- a/contributing/development/compiling/compiling_for_web.rst +++ b/contributing/development/compiling/compiling_for_web.rst @@ -125,7 +125,7 @@ server requirements. python platform/web/serve.py This will serve the contents of the ``bin/`` folder and open the default web - browser automatically. In the page that opens, access ``godot.tools.html`` + browser automatically. In the page that opens, access ``godot.editor.html`` and you should be able to test the web editor this way. Note that for production use cases, this Python-based web server should not diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index adea4528c71..7b26863bb3b 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -15,21 +15,24 @@ Requirements For compiling under Windows, the following is required: -- `Visual Studio Community `_, - version 2019 or later. Visual Studio 2022 is recommended. - **Make sure to enable C++ in the list of workflows to install.** - If you've already installed Visual Studio without C++ support, run the installer - again; it should present you a **Modify** button. - Supports ``x86_64``, ``x86_32``, and ``arm64``. -- `MinGW-w64 `_ with GCC can be used as an alternative to - Visual Studio. Be sure to install/configure it to use the ``posix`` thread model. - **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later. - Supports ``x86_64`` and ``x86_32`` only. -- `MinGW-LLVM `_ with clang can be used as - an alternative to Visual Studio and MinGW-w64. - Supports ``x86_64``, ``x86_32``, and ``arm64``. -- `Python 3.6+ `_. - **Make sure to enable the option to add Python to the ``PATH`` in the installer.** + +- A C++ compiler. Use one of the following: + + - `Visual Studio Community `_, + version 2019 or later. Visual Studio 2022 is recommended. + **Make sure to enable C++ in the list of workflows to install.** + If you've already installed Visual Studio without C++ support, run the installer + again; it should present you a **Modify** button. + Supports ``x86_64``, ``x86_32``, and ``arm64``. + - `MinGW-w64 `_ with GCC can be used as an alternative to + Visual Studio. Be sure to install/configure it to use the ``posix`` thread model. + **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later. + Supports ``x86_64`` and ``x86_32`` only. + - `MinGW-LLVM `_ with clang can be used as + an alternative to Visual Studio and MinGW-w64. + Supports ``x86_64``, ``x86_32``, and ``arm64``. +- `Python 3.6+ `_. + **Make sure to enable the option to add Python to the** ``PATH`` **in the installer.** - `SCons 3.1.2+ `_ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases. @@ -143,6 +146,12 @@ the engine source code (using ``cd``) and type: .. note:: When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning. +.. tip:: + If you are compiling Godot to make changes or contribute to the engine, + you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. + See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` + for more info. + If all goes well, the resulting binary executable will be placed in ``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching @@ -314,7 +323,7 @@ codebase. To edit projects with Visual Studio they need to be set up as a soluti You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:: - scons p=windows vsproj=yes + scons platform=windows vsproj=yes You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button. diff --git a/contributing/development/compiling/compiling_with_dotnet.rst b/contributing/development/compiling/compiling_with_dotnet.rst index a544f97b5a2..342dddb404b 100644 --- a/contributing/development/compiling/compiling_with_dotnet.rst +++ b/contributing/development/compiling/compiling_with_dotnet.rst @@ -46,7 +46,7 @@ the desired targets without having to repeat this process. ```` refers to the editor binary you compiled with the .NET module enabled. Its exact name will differ based on your system and configuration, but should be of the form ``bin/godot..editor..mono``, e.g. -``bin/godot.linuxbsd.editor.x86_64.mono`` or +``bin/godot.linuxbsd.editor.x86_64.mono`` or ``bin/godot.windows.editor.x86_32.mono.exe``. Be especially aware of the **.mono** suffix! If you've previously compiled Godot without .NET support, you might have similarly named binaries without this suffix. These binaries can't be @@ -149,11 +149,11 @@ Example (Windows) :: # Build editor binary - scons p=windows target=editor module_mono_enabled=yes + scons platform=windows target=editor module_mono_enabled=yes # Build export templates - scons p=windows target=template_debug module_mono_enabled=yes - scons p=windows target=template_release module_mono_enabled=yes - + scons platform=windows target=template_debug module_mono_enabled=yes + scons platform=windows target=template_release module_mono_enabled=yes + # Generate glue sources bin/godot.windows.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue # Build .NET assemblies @@ -166,10 +166,10 @@ Example (Linux, \*BSD) :: # Build editor binary - scons p=linuxbsd target=editor module_mono_enabled=yes + scons platform=linuxbsd target=editor module_mono_enabled=yes # Build export templates - scons p=linuxbsd target=template_debug module_mono_enabled=yes - scons p=linuxbsd target=template_release module_mono_enabled=yes + scons platform=linuxbsd target=template_debug module_mono_enabled=yes + scons platform=linuxbsd target=template_release module_mono_enabled=yes # Generate glue sources bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue diff --git a/contributing/development/compiling/getting_source.rst b/contributing/development/compiling/getting_source.rst index 36e4e420454..f5d2ee35cd3 100644 --- a/contributing/development/compiling/getting_source.rst +++ b/contributing/development/compiling/getting_source.rst @@ -32,8 +32,8 @@ the following in a terminal: :: git clone https://github.com/godotengine/godot.git - # You can add the --depth 1 argument to omit the commit history. - # Faster, but not all Git operations (like blame) will work. + # You can add the --depth 1 argument to omit the commit history (shallow clone). + # A shallow clone is faster, but not all Git operations (like blame) will work. For any stable release, visit the `release page `__ and click on the link for the release you want. @@ -42,13 +42,24 @@ You can then download and extract the source from the download link on the page. With ``git``, you can also clone a stable release by specifying its branch or tag after the ``--branch`` (or just ``-b``) argument:: - # Clone the continuously maintained stable branch (`3.x` as of writing). - git clone https://github.com/godotengine/godot.git -b 3.x + # Clone the continuously maintained stable branch (`4.3` as of writing). + git clone https://github.com/godotengine/godot.git -b 4.3 - # Clone the `3.2.3-stable` tag. This is a fixed revision that will never change. - git clone https://github.com/godotengine/godot.git -b 3.2.3-stable + # Clone the `4.3-stable` tag. This is a fixed revision that will never change. + git clone https://github.com/godotengine/godot.git -b 4.3-stable -There are also generally branches besides ``master`` for each major version. + # After cloning, optionally go to a specific commit. + # This can be used to access the source code at a specific point in time, + # e.g. for development snapshots, betas and release candidates. + cd godot + git checkout f4af8201bac157b9d47e336203d3e8a8ef729de2 + +The `maintenance branches `__ +are used to release further patches on each minor version. + +You can get the source code for each release and pre-release in ``.tar.xz`` format from +`godotengine/godot-builds on GitHub `__. +This lacks version control information but has a slightly smaller download size. After downloading the Godot source code, you can :ref:`continue to compiling Godot `. diff --git a/contributing/development/compiling/index.rst b/contributing/development/compiling/index.rst index 84742cb00e9..ecc93854079 100644 --- a/contributing/development/compiling/index.rst +++ b/contributing/development/compiling/index.rst @@ -18,8 +18,8 @@ stripped of extra modules, or an executable targeting engine development. The articles below should help you navigate configuration options available, as well as prerequisites required to compile Godot exactly the way you need. -Basics of building Godot ------------------------- +.. rubric:: Basics of building Godot + :heading-level: 2 Let's start with basics, and learn how to get Godot's source code, and then which options to use to compile it regardless of your target platform. @@ -31,8 +31,8 @@ to use to compile it regardless of your target platform. getting_source introduction_to_the_buildsystem -Building for target platforms ------------------------------ +.. rubric:: Building for target platforms + :heading-level: 2 Below you can find instructions for compiling the engine for your specific target platform. Note that Godot supports cross-compilation, which means you can compile it for a target platform @@ -51,8 +51,8 @@ will try their best to cover all possible situations. cross-compiling_for_ios_on_linux compiling_for_web -Other compilation targets and options -------------------------------------- +.. rubric:: Other compilation targets and options + :heading-level: 2 Some additional universal compilation options require further setup. Namely, while Godot does have C#/.NET support as a part of its main codebase, it does not get compiled by diff --git a/contributing/development/compiling/introduction_to_the_buildsystem.rst b/contributing/development/compiling/introduction_to_the_buildsystem.rst index 2b01c0f8a59..73ec7587f7f 100644 --- a/contributing/development/compiling/introduction_to_the_buildsystem.rst +++ b/contributing/development/compiling/introduction_to_the_buildsystem.rst @@ -139,6 +139,8 @@ run projects but does not include the editor or the Project Manager. scons platform= target=editor/template_debug/template_release +.. _doc_introduction_to_the_buildsystem_development_and_production_aliases: + Development and production aliases ---------------------------------- diff --git a/contributing/development/configuring_an_ide/visual_studio_code.rst b/contributing/development/configuring_an_ide/visual_studio_code.rst index 919f7e04273..2c40ede2e4f 100644 --- a/contributing/development/configuring_an_ide/visual_studio_code.rst +++ b/contributing/development/configuring_an_ide/visual_studio_code.rst @@ -115,7 +115,7 @@ To run and debug the project you need to create a new configuration in the ``lau }, { "description": "Load custom pretty-printers for Godot types.", - "text": "source ${workspaceRoot}/misc/scripts/godot_gdb_pretty_print.py" + "text": "source ${workspaceRoot}/misc/utility/godot_gdb_pretty_print.py" } ], "preLaunchTask": "build" @@ -139,6 +139,22 @@ To run and debug the project you need to create a new configuration in the ``lau "preLaunchTask": "build" } + .. code-tab:: js Mac + + { + "name": "Launch Project", + "type": "lldb", + "request": "custom", + "targetCreateCommands": [ + "target create ${workspaceFolder}/bin/godot.macos.editor.dev.x86_64" + ], + // Change the arguments below for the project you want to test with. + // To run the project instead of editing it, remove the "--editor" argument. + "processCreateCommands": [ + "process launch -- --editor --path path-to-your-godot-project-folder" + ] + } + .. figure:: img/vscode_2_launch.json.png :figclass: figure-w480 :align: center diff --git a/contributing/development/core_and_modules/custom_godot_servers.rst b/contributing/development/core_and_modules/custom_godot_servers.rst index 798c3b8d4bc..0158092b0be 100644 --- a/contributing/development/core_and_modules/custom_godot_servers.rst +++ b/contributing/development/core_and_modules/custom_godot_servers.rst @@ -483,7 +483,7 @@ Here is the GDScript sample code: func _ready(): print("Start debugging") - HilbertHotel.connect("occupy_room", self, "_print_occupy_room") + HilbertHotel.occupy_room.connect(_print_occupy_room) var rid = HilbertHotel.create_bus() OS.delay_msec(2000) HilbertHotel.create_bus() diff --git a/contributing/development/core_and_modules/custom_modules_in_cpp.rst b/contributing/development/core_and_modules/custom_modules_in_cpp.rst index b77c5d8c922..3d3362e33a0 100644 --- a/contributing/development/core_and_modules/custom_modules_in_cpp.rst +++ b/contributing/development/core_and_modules/custom_modules_in_cpp.rst @@ -547,7 +547,7 @@ main ``doc/classes`` directory. You can use Git to check if you have missed some of your classes by checking the untracked files with ``git status``. For example:: - user@host:~/godot$ git status + git status Example output:: @@ -573,7 +573,7 @@ Run command: :: - user@host:~/godot$ ./bin/ --doctool . + bin/ --doctool . Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see that it contains a ``Summator.xml`` file, or any other classes, that you referenced diff --git a/contributing/development/core_and_modules/custom_platform_ports.rst b/contributing/development/core_and_modules/custom_platform_ports.rst index 80a1e09a8fe..3c24193d234 100644 --- a/contributing/development/core_and_modules/custom_platform_ports.rst +++ b/contributing/development/core_and_modules/custom_platform_ports.rst @@ -82,7 +82,7 @@ for reference. class to get much of the work done automatically. If the platform is not UNIX-like, you might use the - `Windows port ` + `Windows port `__ as a reference. **detect.py file** @@ -131,7 +131,8 @@ games. platform's screen resolution feature (if relevant). Any attempt to create or manipulate other window IDs can be rejected. - *If the target platform supports the graphics APIs in question:* Rendering - context for `Vulkan `__, + context for `Vulkan `__, + `Direct3D 12 `__ `OpenGL 3.3 or OpenGL ES 3.0 `__. - Input handlers for `keyboard `__ and `controller `__. @@ -157,8 +158,8 @@ games. is displayed at the top of the editor when one-click deploy is set up for the target platform. -If the target platform doesn't support running Vulkan, OpenGL 3.3 or OpenGL ES 3.0, -you have two options: +If the target platform doesn't support running Vulkan, Direct3D 12, OpenGL 3.3, +or OpenGL ES 3.0, you have two options: - Use a library at run-time to translate Vulkan or OpenGL calls to another graphics API. For example, `MoltenVK `__ is used on macOS diff --git a/contributing/development/core_and_modules/custom_resource_format_loaders.rst b/contributing/development/core_and_modules/custom_resource_format_loaders.rst index 9066fbdb6e7..fd78c193bca 100644 --- a/contributing/development/core_and_modules/custom_resource_format_loaders.rst +++ b/contributing/development/core_and_modules/custom_resource_format_loaders.rst @@ -269,7 +269,7 @@ calls into ``std::istream``. .. code-block:: cpp - #include "core/os/file_access.h" + #include "core/io/file_access.h" #include #include @@ -304,7 +304,7 @@ References - `istream `_ - `streambuf `_ -- `core/io/file_access.h `_ +- `core/io/file_access.h `_ Registering the new file format ------------------------------- diff --git a/contributing/development/core_and_modules/index.rst b/contributing/development/core_and_modules/index.rst index 336cdb55502..e4d94472850 100644 --- a/contributing/development/core_and_modules/index.rst +++ b/contributing/development/core_and_modules/index.rst @@ -6,8 +6,8 @@ Engine core and modules The following pages are meant to introduce the global organization of Godot Engine's source code, and give useful tips for extending and fixing the engine on the C++ side. -Getting started with Godot's source code ----------------------------------------- +.. rubric:: Getting started with Godot's source code + :heading-level: 2 This section covers the basics that you will encounter in (almost) every source file. @@ -25,8 +25,8 @@ This section covers the basics that you will encounter in (almost) every source 2d_coordinate_systems scripting_development -Extending Godot by modifying its source code --------------------------------------------- +.. rubric:: Extending Godot by modifying its source code + :heading-level: 2 This section covers what you can do by modifying Godot's C++ source code. diff --git a/contributing/development/core_and_modules/internal_rendering_architecture.rst b/contributing/development/core_and_modules/internal_rendering_architecture.rst index b2c8e0b791d..75ab68ef643 100644 --- a/contributing/development/core_and_modules/internal_rendering_architecture.rst +++ b/contributing/development/core_and_modules/internal_rendering_architecture.rst @@ -228,8 +228,8 @@ support Vulkan. OpenGL 3.3 Core Profile is used on desktop platforms to run this driver, as most graphics drivers on desktop don't support OpenGL ES. WebGL 2.0 is used for web exports. -It is possible to use the use of OpenGL ES 3.0 directly on desktop platforms -using the ``--rendering-driver opengl3_es`` command line argument, although this +It is possible to use OpenGL ES 3.0 directly on desktop platforms +by passing the ``--rendering-driver opengl3_es`` command line argument, although this will only work on graphics drivers that feature native OpenGL ES support (such as Mesa). diff --git a/contributing/development/core_and_modules/object_class.rst b/contributing/development/core_and_modules/object_class.rst index e2afbdad761..ffa69908cbf 100644 --- a/contributing/development/core_and_modules/object_class.rst +++ b/contributing/development/core_and_modules/object_class.rst @@ -274,7 +274,7 @@ References: Resources ---------- -:ref:`Resource ` inherits from Reference, so all resources +:ref:`Resource ` inherits from RefCounted, so all resources are reference counted. Resources can optionally contain a path, which reference a file on disk. This can be set with ``resource.set_path(path)``, though this is normally done by the resource loader. No two different diff --git a/contributing/development/core_and_modules/unit_testing.rst b/contributing/development/core_and_modules/unit_testing.rst index ebf2d2c008b..0f705693d62 100644 --- a/contributing/development/core_and_modules/unit_testing.rst +++ b/contributing/development/core_and_modules/unit_testing.rst @@ -129,6 +129,12 @@ Here's a minimal working test suite with a single test case written: #endif // TEST_STRING_H +.. note:: + You can quickly generate new tests using the ``create_test.py`` script found in the ``tests/`` directory. + This script automatically creates a new test file with the required boilerplate code in the appropriate location. + It's also able to automatically include the new header in ``tests/test_main.cpp`` using invasive mode (``-i`` flag). + To view usage instructions, run the script with the ``-h`` flag. + The ``tests/test_macros.h`` header encapsulates everything which is needed for writing C++ unit tests in Godot. It includes doctest assertion and logging macros such as ``CHECK`` as seen above, and of course the definitions for @@ -279,6 +285,48 @@ These tags can be added to the test case name to modify or extend the test envir You can use them together to combine multiple test environment extensions. +Testing signals +~~~~~~~~~~~~~~~ + +The following macros can be use to test signals: + +.. list-table:: + :header-rows: 1 + :widths: auto + + * - Macro + - Description + * - ``SIGNAL_WATCH(object, "signal_name")`` + - Starts watching the specified signal on the given object. + * - ``SIGNAL_UNWATCH(object, "signal_name")`` + - Stops watching the specified signal on the given object. + * - ``SIGNAL_CHECK("signal_name", Vector>)`` + - Checks the arguments of all fired signals. The outer vector contains each fired signal, while the inner vector contains the list of arguments for that signal. The order of signals is significant. + * - ``SIGNAL_CHECK_FALSE("signal_name")`` + - Checks if the specified signal was not fired. + * - ``SIGNAL_DISCARD("signal_name")`` + - Discards all records of the specified signal. + +Below is an example demonstrating the use of these macros: + +.. code-block:: cpp + + //... + SUBCASE("[Timer] Timer process timeout signal must be emitted") { + SIGNAL_WATCH(test_timer, SNAME("timeout")); + test_timer->start(0.1); + + SceneTree::get_singleton()->process(0.2); + + Array signal_args; + signal_args.push_back(Array()); + + SIGNAL_CHECK(SNAME("timeout"), signal_args); + + SIGNAL_UNWATCH(test_timer, SNAME("timeout")); + } + //... + Test tools ---------- diff --git a/contributing/development/core_and_modules/variant_class.rst b/contributing/development/core_and_modules/variant_class.rst index 7bd8e3460e0..e0e165899e6 100644 --- a/contributing/development/core_and_modules/variant_class.rst +++ b/contributing/development/core_and_modules/variant_class.rst @@ -6,22 +6,21 @@ Variant class About ----- -Variant is the most important datatype of Godot, it's the most important -class in the engine. A Variant takes up only 20 bytes and can store -almost any engine datatype inside of it. Variants are rarely used to -hold information for long periods of time, instead they are used mainly -for communication, editing, serialization and generally moving data -around. +Variant is the most important datatype in Godot. A Variant takes up only 24 +bytes on 64-bit platforms (20 bytes on 32-bit platforms) and can store almost +any engine datatype inside of it. Variants are rarely used to hold information +for long periods of time, instead they are used mainly for communication, +editing, serialization and generally moving data around. A Variant can: -- Store almost any datatype +- Store almost any datatype. - Perform operations between many variants (GDScript uses Variant as its atomic/native datatype). -- Be hashed, so it can be compared quickly to other variants -- Be used to convert safely between datatypes +- Be hashed, so it can be compared quickly to other variants. +- Be used to convert safely between datatypes. - Be used to abstract calling methods and their arguments (Godot - exports all its functions through variants) + exports all its functions through variants). - Be used to defer calls or move data between threads. - Be serialized as binary and stored to disk, or transferred via network. @@ -34,27 +33,122 @@ Basically, thanks to the Variant class, writing Godot itself was a much, much easier task, as it allows for highly dynamic constructs not common of C++ with little effort. Become a friend of Variant today. -References: -~~~~~~~~~~~ +.. note:: + + All types within Variant except Nil and Object **cannot** be ``null`` and + must always store a valid value. These types within Variant are therefore + called *non-nullable* types. + + One of the Variant types is *Nil* which can only store the value ``null``. + Therefore, it is possible for a Variant to contain the value ``null``, even + though all Variant types excluding Nil and Object are non-nullable. + +References +~~~~~~~~~~ - `core/variant/variant.h `__ -Containers: Dictionary and Array +List of variant types +--------------------- + +These types are available in Variant: + ++---------------------------------+---------------------------+ +| Type | Notes | ++=================================+===========================+ +| Nil (can only store ``null``) | Nullable type | ++---------------------------------+---------------------------+ +| :ref:`class_bool` | | ++---------------------------------+---------------------------+ +| :ref:`class_int` | | ++---------------------------------+---------------------------+ +| :ref:`class_float` | | ++---------------------------------+---------------------------+ +| :ref:`class_string` | | ++---------------------------------+---------------------------+ +| :ref:`class_vector2` | | ++---------------------------------+---------------------------+ +| :ref:`class_vector2i` | | ++---------------------------------+---------------------------+ +| :ref:`class_rect2` | 2D counterpart of AABB | ++---------------------------------+---------------------------+ +| :ref:`class_rect2i` | | ++---------------------------------+---------------------------+ +| :ref:`class_vector3` | | ++---------------------------------+---------------------------+ +| :ref:`class_vector3i` | | ++---------------------------------+---------------------------+ +| :ref:`class_transform2d` | | ++---------------------------------+---------------------------+ +| :ref:`class_vector4` | | ++---------------------------------+---------------------------+ +| :ref:`class_vector4i` | | ++---------------------------------+---------------------------+ +| :ref:`class_plane` | | ++---------------------------------+---------------------------+ +| :ref:`class_quaternion` | | ++---------------------------------+---------------------------+ +| :ref:`class_aabb` | 3D counterpart of Rect2 | ++---------------------------------+---------------------------+ +| :ref:`class_basis` | | ++---------------------------------+---------------------------+ +| :ref:`class_transform3d` | | ++---------------------------------+---------------------------+ +| :ref:`class_projection` | | ++---------------------------------+---------------------------+ +| :ref:`class_color` | | ++---------------------------------+---------------------------+ +| :ref:`class_stringname` | | ++---------------------------------+---------------------------+ +| :ref:`class_nodepath` | | ++---------------------------------+---------------------------+ +| :ref:`class_rid` | | ++---------------------------------+---------------------------+ +| :ref:`class_object` | Nullable type | ++---------------------------------+---------------------------+ +| :ref:`class_callable` | | ++---------------------------------+---------------------------+ +| :ref:`class_signal` | | ++---------------------------------+---------------------------+ +| :ref:`class_dictionary` | | ++---------------------------------+---------------------------+ +| :ref:`class_array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedbytearray` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedint32array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedint64array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedfloat32array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedfloat64array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedstringarray` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedvector2array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedvector3array` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedcolorarray` | | ++---------------------------------+---------------------------+ +| :ref:`class_packedvector4array` | | ++---------------------------------+---------------------------+ + +Containers: Array and Dictionary -------------------------------- -Both are implemented using variants. A Dictionary can match any datatype -used as key to any other datatype. An Array just holds an array of -Variants. Of course, a Variant can also hold a Dictionary and an Array -inside, making it even more flexible. +Both :ref:`class_array` and :ref:`class_dictionary` are implemented using +variants. A Dictionary can match any datatype used as key to any other datatype. +An Array just holds an array of Variants. Of course, a Variant can also hold a +Dictionary or an Array inside, making it even more flexible. Modifications to a container will modify all references to -it. A Mutex should be created to lock it if multi threaded access is -desired. - -Copy-on-write (COW) mode support for containers was dropped with Godot 3.0. +it. A Mutex should be created to lock it if +:ref:`multi-threaded access ` is desired. -References: -~~~~~~~~~~~ +References +~~~~~~~~~~ - `core/variant/dictionary.h `__ - `core/variant/array.h `__ diff --git a/contributing/development/debugging/index.rst b/contributing/development/debugging/index.rst index e72ba360fa2..4a5e82fe541 100644 --- a/contributing/development/debugging/index.rst +++ b/contributing/development/debugging/index.rst @@ -28,7 +28,7 @@ For example, using ``gdb`` directly, you may do this: .. code-block:: none - $ gdb godot + gdb godot > run -e --path ~/myproject You can also run the editor directly from your project's folder. In that case, @@ -36,8 +36,8 @@ only the ``-e`` option is required. .. code-block:: none - $ cd ~/myproject - $ gdb godot + cd ~/myproject + gdb godot > run -e You can learn more about these launch options and other command line arguments diff --git a/contributing/development/editor/creating_icons.rst b/contributing/development/editor/creating_icons.rst index 451616aca3f..cdb6047311d 100644 --- a/contributing/development/editor/creating_icons.rst +++ b/contributing/development/editor/creating_icons.rst @@ -47,24 +47,9 @@ Icon optimization ~~~~~~~~~~~~~~~~~ Because the editor renders SVGs once at load time, they need to be small -in size so they can be efficiently parsed. Editor icons must be first -optimized before being added to the engine, to do so: - -1. Install `svgcleaner `__ - by downloading a binary from its - `Releases tab `__ - and placing it into a location in your ``PATH`` environment variable. - -2. Run the command below, replacing ``svg_source.svg`` with the path to your - SVG file (which can be a relative or absolute path): - - .. code-block:: bash - - svgcleaner --multipass svg_source.svg svg_optimized.svg - -The ``--multipass`` switch improves compression, so make sure to include it. -The optimized icon will be saved to ``svg_optimized.svg``. You can also change -the destination parameter to any relative or absolute path you'd like. +in size so they can be efficiently parsed. When the +:ref:`pre-commit hook ` runs, it automatically optimizes +the SVG using `svgo `_. .. note:: diff --git a/contributing/documentation/contributing_to_the_documentation.rst b/contributing/documentation/contributing_to_the_documentation.rst index 396276fa56d..cec46a00526 100644 --- a/contributing/documentation/contributing_to_the_documentation.rst +++ b/contributing/documentation/contributing_to_the_documentation.rst @@ -49,9 +49,11 @@ contribute, you should also read: Contributing changes -------------------- -**Pull Requests should use the** ``master`` **branch by default.** Only make Pull -Requests against other branches (e.g. ``2.1`` or ``3.0``) if your changes only -apply to that specific version of Godot. +**Pull requests should use the** ``master`` **branch by default.** Only make pull +requests against other branches (e.g. ``3.6`` or ``4.2``) if your changes only +apply to that specific version of Godot. After a pull request is merged into +``master``, it will usually be cherry-picked into the current stable branch by +documentation maintainers. Though less convenient to edit than a wiki, this Git repository is where we write the documentation. Having direct access to the source files in a revision @@ -81,20 +83,29 @@ and to log in to use it. Once logged in, you can propose change like so: 1. Click the **Edit on GitHub** button. -2. On the GitHub page you're taken to, click the pencil icon in the top-right - corner near the **Raw**, **Blame**, and **Delete** buttons. It has the - tooltip "Fork this project and edit the file". +2. On the GitHub page you're taken to, make sure the current branch is "master". + Click the pencil icon in the top-right corner + near the **Raw**, **Blame**, and **Delete** buttons. + It has the tooltip "Fork this project and edit the file". 3. Edit the text in the text editor. -4. At the bottom of the web page, summarize the changes you made and click the - button **Propose file change**. Make sure to replace the placeholder "Update file.rst" - by a short but clear one-line description, as this is the commit title. +4. Click "Commit changes...", summarize the changes you made + and make sure to replace the placeholder "Update file.rst" by a short + but clear one-line description, as this is the commit title. + Click the button **Propose changes**. 5. On the following screens, click the **Create pull request** button until you see a message like *Username wants to merge 1 commit into godotengine:master from Username:patch-1*. +.. note:: + + If there are more commits than your own in the pull request + it is likely that your branch was created using the wrong origin, + due to "master" not being the current branch in step 2. + You will need to rebase your branch to "master" or create a new branch. + Another contributor will review your changes and merge them into the docs if they're good. They may also make changes or ask you to do so before merging. diff --git a/contributing/how_to_contribute.rst b/contributing/how_to_contribute.rst index fd8c61f3083..47733956731 100644 --- a/contributing/how_to_contribute.rst +++ b/contributing/how_to_contribute.rst @@ -3,7 +3,7 @@ How to contribute ================= -The Godot Engine is free and open-source. Like any community-driven project, we rely on volunteer contributions. +The Godot Engine is free and open-source. Like any community-driven project, we rely on volunteer contributions. On this page we want to showcase the various ways you as users can participate - to help you find the right starting place with the skillset you have. Because contrary to popular opinion, we need more than just programmers on the project! @@ -13,18 +13,18 @@ Fundraising - **Donate** - We created the non-profit `Godot Foundation `_ to be able to support the Godot Engine in both matters of finance and administration. - In practice, this means the Foundation hires people to work part-time or full-time on the project. + We created the non-profit `Godot Foundation `_ to be able to support the Godot Engine in both matters of finance and administration. + In practice, this means the Foundation hires people to work part-time or full-time on the project. These jobs include engine development as well as related tasks like code reviews, production management, community & marketing efforts, and more. - With as little as 5 EUR per month, you can help us keep going strong. + With as little as 5 EUR per month, you can help us keep going strong. Currently, we are intending to hire more core developers, as to cover more ground with full-time specialists that supplement and guide volunteer work. `Join the Development Fund `_ - **Donation Drives** Think about your followers on social media, or other communities you are active in. - Use that reach to remind your social environment that even small contributions can make a difference, especially when done by a great number of people at the same time. + Use that reach to remind your social environment that even small contributions can make a difference, especially when done by a great number of people at the same time. Are you a content creator? Consider adding a link to the `Godot Development Fund `_ to your descriptions. If you do live streams, perhaps think about organizing a stream with donation incentives. @@ -32,8 +32,8 @@ Fundraising .. - **Buy Official Merch** - **Publish Godot Games.** - You heard right, simply publishing a game #MadeWithGodot can positively impact the well-being of this project. - Your personal success elevates the engine to a viable alternative for other developers, growing the community further. + You heard right, simply publishing a game #MadeWithGodot can positively impact the well-being of this project. + Your personal success elevates the engine to a viable alternative for other developers, growing the community further. Additionally, it opens the doors for us to approach industry contacts about possible cooperations. @@ -49,62 +49,63 @@ Technical contributions - **Test Development Versions** While it is recommended to use the stable releases for your projects, you can help us test dev releases, betas, and release candidates - by opening a copy of your project in them and checking what problems this introduces or maybe even solves. + by opening a copy of your project in them and checking what problems this introduces or maybe even solves. Make sure to have a backup ready, since this can produce irreversible changes. Find recent `development versions `_ directly on our download page, or linked in their own blog posts. - + - **Contribute Engine Code (mainly C++)** - The engine development is mainly coordinated on our `Contributor RocketChat `_, + The engine development is mainly coordinated on our `Contributor RocketChat `_, so if you are serious about making PRs you should join us there! Read more about the **technical submission process**: :ref:`doc_first_steps` - For each subject area of the engine, there is a corresponding team to coordinate the work. - Join the linked chat to get more eyes on your related PR, learn about open todos, or partake in meetings. + For each subject area of the engine, there is a corresponding team to coordinate the work. + Join the linked chat to get more eyes on your related PR, learn about open todos, or partake in meetings. For some areas, specialists might even be encouraged to step up as maintainer! `List of teams `_ - **Review Code Contributions** All pull requests need to be thoroughly reviewed before they can be merged into the master branch. Help us get a headstart by participating in the code review process. - + To get started, chose any `open pull request `_ and reference our **style guide**: :ref:`doc_pr_review_guidelines` - **Write Plugins (GDScript, C#, & more)** Community addons are not directly included in the core engine download or repository, yet they provide essential quality of life upgrades for your fellow game developers. Upload your plugins to the `Godot Asset Library `_ to make them available to others. - .. update to talk about Asset Store later + .. + update to talk about Asset Store later - **Demo projects (GDScript, C#, and making Assets)** We provide new users with `demo projects `_ so they can quickly test new features or get familiar with the engine in the first place. - At industry events, we might even exhibit these demo projects to showcase what Godot can do! + At industry events, we might even exhibit these demo projects to showcase what Godot can do! Help improve existing projects or supply your own to be added to the pool, and join the `demo channel `_ in the Contributor RocketChat to talk about it. - **Documentation** - The documentation is one of the most essential parts of any tech project, yet the need to document new features and substantial changes often gets overlooked. + The documentation is one of the most essential parts of any tech project, yet the need to document new features and substantial changes often gets overlooked. Join the `documentation team `_ to improve the Godot Engine with your technical writing skills. - **Translations (spoken languages other than English)** - Are you interested in making the Godot Engine more accessible to non-English speakers? + Are you interested in making the Godot Engine more accessible to non-English speakers? Contribute to our `community-translations `_. Community support ----------------- - **Call for Moderators** - With a community of our size, we need people to step up as volunteer moderators in all kinds of places. + With a community of our size, we need people to step up as volunteer moderators in all kinds of places. These teams are organized by the Godot Foundation, but would not function without the dedication of active community members like you. - Have a look around your favorite community platform and you might come across open application calls. + Have a look around your favorite community platform and you might come across open application calls. - **Answer tech-support questions** - With many new people discovering the Godot Engine recently, the need for peer-to-peer tech-support has never been greater. - Be it on the `Forum `_, our `subreddit `_, or on `Discord `_, you can always brighten someone's day by helping them get their personal projects back on track. + With many new people discovering the Godot Engine recently, the need for peer-to-peer tech-support has never been greater. + See the `Godot website `_ for a list of official and user-supported Godot communities. - **Create tutorials & more** - How did you get started with the Godot Engine? + How did you get started with the Godot Engine? Chances are you looked for learning materials outside of what the documentation provides. Without content creators covering the game development process, there would not be this big of a community today. Therefore it seemed only right to mention them in a page about important contributions to the project. - + diff --git a/contributing/workflow/bisecting_regressions.rst b/contributing/workflow/bisecting_regressions.rst index 5e55a1598ba..6ccbfb1ff80 100644 --- a/contributing/workflow/bisecting_regressions.rst +++ b/contributing/workflow/bisecting_regressions.rst @@ -131,7 +131,7 @@ Example usage: .. code-block:: shell - $ gd_snapshot_commit 4.0 beta4 + gd_snapshot_commit 4.0 beta4 To refer to the latest state of the master branch, you can use ``master`` instead of a commit hash. Note that unlike tagged releases or snapshot commit @@ -148,15 +148,15 @@ folder and enter the following command: # is hash of the build that works as expected. # is hash of the build exhibiting the bug. - $ git bisect start - $ git bisect good - $ git bisect bad + git bisect start + git bisect good + git bisect bad Compile Godot. This assumes you've set up a build environment: .. code-block:: shell - $ scons + scons Run the engine ^^^^^^^^^^^^^^ @@ -173,13 +173,13 @@ If the build **still** exhibits the bug, run the following command: .. code-block:: shell - $ git bisect bad + git bisect bad If the build **does not** exhibit the bug, run the following command: .. code-block:: shell - $ git bisect good + git bisect good After entering one of the commands above, Git will switch to a different commit. You should now build Godot again, try to reproduce the bug, then enter ``git diff --git a/contributing/workflow/bug_triage_guidelines.rst b/contributing/workflow/bug_triage_guidelines.rst index 41f75ba34d4..ae4a5776b15 100644 --- a/contributing/workflow/bug_triage_guidelines.rst +++ b/contributing/workflow/bug_triage_guidelines.rst @@ -34,7 +34,8 @@ to both issues and pull requests. Labels ~~~~~~ -The following labels are currently defined in the Godot repository: +The following `labels `__ are +currently defined in the Godot repository: **Categories:** @@ -58,16 +59,19 @@ The following labels are currently defined in the Godot repository: - *Discussion*: the issue is not consensual and needs further discussion to define what exactly should be done to address the topic. -- *Documentation*: issue related to the documentation. Mainly to request - enhancements in the API documentation. Issues related to the ReadTheDocs - documentation should be filed on the - `godot-docs `_ repository. +- *Documentation*: related to the documentation. PRs with this label improve the + class reference. Issues with this label are either for wrong documentation, or + are user-reported "bugs" that are actually limitations to be further documented. + Often paired with *Discussion*. Issues related to the ReadTheDocs documentation + should be filed on the `godot-docs `_ repository. - *Enhancement*: describes a proposed enhancement to an existing functionality. - *Feature proposal*: describes a wish for a new feature to be implemented. Note that the main Godot repository no longer accepts feature requests. Please use `godot-proposals `__ instead. + PRs which add new features but do not have a corresponding proposal use this + label. - *For PR meeting*: the issue needs to be discussed in a pull request meeting. These meetings are public and are held on the `Godot Contributors Chat `_. - *Good first issue*: the issue is *assumed* to be an easy one to fix, which makes @@ -81,6 +85,7 @@ The following labels are currently defined in the Godot repository: on different hardware/software configurations or even that the steps to reproduce are not certain. - *Needs work*: the pull request needs additional work before it can be merged. + Also for issues that are very incomplete, such as missing reproduction steps. - *Performance*: issues that directly impact engine or editor performance. Can also be used for pull requests that improve performance or add low-end-friendly options. Should not be coupled with *Usability*. @@ -124,7 +129,7 @@ describe an issue or pull request. - *Input*: relates to the input system. - *Multiplayer*: relates to multiplayer (high-level networking) systems. - *Navigation*: relates to the navigation system (including A* and navmeshes). -- *Network*: relates to (lot-level) networking. +- *Network*: relates to (low-level) networking. - *Particles*: particles, particle systems and their editors. - *Physics*: relates to the physics engine (2D/3D). - *Plugin*: relates to problems encountered while writing plugins. @@ -153,7 +158,7 @@ Documentation labels ~~~~~~~~~~~~~~~~~~~~ In the `documentation repository `__, we -use the following labels: +use the following `labels `__: - *Archived*: either a duplicate of another issue, or invalid. Such an issue would also be closed. diff --git a/contributing/workflow/pr_workflow.rst b/contributing/workflow/pr_workflow.rst index b11b30d3415..040cdc9031e 100644 --- a/contributing/workflow/pr_workflow.rst +++ b/contributing/workflow/pr_workflow.rst @@ -95,25 +95,22 @@ To clone your fork from GitHub, use the following command: :: - $ git clone https://github.com/USERNAME/godot + git clone https://github.com/USERNAME/godot -.. note:: In our examples, the "$" character denotes the command line prompt - on typical UNIX shells. It is not part of the command and should - not be typed. After a little while, you should have a ``godot`` directory in your current working directory. Move into it using the ``cd`` command: :: - $ cd godot + cd godot We will start by setting up a reference to the original repository that we forked: :: - $ git remote add upstream https://github.com/godotengine/godot - $ git fetch upstream + git remote add upstream https://github.com/godotengine/godot + git fetch upstream This will create a reference named ``upstream`` pointing to the original ``godotengine/godot`` repository. This will be useful when you want to pull new @@ -149,30 +146,30 @@ a feature branch: :: # Create the branch based on the current branch (master) - $ git branch better-project-manager + git branch better-project-manager # Change the current branch to the new one - $ git checkout better-project-manager + git checkout better-project-manager This command is equivalent: :: # Change the current branch to a new named one, based on the current branch - $ git checkout -b better-project-manager + git checkout -b better-project-manager If you want to go back to the ``master`` branch, you'd use: :: - $ git checkout master + git checkout master You can see which branch you are currently on with the ``git branch`` command: :: - $ git branch + git branch 2.1 * better-project-manager master @@ -183,7 +180,7 @@ you can specify a custom base branch after the new branch's name: :: - $ git checkout -b my-new-feature master + git checkout -b my-new-feature master Updating your branch -------------------- @@ -200,7 +197,7 @@ current upstream ``master`` branch, you will have to update your branch by :: - $ git pull --rebase upstream master + git pull --rebase upstream master The ``--rebase`` argument will ensure that any local changes that you committed will be re-applied *on top* of the pulled branch, which is usually what we want @@ -296,32 +293,32 @@ Here's how the shell history could look like on our example: :: # It's nice to know where you're starting from - $ git log + git log # Do changes to the Project Manager with the nano text editor - $ nano editor/project_manager.cpp + nano editor/project_manager.cpp # Find an unrelated bug in Control and fix it - $ nano scene/gui/control.cpp + nano scene/gui/control.cpp # Review changes - $ git status - $ git diff + git status + git diff # We'll do two commits for our unrelated changes, # starting by the Control changes necessary for the PM enhancements - $ git add scene/gui/control.cpp - $ git commit -m "Fix handling of margins in Control" + git add scene/gui/control.cpp + git commit -m "Fix handling of margins in Control" # Check we did good - $ git log - $ git show - $ git status + git log + git show + git status # Make our second commit - $ git add editor/project_manager.cpp - $ git commit -m "Add a pretty banner to the Project Manager" - $ git log + git add editor/project_manager.cpp + git commit -m "Add a pretty banner to the Project Manager" + git log With this, we should have two new commits in our ``better-project-manager`` branch which were not in the ``master`` branch. They are still only local @@ -337,7 +334,7 @@ remote branch to share them with the world. The syntax for this is: :: - $ git push [:] + git push [:] The part about the remote branch can be omitted if you want it to have the same name as the local branch, which is our case in this example, so we will @@ -345,7 +342,7 @@ do: :: - $ git push origin better-project-manager + git push origin better-project-manager Git will ask you for your username and password. For your password, enter your GitHub Personal Access Token (PAT). If you do not have a GitHub Personal Access @@ -394,13 +391,13 @@ branch, push it to your fork, and the PR will be updated automatically: :: # Check out your branch again if you had changed in the meantime - $ git checkout better-project-manager + git checkout better-project-manager # Fix a mistake - $ nano editor/project_manager.cpp - $ git add editor/project_manager.cpp - $ git commit -m "Fix a typo in the banner's title" - $ git push origin better-project-manager + nano editor/project_manager.cpp + git add editor/project_manager.cpp + git commit -m "Fix a typo in the banner's title" + git push origin better-project-manager However, be aware that in our PR workflow, we favor commits that bring the codebase from one functional state to another functional state, without having @@ -413,17 +410,17 @@ fixes. The above example would then become: :: # Check out your branch again if you had changed in the meantime - $ git checkout better-project-manager + git checkout better-project-manager # Fix a mistake - $ nano editor/project_manager.cpp - $ git add editor/project_manager.cpp + nano editor/project_manager.cpp + git add editor/project_manager.cpp # --amend will change the previous commit, so you will have the opportunity # to edit its commit message if relevant. - $ git commit --amend + git commit --amend # As we modified the last commit, it no longer matches the one from your # remote branch, so we need to force push to overwrite that branch. - $ git push --force origin better-project-manager + git push --force origin better-project-manager .. Kept for compatibility with the previous title, linked in many PRs. @@ -460,7 +457,7 @@ upstream ``master`` branch, which you can do with: :: - $ git rebase -i upstream/master + git rebase -i upstream/master .. note:: Referencing branches in Git is a bit tricky due to the distinction between remote and local branches. Here, ``upstream/master`` (with a @@ -511,7 +508,7 @@ will raise an error: :: - $ git push origin better-project-manager + git push origin better-project-manager To https://github.com/akien-mga/godot ! [rejected] better-project-manager -> better-project-manager (non-fast-forward) error: failed to push some refs to 'https://akien-mga@github.com/akien-mga/godot' @@ -524,7 +521,7 @@ will have to *force* it: :: - $ git push --force origin better-project-manager + git push --force origin better-project-manager And tadaa! Git will happily *replace* your remote branch with what you had locally (so make sure that's what you wanted, using ``git log``). This will @@ -543,7 +540,7 @@ the following steps *should* fix this in one step: .. code-block:: text - $ git rebase -i --onto master 4.2 + git rebase -i --onto master 4.2 This will take all the commits on your branch *after* the ``4.2`` branch, and then splice them on top of ``master``, ignoring any commits from the ``4.2`` branch not on the ``master`` branch. You may still need to do some fixing, but @@ -553,7 +550,7 @@ Just like above for the interactive rebase you need to force push your branch to :: - $ git push --force origin better-project-manager + git push --force origin better-project-manager Deleting a Git branch --------------------- @@ -567,7 +564,7 @@ To delete our better Project Manager branch locally, use this command: :: - $ git branch -d better-project-manager + git branch -d better-project-manager Alternatively, if the branch hadn't been merged yet and we wanted to delete it anyway, instead of ``-d`` you would use ``-D``. @@ -576,7 +573,7 @@ Next, to delete the remote branch on GitHub use this command: :: - $ git push origin -d better-project-manager + git push origin -d better-project-manager You can also delete the remote branch from the GitHub PR itself, a button should appear once it has been merged or closed. diff --git a/contributing/workflow/testing_pull_requests.rst b/contributing/workflow/testing_pull_requests.rst index b016698b76f..7f96ff6bd41 100644 --- a/contributing/workflow/testing_pull_requests.rst +++ b/contributing/workflow/testing_pull_requests.rst @@ -119,19 +119,19 @@ Alternatively, you can checkout the pull request directly with git: :: - $ git fetch upstream pull/PR_NUMBER/head:BRANCH_NAME + git fetch upstream pull/PR_NUMBER/head:BRANCH_NAME So for the pull request above, the actual command will be: :: # Fetch PR branch locally - $ git fetch upstream pull/48734/head:editor_file_dialog_filter_sort + git fetch upstream pull/48734/head:editor_file_dialog_filter_sort - Once the pull request finishes downloading, checkout its branch: :: - $ git checkout editor_file_dialog_filter_sort + git checkout editor_file_dialog_filter_sort - And follow the :ref:`compiling ` instructions for your operating system. diff --git a/getting_started/first_2d_game/02.player_scene.rst b/getting_started/first_2d_game/02.player_scene.rst index acefaa5aa69..24612d023bb 100644 --- a/getting_started/first_2d_game/02.player_scene.rst +++ b/getting_started/first_2d_game/02.player_scene.rst @@ -20,8 +20,16 @@ what the object *is*. Click the "Other Node" button and add an :ref:`Area2D .. image:: img/add_node.webp -Godot will display a warning icon next to the node in the scene tree. You can -ignore it for now. We will address it later. +When you add the ``Area2D`` node, Godot will display the following **warning icon** +next to it in the scene tree: + +.. image:: img/no_shape_warning.webp + +This warning tells us that the ``Area2D`` node requires a shape to detect collisions or overlaps. +We can **ignore the warning temporarily** because we will first set up the player's visuals +(using an animated sprite). Once the visuals are ready, we will add a collision shape as a child +node. This will allow us to accurately size and position the shape based on the sprite’s appearance. + With ``Area2D`` we can detect objects that overlap or run into the player. Change the node's name to ``Player`` by double-clicking on it. Now that we've @@ -30,7 +38,7 @@ functionality. Before we add any children to the ``Player`` node, we want to make sure we don't accidentally move or resize them by clicking on them. Select the node and click -the icon to the right of the lock. Its tooltip says "Groups the selected node +the icon to the right of the lock. Its tooltip says "Groups the selected node with its children. This causes the parent to be selected when any child node is clicked in 2D and 3D view." @@ -61,17 +69,19 @@ appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames ` resource, which is a list of the animations it can display. To create one, find the ``Sprite Frames`` property under the ``Animation`` tab in the Inspector and click -"[empty]" -> "New SpriteFrames". Click on the ``SpriteFrames`` you just -created to open the "SpriteFrames" panel: +"[empty]" -> "New SpriteFrames": -.. image:: img/spriteframes_panel.webp +.. image:: img/new_spriteframes.webp +Click on the ``SpriteFrames`` you just created to open the "SpriteFrames" panel: + +.. image:: img/spriteframes_panel.webp On the left is a list of animations. Click the "default" one and rename it to "walk". Then click the "Add Animation" button to create a second animation named "up". Find the player images in the "FileSystem" tab - they're in the ``art`` folder you unzipped earlier. Drag the two images for each animation, named -``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the "Animation Frames" +``playerGrey_walk[1/2]`` and ``playerGrey_walk[2/2]``, into the "Animation Frames" side of the panel for the corresponding animation: .. image:: img/spriteframes_panel2.webp @@ -96,6 +106,9 @@ When you're finished, your ``Player`` scene should look like this: .. image:: img/player_scene_nodes.webp +Once this is done, the warning on the ``Area2D`` node will disappear, as it now has +a shape assigned and can interact with other objects. + Make sure to save the scene again after these changes. In the next part, we'll add a script to the player node to move and animate it. diff --git a/getting_started/first_2d_game/05.the_main_game_scene.rst b/getting_started/first_2d_game/05.the_main_game_scene.rst index a450ad2f8cb..ae4f2e775ee 100644 --- a/getting_started/first_2d_game/05.the_main_game_scene.rst +++ b/getting_started/first_2d_game/05.the_main_game_scene.rst @@ -224,10 +224,6 @@ Note that a new instance must be added to the scene using ``add_child()``. // We also specified this function name in PascalCase in the editor's connection window. private void OnMobTimerTimeout() { - // Note: Normally it is best to use explicit types rather than the `var` - // keyword. However, var is acceptable to use here because the types are - // obviously Mob and PathFollow2D, since they appear later on the line. - // Create a new instance of the Mob scene. Mob mob = MobScene.Instantiate(); diff --git a/getting_started/first_2d_game/06.heads_up_display.rst b/getting_started/first_2d_game/06.heads_up_display.rst index f02f3ae7258..78556702250 100644 --- a/getting_started/first_2d_game/06.heads_up_display.rst +++ b/getting_started/first_2d_game/06.heads_up_display.rst @@ -285,12 +285,20 @@ mobs to remove themselves. We can do this with the "group" feature. In the ``Mob`` scene, select the root node and click the "Node" tab next to the Inspector (the same place where you find the node's signals). Next to "Signals", -click "Groups" and you can type a new group name and click "Add". +click "Groups" to open the group overview +and the "+" button to open the "Create New Group" dialog. .. image:: img/group_tab.webp -Now all mobs will be in the "mobs" group. We can then add the following line to -the ``new_game()`` function in ``Main``: +Name the group ``mobs`` and click "ok" to add a new scene group. + +.. image:: img/add_group_dialog.webp + +Now all mobs will be in the "mobs" group. + +.. image:: img/scene_group_mobs.webp + +We can then add the following line to the ``new_game()`` function in ``Main``: .. tabs:: .. code-tab:: gdscript GDScript diff --git a/getting_started/first_2d_game/07.finishing-up.rst b/getting_started/first_2d_game/07.finishing-up.rst index 8ca8d5fd7a8..4fb29d4f776 100644 --- a/getting_started/first_2d_game/07.finishing-up.rst +++ b/getting_started/first_2d_game/07.finishing-up.rst @@ -37,6 +37,8 @@ All audio is automatically imported with the ``Loop`` setting disabled. If you want the music to loop seamlessly, click on the Stream file arrow, select ``Make Unique``, then click on the Stream file and check the ``Loop`` box. +.. image:: img/unique_resource_music.webp + To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function. @@ -119,3 +121,14 @@ achieved. And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to learn to create a complete 3D game from scratch, in Godot. + +Sharing the finished game with others +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +If you want people to try out your game without having to install Godot, you'll +need to export the project for each operating system you want the game to be +playable on. See :ref:`doc_exporting_projects` for instructions. + +After exporting the project, compress the exported executable and PCK file (not +the raw project files) to a ZIP file, then upload this ZIP file to a file +sharing website. diff --git a/getting_started/first_2d_game/img/add_group_dialog.webp b/getting_started/first_2d_game/img/add_group_dialog.webp new file mode 100644 index 00000000000..f1775d217db Binary files /dev/null and b/getting_started/first_2d_game/img/add_group_dialog.webp differ diff --git a/getting_started/first_2d_game/img/attach_node_window.webp b/getting_started/first_2d_game/img/attach_node_window.webp index 211f9608202..43f5b4e6706 100644 Binary files a/getting_started/first_2d_game/img/attach_node_window.webp and b/getting_started/first_2d_game/img/attach_node_window.webp differ diff --git a/getting_started/first_2d_game/img/group_tab.webp b/getting_started/first_2d_game/img/group_tab.webp index 7efcbab0e4e..abc430c42e8 100644 Binary files a/getting_started/first_2d_game/img/group_tab.webp and b/getting_started/first_2d_game/img/group_tab.webp differ diff --git a/getting_started/first_2d_game/img/input-mapping-add-action.webp b/getting_started/first_2d_game/img/input-mapping-add-action.webp index 73a99dfb6f7..a19ba89e300 100644 Binary files a/getting_started/first_2d_game/img/input-mapping-add-action.webp and b/getting_started/first_2d_game/img/input-mapping-add-action.webp differ diff --git a/getting_started/first_2d_game/img/input-mapping-add-key.webp b/getting_started/first_2d_game/img/input-mapping-add-key.webp index d13441349d1..c4447148dba 100644 Binary files a/getting_started/first_2d_game/img/input-mapping-add-key.webp and b/getting_started/first_2d_game/img/input-mapping-add-key.webp differ diff --git a/getting_started/first_2d_game/img/input-mapping-completed.webp b/getting_started/first_2d_game/img/input-mapping-completed.webp index 60fc11041ba..4516de9cf33 100644 Binary files a/getting_started/first_2d_game/img/input-mapping-completed.webp and b/getting_started/first_2d_game/img/input-mapping-completed.webp differ diff --git a/getting_started/first_2d_game/img/input-mapping-event-configuration.webp b/getting_started/first_2d_game/img/input-mapping-event-configuration.webp index fe61bb00e7e..2cb85b8b85c 100644 Binary files a/getting_started/first_2d_game/img/input-mapping-event-configuration.webp and b/getting_started/first_2d_game/img/input-mapping-event-configuration.webp differ diff --git a/getting_started/first_2d_game/img/new_spriteframes.webp b/getting_started/first_2d_game/img/new_spriteframes.webp new file mode 100644 index 00000000000..2b0b052a492 Binary files /dev/null and b/getting_started/first_2d_game/img/new_spriteframes.webp differ diff --git a/getting_started/first_2d_game/img/no_shape_warning.webp b/getting_started/first_2d_game/img/no_shape_warning.webp new file mode 100644 index 00000000000..5caa74b0778 Binary files /dev/null and b/getting_started/first_2d_game/img/no_shape_warning.webp differ diff --git a/getting_started/first_2d_game/img/scene_group_mobs.webp b/getting_started/first_2d_game/img/scene_group_mobs.webp new file mode 100644 index 00000000000..89033ffb1f9 Binary files /dev/null and b/getting_started/first_2d_game/img/scene_group_mobs.webp differ diff --git a/getting_started/first_2d_game/img/setting-project-width-and-height.webp b/getting_started/first_2d_game/img/setting-project-width-and-height.webp index 2ba8412d616..573a18f5148 100644 Binary files a/getting_started/first_2d_game/img/setting-project-width-and-height.webp and b/getting_started/first_2d_game/img/setting-project-width-and-height.webp differ diff --git a/getting_started/first_2d_game/img/setting-stretch-mode.webp b/getting_started/first_2d_game/img/setting-stretch-mode.webp index df316bce7f8..3be5a6ae740 100644 Binary files a/getting_started/first_2d_game/img/setting-stretch-mode.webp and b/getting_started/first_2d_game/img/setting-stretch-mode.webp differ diff --git a/getting_started/first_2d_game/img/unique_resource_music.webp b/getting_started/first_2d_game/img/unique_resource_music.webp new file mode 100644 index 00000000000..eb1cbd0f6b6 Binary files /dev/null and b/getting_started/first_2d_game/img/unique_resource_music.webp differ diff --git a/getting_started/first_3d_game/02.player_input.rst b/getting_started/first_3d_game/02.player_input.rst index 282b722cab3..558f94d7068 100644 --- a/getting_started/first_3d_game/02.player_input.rst +++ b/getting_started/first_3d_game/02.player_input.rst @@ -51,10 +51,10 @@ You can rename it to ``Character``. .. note:: - The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0 + The ``.glb`` files contain 3D scene data based on the open source glTF 2.0 specification. They're a modern and powerful alternative to a proprietary format like FBX, which Godot also supports. To produce these files, we designed the - model in `Blender 3D `__ and exported it to GLTF. + model in `Blender 3D `__ and exported it to glTF. As with all kinds of physics nodes, we need a collision shape for our character to collide with the environment. Select the ``Player`` node again and add a child node @@ -84,6 +84,8 @@ Save the scene as ``player.tscn`` With the nodes ready, we can almost get coding. But first, we need to define some input actions. +.. _doc_first_3d_game_input_actions: + Creating input actions ---------------------- diff --git a/getting_started/first_3d_game/07.killing_player.rst b/getting_started/first_3d_game/07.killing_player.rst index 74b22d246b1..92a0a65b88e 100644 --- a/getting_started/first_3d_game/07.killing_player.rst +++ b/getting_started/first_3d_game/07.killing_player.rst @@ -138,7 +138,7 @@ Also note that the enemy colliding with the player and dying depends on the size ``Player`` and the ``Mob``\ 's collision shapes. You may need to move them and resize them to achieve a tight game feel. -You can pat yourself in the back: you prototyped a complete 3D game, +You can pat yourself on the back: you prototyped a complete 3D game, even if it's still a bit rough. From there, we'll add a score, the option to retry the game, and you'll diff --git a/getting_started/first_3d_game/08.score_and_replay.rst b/getting_started/first_3d_game/08.score_and_replay.rst index 7c97ddfec3f..66152fc44d0 100644 --- a/getting_started/first_3d_game/08.score_and_replay.rst +++ b/getting_started/first_3d_game/08.score_and_replay.rst @@ -324,7 +324,7 @@ game. Save the scene as ``music_player.tscn``. We have to register it as an autoload. Head to the *Project -> Project -Settings…* menu and click on the *Autoload* tab. +Settings…* menu and click on the *Globals -> Autoload* tab. In the *Path* field, you want to enter the path to your scene. Click the folder icon to open the file browser and double-click on ``music_player.tscn``. Then, diff --git a/getting_started/first_3d_game/img/08.score_and_replay/18_register_autoload.webp b/getting_started/first_3d_game/img/08.score_and_replay/18_register_autoload.webp index 6d5fa1b784c..4687d36e884 100644 Binary files a/getting_started/first_3d_game/img/08.score_and_replay/18_register_autoload.webp and b/getting_started/first_3d_game/img/08.score_and_replay/18_register_autoload.webp differ diff --git a/getting_started/step_by_step/instancing.rst b/getting_started/step_by_step/instancing.rst index fce49061d1a..f766a32155e 100644 --- a/getting_started/step_by_step/instancing.rst +++ b/getting_started/step_by_step/instancing.rst @@ -121,7 +121,7 @@ Let's try this. Double-click ``ball.tscn`` in the FileSystem to open it. .. image:: img/instancing_ball_scene_open.webp -Select the Ball node. In the Inspector on the right, click on the PhysicsMaterial +Select the Ball node. In the Inspector on the right, click on the PhysicsMaterial property to expand it. .. image:: img/instancing_physics_material_expand.webp @@ -156,14 +156,17 @@ property to the value in the saved scene. Rerun the game and notice how this ball now falls much faster than the others. -.. note:: You may notice you are unable to change the values of the ``PhysicsMaterial`` - of the ball. This is because ``PhysicsMaterial`` is a resource, and needs - to be made unique before you can edit it in a scene that is linking to its - original scene. To make a resource unique for one instance, right-click on - it in the Inspector and click Make Unique in the contextual menu. +.. note:: - Resources are another essential building block of Godot games we will - cover in a later lesson. + You may notice you are unable to change the values of the PhysicsMaterial + of the ball. This is because PhysicsMaterial is a *resource*, and needs + to be made unique before you can edit it in a scene that is linking to its + original scene. To make a resource unique for one instance, right-click on + the **Physics Material** property in the Inspector and click **Make Unique** + in the context menu. + + Resources are another essential building block of Godot games we will cover + in a later lesson. Scene instances as a design language ------------------------------------ diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index 5a0e512632f..9d07f0ffdcf 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -147,8 +147,8 @@ methods "_on_node_name_signal_name". Here, it'll be "_on_button_pressed". .. note:: - If you are using an external editor (such as VS Code) this - automatic code generation might not work. In this case you need to to connect + If you are using an external editor (such as VS Code), this + automatic code generation might not work. In this case, you need to connect the signal via code as explained in the next section. Click the Connect button to complete the signal connection and jump to the diff --git a/index.rst b/index.rst index 1615a93af51..a9d68cec101 100644 --- a/index.rst +++ b/index.rst @@ -1,6 +1,6 @@ :allow_comments: False -Godot Docs – *master* branch +Godot Docs – *4.3* branch ============================ .. only:: not i18n diff --git a/pyproject.toml b/pyproject.toml new file mode 100644 index 00000000000..0797f2a0766 --- /dev/null +++ b/pyproject.toml @@ -0,0 +1,8 @@ +[tool.ruff] +line-length = 120 + +[tool.codespell] +dictionary = ["_tools/codespell-dict.txt", "-"] +ignore-words = "_tools/codespell-ignore.txt" +exclude-file = "_tools/codespell-ignore-lines.txt" +skip = "tutorials/i18n/locales.rst" diff --git a/requirements.txt b/requirements.txt index bc435feb316..0c6e5e279e3 100644 --- a/requirements.txt +++ b/requirements.txt @@ -3,29 +3,22 @@ # https://github.com/readthedocs/readthedocs.org/blob/master/requirements/docs.txt # Base dependencies -pygments==2.15.1 +pygments==2.18.0 # Sphinx base and RTD theme. -sphinx==4.4.0 -sphinx_rtd_theme==1.1.1 +sphinx==8.1.3 +sphinx_rtd_theme==3.0.1 # Sphinx extensions. # Code tabs extension to display codeblocks in different languages as tabs. -sphinx-tabs==3.4.0 +sphinx-tabs==3.4.7 # Adds a 'copy' button to the right of codeblocks. -sphinx-copybutton==0.5.1 +sphinx-copybutton==0.5.2 # Custom 404 error page (more useful than the default). -sphinx-notfound-page==0.8.3 +sphinx-notfound-page==1.0.4 # Adds Open Graph tags in the HTML `` tag. -sphinxext-opengraph==0.7.5 - -# These get pulled in by Sphinx, we need to pin these as higher versions require Sphinx 5.0+. -sphinxcontrib-applehelp==1.0.4 -sphinxcontrib-htmlhelp==2.0.1 -sphinxcontrib-qthelp==1.0.3 -sphinxcontrib-serializinghtml==1.1.5 -sphinxcontrib-devhelp==1.0.2 +sphinxext-opengraph==0.9.1 # `.. video::` directive support to embed videos in documentation pages. -sphinxcontrib-video==0.2.1rc0 +sphinxcontrib-video==0.2.1 diff --git a/tutorials/2d/2d_antialiasing.rst b/tutorials/2d/2d_antialiasing.rst index 8170f04a699..7180b5b7510 100644 --- a/tutorials/2d/2d_antialiasing.rst +++ b/tutorials/2d/2d_antialiasing.rst @@ -77,8 +77,8 @@ affect** the following kinds of aliasing in any way: - Aliasing in font rendering. MSAA can be enabled in the Project Settings by changing the value of the -**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to change -the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely +:ref:`Rendering > Anti Aliasing > Quality > MSAA 2D` +setting. It's important to change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely separate settings. Comparison between no antialiasing (left) and various MSAA levels (right). The diff --git a/tutorials/2d/2d_movement.rst b/tutorials/2d/2d_movement.rst index 76c0f73ecd1..1f5da929bec 100644 --- a/tutorials/2d/2d_movement.rst +++ b/tutorials/2d/2d_movement.rst @@ -231,9 +231,9 @@ on the screen will cause the player to move to the target location. var target = position func _input(event): - if event is InputEventMouseButton: - if event.button_index == MOUSE_BUTTON_LEFT and event.pressed: - target = get_global_mouse_position() + # Use is_action_pressed to only accept single taps as input instead of mouse drags. + if event.is_action_pressed(&"click"): + target = get_global_mouse_position() func _physics_process(delta): velocity = position.direction_to(target) * speed @@ -254,12 +254,10 @@ on the screen will cause the player to move to the target location. public override void _Input(InputEvent @event) { - if (@event is InputEventMouseButton eventMouseButton) + // Use IsActionPressed to only accept single taps as input instead of mouse drags. + if (@event.IsActionPressed("click")) { - if (eventMouseButton.ButtonIndex == MouseButton.Left && eventMouseButton.Pressed) - { - _target = GetGlobalMousePosition(); - } + _target = GetGlobalMousePosition(); } } diff --git a/tutorials/2d/2d_parallax.rst b/tutorials/2d/2d_parallax.rst index 5702a89f1cb..a5d85a93b19 100644 --- a/tutorials/2d/2d_parallax.rst +++ b/tutorials/2d/2d_parallax.rst @@ -1,4 +1,4 @@ -.. doc_2d_parallax: +.. _doc_2d_parallax: 2D Parallax =========== @@ -78,8 +78,11 @@ do? Make the viewport smaller ^^^^^^^^^^^^^^^^^^^^^^^^^ -The simplest answer is to make the viewport the same size or smaller than your textures. Click on -``Project -> Project Settings -> Window`` and change the viewport height and width to match your background. +The simplest answer is to make the viewport the same size or smaller than your textures. +In **Project Settings > Display > Window**, change the +:ref:`Viewport Width` +and :ref:`Viewport Height` +settings to match your background. .. image:: img/2d_parallax_size_viewport.webp @@ -201,21 +204,23 @@ The parallax effect fakes a perspective by moving the positions of different tex understandably problematic if you have multiple cameras, because your textures can't be in two places at once! This is still achievable by cloning the parallax nodes into the second (or third or fourth) -:ref:`SubViewport`. Here's how it looks for a two player game: +:ref:`SubViewport`. Here's how a setup looks for a two player game: .. image:: img/2d_parallax_splitscreen.webp -Of course, now both backgrounds show in both SubViewports. What we want is for some nodes to be visible in one viewport -but not another. While technically possible, this is not a feature officially supported by Godot at the moment. There is -currently a proposal to make this much simpler, so please stay tuned. +Of course, now both backgrounds show in both SubViewports. What we want is for each parallax to only show in their +corresponding viewport. We can achieve this by doing the following: -As a workaround, you can do the following: +- Leave all parallax nodes at their default :ref:`visibility_layer` of 1. +- Set the first SubViewport's :ref:`canvas_cull_mask` to only layers 1 and 2. +- Do the same for the second SubViewport but use layers 1 and 3. +- Give your parallax nodes in the first SubViewport a common parent and set its :ref:`visibility_layer` to 2. +- Do the same for the second SubViewport's parallax nodes, but use a layer of 3. -- Set the first SubViewport's :ref:`canvas_cull_mask` to only layer 1, so it displays all nodes with a :ref:`visibility_layer` of layer 1. -- Set the second SubViewport's :ref:`canvas_cull_mask` to only layer 2, so it displays all nodes with a :ref:`visibility_layer` of layer 2. -- Set the :ref:`visibility_layer` of every node you want to display in both viewports to both layers 1 and 2. -- Set the :ref:`visibility_layer` of the :ref:`Parallax2D` node and all its descendants in the first :ref:`SubViewport` to layer 1. -- Set the :ref:`visibility_layer` of the :ref:`Parallax2D` node and all its descendants in the second :ref:`SubViewport` to layer 2. +How does this work? If a canvas item has a :ref:`visibility_layer` that +doesn't match the SubViewport's :ref:`canvas_cull_mask`, it will hide all +children, even if they do. We use this to our advantage, letting the SubViewports cut off rendering of parallax nodes +whose parent doesn't have a supported :ref:`visibility_layer`. Previewing in the editor ------------------------ diff --git a/tutorials/2d/custom_drawing_in_2d.rst b/tutorials/2d/custom_drawing_in_2d.rst index c50fc0d8bec..ccb39cff4f8 100644 --- a/tutorials/2d/custom_drawing_in_2d.rst +++ b/tutorials/2d/custom_drawing_in_2d.rst @@ -254,9 +254,9 @@ You will have to code a function to perform this and draw it yourself. The following instructions use a fixed set of coordinates that could be too small for high resolution screens (larger than 1080p). If that is your case, and the - drawing is too small consider increasing your window scale in - ``Menu > Project > Project settings > display/window/stretch/scale`` to adjust - the project to a higher resolution (a 2 or 4 scale tends to work well). + drawing is too small consider increasing your window scale in the project setting + :ref:`Display > Window > Stretch > Scale` + to adjust the project to a higher resolution (a 2 or 4 scale tends to work well). Drawing a custom polygon shape ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ @@ -487,7 +487,7 @@ You should get the following output: Unlike ``draw_polygon()``, polylines can only have a single unique color for all its points (the second argument). This method has 2 additional arguments: the width of the line (which is as small as possible by default) -and enabling or disabling the anti-aliasing (it is disabled by default). +and enabling or disabling the antialiasing (it is disabled by default). The order of the ``_draw`` calls is important- like with the Node positions on the tree hierarchy, the different shapes will be drawn from top to bottom, diff --git a/tutorials/2d/img/2d_editor_guidelines.webp b/tutorials/2d/img/2d_editor_guidelines.webp new file mode 100644 index 00000000000..26d86067f49 Binary files /dev/null and b/tutorials/2d/img/2d_editor_guidelines.webp differ diff --git a/tutorials/2d/img/2d_editor_viewport.webp b/tutorials/2d/img/2d_editor_viewport.webp new file mode 100644 index 00000000000..6bc63280fee Binary files /dev/null and b/tutorials/2d/img/2d_editor_viewport.webp differ diff --git a/tutorials/2d/img/2d_editor_viewport_with_viewmenu.webp b/tutorials/2d/img/2d_editor_viewport_with_viewmenu.webp new file mode 100644 index 00000000000..4a83707b184 Binary files /dev/null and b/tutorials/2d/img/2d_editor_viewport_with_viewmenu.webp differ diff --git a/tutorials/2d/img/2d_parallax_splitscreen.webp b/tutorials/2d/img/2d_parallax_splitscreen.webp index 7544bcf5303..3cecaf4d8e5 100644 Binary files a/tutorials/2d/img/2d_parallax_splitscreen.webp and b/tutorials/2d/img/2d_parallax_splitscreen.webp differ diff --git a/tutorials/2d/img/2d_platformer_demo.webp b/tutorials/2d/img/2d_platformer_demo.webp new file mode 100644 index 00000000000..e1dbd886b7a Binary files /dev/null and b/tutorials/2d/img/2d_platformer_demo.webp differ diff --git a/tutorials/2d/img/2d_ruler_with_snap.webp b/tutorials/2d/img/2d_ruler_with_snap.webp new file mode 100644 index 00000000000..dd33e5719c1 Binary files /dev/null and b/tutorials/2d/img/2d_ruler_with_snap.webp differ diff --git a/tutorials/2d/img/2d_snapping_options.webp b/tutorials/2d/img/2d_snapping_options.webp new file mode 100644 index 00000000000..1081a06bfb8 Binary files /dev/null and b/tutorials/2d/img/2d_snapping_options.webp differ diff --git a/tutorials/2d/img/2d_snapping_options_menu.webp b/tutorials/2d/img/2d_snapping_options_menu.webp new file mode 100644 index 00000000000..3c8c29d7bd4 Binary files /dev/null and b/tutorials/2d/img/2d_snapping_options_menu.webp differ diff --git a/tutorials/2d/img/2d_toolbar.webp b/tutorials/2d/img/2d_toolbar.webp new file mode 100644 index 00000000000..6b1c18efc4f Binary files /dev/null and b/tutorials/2d/img/2d_toolbar.webp differ diff --git a/tutorials/2d/img/3d_in_2d_demo_editor.webp b/tutorials/2d/img/3d_in_2d_demo_editor.webp new file mode 100644 index 00000000000..960a79cfb84 Binary files /dev/null and b/tutorials/2d/img/3d_in_2d_demo_editor.webp differ diff --git a/tutorials/2d/img/using_tilesets_edit_custom_data.webp b/tutorials/2d/img/using_tilesets_edit_custom_data.webp index aa7e7b5f042..eb47402c0ba 100644 Binary files a/tutorials/2d/img/using_tilesets_edit_custom_data.webp and b/tutorials/2d/img/using_tilesets_edit_custom_data.webp differ diff --git a/tutorials/2d/index.rst b/tutorials/2d/index.rst index d90628551ee..61c9d6aa151 100644 --- a/tutorials/2d/index.rst +++ b/tutorials/2d/index.rst @@ -7,9 +7,12 @@ :maxdepth: 1 :name: toc-learn-features-2d + introduction_to_2d canvas_layers 2d_transforms +.. _doc_2d_rendering: + Rendering --------- diff --git a/tutorials/2d/introduction_to_2d.rst b/tutorials/2d/introduction_to_2d.rst new file mode 100644 index 00000000000..47bd4e25249 --- /dev/null +++ b/tutorials/2d/introduction_to_2d.rst @@ -0,0 +1,316 @@ +.. _doc_introduction_to_2d: + +Introduction to 2D +================== + +Godot's 2D game development tools include a dedicated 2D rendering engine, physics system, +and features tailored specifically for creating 2D experiences. You can efficiently design +levels with the TileMap system, animate characters with 2D sprite or Cutout animation, +and leverage 2D lighting for dynamic scene illumination. The built-in 2D particle system +allows you to create complex visual effects, and Godot also supports custom shaders to +enhance your graphics. These features, combined with Godot's accessibility and +flexibility, provide a solid foundation for creating engaging 2D games. + +.. figure:: img/2d_platformer_demo.webp + + 2D Platformer Demo available on the Asset Library. + +This page will show you the 2D workspace and how you can get to know it. + +.. tip:: If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`. + +2D workspace +~~~~~~~~~~~~ + +You will use the 2D workspace to work with 2D scenes, design levels, or create user +interfaces. +To switch to the 2D workspace, you can either select a 2D node from the scene tree, +or use the workspace selector located at the top edge of the editor: + +.. image:: img/2d_editor_viewport.webp + +Similar to 3D, you can use the tabs below the workspace selector to change between currently +opened scenes or create a new one using the plus (+) button. The left and right docks should +be familiar from :ref:`editor introduction `. + +Below the scene selector is the main toolbar, and beneath the main toolbar +is the 2D viewport. + +You can drag and drop compatible nodes from the FileSystem dock to add them to the +viewport as nodes. +Dragging and dropping adds the dragged node as a sibling of the selected node +(if the root node is selected, adds as a child). +Keeping :kbd:`Shift` pressed when dropping adds the node as a child of the selected node. +Holding :kbd:`Alt` when dropping adds the node as a child of the root node. +If :kbd:`Alt + Shift` is held when dropping, the node type can be selected if +applicable. + + +Main toolbar +------------ + +Some buttons in the main toolbar are the same as those in the 3D workspace. A brief explanation +is given with the shortcut if the mouse cursor is hovered over a button for one second. +Some buttons may have additional functionality if another keypress is performed. +A recap of main functionality of each button with its default shortcut is provided below +from left to right: + +.. image:: img/2d_toolbar.webp + +- **Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking on a node + in the viewport selects it. + Left clicking and dragging a rectangle selects all nodes within the rectangle's boundaries, + once released. + Holding :kbd:`Shift` while selecting adds more nodes to the selection. + Clicking on a selected node while holding :kbd:`Shift` deselects the node. + In this mode, you can drag the selected node(s) to move, press :kbd:`Ctrl` to switch to the + rotation mode temporarily, or use the red circles to scale it. If multiple nodes are + selected, only movement and rotation are possible. In this mode, rotation and scaling + will not use the snapping options if snapping is enabled. +- **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See + :ref:`doc_introduction_to_2d_the_viewport` for more details. +- **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See + :ref:`doc_introduction_to_2d_the_viewport` for more details. +- **Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in both + axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details. +- **Show list of selectable nodes at position clicked**: As the description suggests, + this provides a list of selectable nodes at the clicked position as a context menu, if + there is more than one node in the clicked area. +- **Rotation pivot**: Sets the rotation pivot to rotate node(s) around. + An added node has its rotation pivot at ``x: 0``, ``y: 0``, by default, with + exceptions. For example, the default pivot for a :ref:`Sprite2D ` is its + center if the ``centered`` property is set to ``true``. If you would like to change the + rotation pivot of a node, click this button and choose a new location by left clicking. + The node rotates considering this point. If you have multiple nodes selected, this icon + will add a temporary pivot to be used commonly by all selected nodes. Pressing :kbd:`Shift` + and clicking this button will create the pivot at the center of selected nodes. If any of + the snap options are enabled, the pivot will also snap to them it when dragged. +- **Pan Mode** (:kbd:`G`): Allows you to navigate in the viewport without accidentally selecting any nodes. + In other modes, you can also hold :kbd:`Space` and drag with the left mouse button to do the same. +- **Ruler Mode**: After enabling, click on the viewport to display the current global + x and y coordinates. Dragging from a position to another one measures the distance in pixels. + If you drag diagonally, it will draw a triangle and show the separate distances in terms + of x, y, and total distance to the target, including the angles to the axes in degrees. + The :kbd:`R` key also activates the ruler. If snapping is enabled, it also displays the + measurements in terms of grid count: + +.. figure:: img/2d_ruler_with_snap.webp + + Using ruler with snapping enabled. + +- **Use Smart Snap**: Toggles smart snapping for move, rotate, and scale modes; and + the rotation pivot. Customize it using the three-dot menu next to the snap tools. +- **Use Grid Snap**: Toggles snapping to grid for move and scale mode, rotation pivot, + and the ruler. Customize it using the three-dot menu next to the snap tools. + +You can customize the grid settings so that move mode, rotate mode, scale mode, ruler, +and rotation pivot uses snapping. +Use the three-dot menu for this: + +.. image:: img/2d_snapping_options_menu.webp + +- **Use Rotation Snap**: Toggles snapping using the configured rotation setting. +- **Use Scale Snap**: Toggles snapping using the configured scaling step setting. +- **Snap Relative**: Toggles the usage of snapping based on the selected node's current + transform values. For example, if the grids are set to 32x32 pixels and if the selected node + is located at ``x: 1, y: 1``, then, enabling this option will temporarily shift the grids by + ``x: 1, y: 1``. +- **Use Pixel Snap**: Toggles the use of subpixels for snapping. If enabled, the position values + will be integers, disabling will enable subpixel movement as decimal values. For the runtime + property, consider checking `Project Settings > Rendering > 2D > Snapping` property for + Node2D nodes, and `Project Settings > GUI > General > Snap Controls to Pixels` for + Control nodes. +- **Smart Snapping**: Provides a set of options to snap to specific positions if they are enabled: + + - Snap to Parent: Snaps to parent's edges. For example, scaling a child control node while + this is enabled will snap to the boundaries of the parent. + - Snap to Node Anchor: Snaps to the node's anchor. For example, if anchors of a control + node is positioned at different positions, enabling this will snap to the sides and + corners of the anchor. + - Snap to Node Sides: Snaps to the node's sides, such as for the rotation pivot or anchor + positioning. + - Snap to Node Center: Snaps to the node's center, such as for the rotation pivot or + anchor positioning. + - Snap to Other Nodes: Snaps to other nodes while moving or scaling. Useful to align nodes + in the editor. + - Snap to Guides: Snaps to custom guides drawn using the horizontal or vertical ruler. More + on the ruler and guides below. + +.. image:: img/2d_snapping_options.webp + +- **Configure Snap**: Opens the window shown above, offering a set of snapping parameters. + + - Grid Offset: Allows you to shift grids with respect to the origin. ``x`` and ``y`` can + be adjusted separately. + - Grid Step: The distance between each grid in pixels. ``x`` and ``y`` can be adjusted separately. + - Primary Line Every: The number of grids in-between to draw infinite lines as indication of + main lines. + - Rotation Offset: Sets the offset to shift rotational snapping. + - Rotation Step: Defines the snapping degree. E.g., 15 means the node will rotate and snap + at multiples of 15 degrees if rotation snap is enabled and the rotate mode is used. + - Scale Step: Determines the scaling increment factor. For example, if it is 0.1, it will + change the scaling at 0.1 steps if scaling snap is enabled and the scaling mode is used. + +- **Lock selected nodes** (:kbd:`Ctrl + L`). Locks the selected nodes, preventing selection and movement in the + viewport. Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected + nodes. Locked nodes can only be selected in the scene tree. + They can easily be identified by a padlock next to their node names in the scene tree. + Clicking on this padlock also unlocks the nodes. +- **Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if any + of the children are selected. Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking + the ungroup button in the scene tree performs the same action. +- **Skeleton Options**: Provides options to work with Skeleton2D and Bone2D. + + - Show Bones: Toggles the visibility of bones for the selected node. + - Make Bone2D Node(s) from Node(s): Converts selected node(s) into Bone2D. + +.. seealso:: To learn more about Skeletons, see :ref:`doc_cutout_animation`. + +- **Project Camera Override**: Temporarily replaces the active camera in the level + (e.g., the camera following the player) with the camera in the editor's viewport, allowing + you to move freely and inspect the level's different parts, while the game is running. + +- **View** menu: Provides options to control the viewport view. Since its options + depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport` + section. + +Next to the View menu, additional buttons may be visible. In the toolbar image +at the beginning of this chapter, an additional *Sprite2D* button appears because a +Sprite2D is selected. This menu provides some quick actions and tools to +work on a specific node or selection. For example, while drawing a polygon, it +provides buttons to add, modify, or remove points. + + +Coordinate system +----------------- + +In the 2D editor, unlike 3D, there are only two axes: ``x`` and ``y``. Also, the viewing +angle is fixed. + +In the viewport, you will see two lines in two colors going across the screen infinitely: +red for the x-axis, and green for the y-axis. +In Godot, going right and down are positive directions. +Where these two lines intersect is the origin: ``x: 0, y: 0``. + +A root node will have its origin at this position once added. +Switching to the `move` or `scale` modes after selecting a node will display the gizmos at the +node's offset position. +The gizmos will point to the positive directions of the x and y axes. +In the move mode, you can drag the green line to move only in the ``y`` axis. +Similarly, you can hold the red line to move only in the ``x`` axis. + +In the scale mode, the gizmos will have a square shape. You can hold and drag the green and +red squares to scale the nodes in the ``y`` or ``x`` axes. +Dragging in a negative direction flips the node horizontally or vertically. + +.. _doc_introduction_to_2d_the_viewport: + +2D Viewport +----------- + +The viewport will be the area you spend the most time if you plan to design levels or user +interfaces visually: + +.. image:: img/2d_editor_viewport_with_viewmenu.webp + +Middle-clicking and dragging the mouse will pan the view. +The scrollbars on the right or bottom of the viewport also move the view. +Alternatively, the :kbd:`G` or :kbd:`Space` keys can be used. +If you enable `Editor Settings > Editors > Panning > Simple Panning`, you can activate +panning directly with :kbd:`Space` only, without requiring dragging. + +The viewport has buttons on the top-left. +**Center View** centers the selected node(s) in the screen. Useful if you have a large scene +with many nodes, and want to see the node selected in the scene tree. +Next to it are the zoom controls. **-** zooms out, **+** zooms in, and clicking on the number +with percentage defaults to 100%. +Alternatively, you can use middle-mouse scrolling to zoom in (scroll up) and out (scroll down). + +The black bars at the viewport's left and top edges are the **rulers**. You can use them to +orient yourself in the viewport. +By default, the rulers will display the pixel coordinates of the viewport, numbered at +100 pixel steps. Changing the zoom factor will change the shown values. +Enabling `Grid Snap` or changing the snapping options will update the ruler's scaling and +the shown values. + +You can also create multiple custom guides to help you make measurements or align +nodes with them: + +.. image:: img/2d_editor_guidelines.webp + +If you have at least one node in the scene, you can create guides by dragging from the horizontal +or vertical ruler towards the viewport. A purple guide will appear, showing its position, and will +remain there when you release the mouse. You can create both horizontal and vertical guides +simultaneously by dragging from the gray square at the rulers' intersection. Guides can be +repositioned by dragging them back to their respective rulers, and they can be removed by +dragging them all the way back to the ruler. + +You can also enable snapping to the created guides using the `Smart Snap` menu. + +.. note:: If you cannot create a line, or do not see previously created guides, make sure that + they are visible by checking the `View` menu of the viewport. :kbd:`Y` toggles their visibility, + by default. Also, make sure you have at least one node in the scene. + +Depending on the tool chosen in the toolbar, left-clicking will have a primary action in the +viewport. +For example, the `Select Mode` will select the left-clicked node in the viewport. +Sometimes, left-clicking can be combined with a modifier (e.g., :kbd:`Ctrl`, or :kbd:`Shift`) to +perform secondary actions. +For example, keeping :kbd:`Shift` pressed while dragging a node in the Select or Move modes will +try to snap the node in a single axis while moving. + +Right clicking in the viewport provides two options to create a node or instantiate a scene +at the chosen position. +If at least one node is selected, right clicking also provides the option to move the selected +node(s) to this position. + + +Viewport has a **View** menu which provides several options to change the look of the viewport: + +- **Grid**: Allows you to show grids all the time, only when using snapping, or not at all. You + can also toggle them with the provided option. +- **Show Helpers**: Toggles the temporary display of an outline of the node, with the previous + transform properties (position, scaling, or rotation) if a transform operation has been + initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas. +- **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See + :ref:`doc_introduction_to_2d_the_viewport` more on rulers. +- **Show Guides**: Toggles the visibility of created guides. See + :ref:`doc_introduction_to_2d_the_viewport` for on how to create them. +- **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``. +- **Show Viewport**: Toggles the visibility of the game's default + viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop + platforms, which can be changed by going to `Project Settings > Display > Window > Size` and + setting `Viewport Width` and `Viewport Height`. +- **Gizmos**: Toggles the visibility of `Position` (shown with cross icon), `Lock` + (shown with padlock), `Groups` (shown with two squares), and `Transformation` (shown with + green and red lines) indicators. +- **Center Selection**: The same as the **Center View** button inside the viewport. Centers the selected + node(s) in the view. :kbd:`F` is the default shortcut. +- **Frame to Selection**: Similar to `Center Selection`, but also changes the zoom factor to fit the + contents in the screen. :kbd:`Shift + F` is the default shortcut. +- **Clear Guides**: Deletes all guides from the screen. You will need to recreate them if + you plan to use them later. +- **Preview Canvas Scale**: Toggles the preview for scaling of canvas in the editor when the zoom + factor or view of the viewport changes. Useful to see how the controls will look like after scaling + and moving, without running the game. +- **Preview Theme**: Allows to choose from the available themes to change the look of control items + in the editor, without requiring to run the game. + + +Node2D and Control node +~~~~~~~~~~~~~~~~~~~~~~~ + +:ref:`CanvasItem ` is the base node for 2D. :ref:`Node2D ` is the base node +for 2D game objects, and :ref:`Control ` is the base node +for everything GUI. For 3D, Godot uses the :ref:`Node3D ` node. + +3D in 2D +-------- + +It is possible to display 3D scenes in 2D screen. This is achieved by adding a +:ref:`SubViewport ` as a child. +Then, you can drag a 3D scene as a child of the SubViewport: + +.. image:: img/3d_in_2d_demo_editor.webp + +.. seealso:: You can check the demo on: `3D in 2D Viewport demo `__. diff --git a/tutorials/2d/particle_systems_2d.rst b/tutorials/2d/particle_systems_2d.rst index 14fc22776cf..e2f815b250c 100644 --- a/tutorials/2d/particle_systems_2d.rst +++ b/tutorials/2d/particle_systems_2d.rst @@ -199,6 +199,12 @@ This setting can be used to set the particle system to render at a fixed FPS. For instance, changing the value to ``2`` will make the particles render at 2 frames per second. Note this does not slow down the particle system itself. +.. note:: + + Godot 4.3 does not currently support physics interpolation for 2D particles. + As a workaround, disable physics interpolation for the particles node by setting + **Node > Physics Interpolation > Mode** at the bottom of the inspector. + Fract Delta ~~~~~~~~~~~ diff --git a/tutorials/2d/using_tilemaps.rst b/tutorials/2d/using_tilemaps.rst index 41a0373eb52..a9a29b9347e 100644 --- a/tutorials/2d/using_tilemaps.rst +++ b/tutorials/2d/using_tilemaps.rst @@ -39,7 +39,7 @@ resource and choose **Save**: Saving the built-in TileSet resource to an external resource file -Multiple TileMaplayers and settings +Multiple TileMapLayers and settings ----------------------------------- When working with tilemaps it's generally advised that you use multiple TileMapLayer @@ -90,6 +90,9 @@ Navigation .. warning:: 2D navigation meshes can not be "layered" or stacked on top of each other like visuals or physic shapes. Attempting to stack navigation meshes on the same navigation map will result in merge and logical errors that break the pathfinding. +Reordering layers +^^^^^^^^^^^^^^^^^ + You can reorder layers by drag-and-dropping their node in the Scene tab. You can also switch between which TileMapLayer node you're working on by using the buttons in the top right corner of the TileMap editor. @@ -108,9 +111,9 @@ of the editor: .. figure:: img/using_tilemaps_open_tilemap_editor.webp :align: center - :alt: Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first. + :alt: Opening the TileMap panel at the bottom of the editor. The TileMapLayer node must be selected first. - Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first. + Opening the TileMap panel at the bottom of the editor. The TileMapLayer node must be selected first. Selecting tiles to use for painting ----------------------------------- @@ -127,7 +130,7 @@ layer you wish to paint on: .. tip:: In the 2D editor, the layers you aren't currently editing from the same - TileMap node will appear grayed out while in the TileMap editor. You can + TileMapLayer node will appear grayed out while in the TileMap editor. You can disable this behavior by clicking the icon next to the layer selection menu (**Highlight Selected TileMap Layer** tooltip). @@ -404,7 +407,7 @@ Rectangle or Bucket Fill painting modes. Handling tile connections automatically using terrains ------------------------------------------------------ -To use terrains, the TileMap node must feature at least one terrain set and a +To use terrains, the TileMapLayer node must feature at least one terrain set and a terrain within this terrain set. See :ref:`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain set for the TileSet yet. diff --git a/tutorials/2d/using_tilesets.rst b/tutorials/2d/using_tilesets.rst index 8dbc0e39272..054676916c8 100644 --- a/tutorials/2d/using_tilesets.rst +++ b/tutorials/2d/using_tilesets.rst @@ -168,7 +168,7 @@ sounds), particle effects, and more. Scene tiles come with a greater performance overhead compared to atlases, as every scene is instanced individually for every placed tile. - It's recommended to use only scene tiles when necessary. To draw sprites in a + It's recommended to only use scene tiles when necessary. To draw sprites in a tile without any kind of advanced manipulation, :ref:`use atlases instead `. @@ -257,7 +257,7 @@ TileSet resource, choose **Merge (Keep Original Atlases)** instead. Adding collision, navigation and occlusion to the TileSet --------------------------------------------------------- -We've now successfully created a basic TileSet. We could start using in the +We've now successfully created a basic TileSet. We could start using it in the TileMapLayer node now, but it currently lacks any form of collision detection. This means the player and other objects could walk straight through the floor or walls. @@ -394,9 +394,7 @@ the custom data for the alternative tile only. You can reorder custom data without breaking existing metadata: the TileSet editor will update automatically after reordering custom data properties. -Note that in the editor, property names do not appear (only their index, which -matches the order in which they are defined). For example, with the custom data -layers example shown above, we're assigning a tile to have the +With the custom data layers example shown above, we're assigning a tile to have the ``damage_per_second`` metadata set to ``25`` and the ``destructible`` metadata to ``false``: @@ -438,7 +436,7 @@ corners or edges of platforms, floors, etc. While these can be placed manually, this quickly becomes tedious. Handling this situation with procedurally generated levels can also be difficult and require a lot of code. -Godot offers *terrains* to perform this kind of tile connections automatically. +Godot offers *terrains* to perform this kind of tile connection automatically. This allows you to have the "correct" tile variants automatically used. Terrains are grouped into terrain sets. Each terrain set is assigned a mode from @@ -526,7 +524,7 @@ Depending on your use cases, one method may be faster than the other: Using multiple tile selection ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ -If you wish to configure various properties on several times at once, +If you wish to configure various properties on several tiles at once, choose the **Select** mode at the top of the TileSet editor: After doing this, you can select multiple tiles on the right column by holding diff --git a/tutorials/3d/3d_antialiasing.rst b/tutorials/3d/3d_antialiasing.rst index 24582b28241..ff7bc165213 100644 --- a/tutorials/3d/3d_antialiasing.rst +++ b/tutorials/3d/3d_antialiasing.rst @@ -65,8 +65,8 @@ moderate performance cost, but it's effective at reducing aliasing on transparent materials without introducing any blurriness. MSAA can be enabled in the Project Settings by changing the value of the -**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change -the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely +:ref:`Rendering > Anti Aliasing > Quality > MSAA 3D` +setting. It's important to change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely separate settings. Comparison between no antialiasing (left) and various MSAA levels (right). @@ -103,8 +103,9 @@ downside of TAA is that it can exhibit *ghosting* artifacts behind moving objects. Rendering at a higher framerate will allow TAA to converge faster, therefore making those ghosting artifacts less visible. -Temporal antialiasing can be enabled in the Project Settings by changing the -value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting. +Temporal antialiasing can be enabled in the Project Settings by changing the value of the +:ref:`Rendering > Anti Aliasing > Quality > TAA` +setting. Comparison between no antialiasing (left) and TAA (right): @@ -164,9 +165,9 @@ as an in-game option may still be worthwhile for players with low-end GPUs. FXAA introduces a moderate amount of blur when enabled (more than TAA when still, but less than TAA when the camera is moving). -FXAA can be enabled in the Project Settings by changing the -value of the **Rendering > Anti Aliasing > Quality > Screen Space AA** setting to -**FXAA**. +FXAA can be enabled in the Project Settings by changing the value of the +:ref:`Rendering > Anti Aliasing > Quality > Screen Space AA` +setting to ``FXAA``. Comparison between no antialiasing (left) and FXAA (right): @@ -187,9 +188,11 @@ The downside of SSAA is its *extremely* high cost. This cost generally makes SSAA difficult to use for game purposes, but you may still find supersampling useful for :ref:`offline rendering `. -Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D -> Scale** advanced project setting above ``1.0`` while ensuring -**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default). +Supersample antialiasing is performed by increasing the +:ref:`Rendering > Scaling 3D > Scale` +advanced project setting above ``1.0`` while ensuring +:ref:`Rendering > Scaling 3D > Mode` +is set to ``Bilinear`` (the default). Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. Since Godot uses the hardware's own bilinear filtering to perform the downsampling, the result diff --git a/tutorials/3d/3d_rendering_limitations.rst b/tutorials/3d/3d_rendering_limitations.rst index b3d5fef7e81..a5d6407466b 100644 --- a/tutorials/3d/3d_rendering_limitations.rst +++ b/tutorials/3d/3d_rendering_limitations.rst @@ -46,8 +46,9 @@ rendering, where banding may be visible when using smooth gradient textures. There are two main ways to alleviate banding: -- If using the Forward+ or Forward Mobile rendering methods, enable **Use - Debanding** in the advanced Project Settings. This applies a fullscreen debanding +- If using the Forward+ or Forward Mobile rendering methods, enable + :ref:`Use Debanding` + in **Project Settings > Rendering > Anti Aliasing**. This applies a fullscreen debanding shader as a post-processing effect and is very cheap. - Alternatively, bake some noise into your textures. This is mainly effective in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom debanding diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index ff84da5226f..bcd223c6299 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -653,7 +653,8 @@ There are 2 ways to use glow in 2D: rendering output. - To enable HDR in 2D, open the Project Settings, enable - **Rendering > Viewport > HDR 2D** then restart the editor. + :ref:`Rendering > Viewport > HDR 2D` + then restart the editor. - If you want to maximize performance, you can leave HDR disabled for 2D rendering. However, you will have less control on which objects glow. @@ -676,10 +677,10 @@ There are 2 ways to use glow in 2D: .. warning:: The 2D renderer renders in linear color space if the - **Rendering > Viewport > HDR 2D** project setting is enabled, so - ``source_color`` must also be used for uniform samplers that are - used as color input in ``canvas_item`` shaders. If this is not done, - the texture will appear washed out. + :ref:`Rendering > Viewport > HDR 2D` + project setting is enabled, so the ``source_color`` hint must also be used + for uniform samplers that are used as color input in ``canvas_item`` shaders. + If this is not done, the texture will appear washed out. If 2D HDR is disabled, ``source_color`` will keep working correctly in ``canvas_item`` shaders, so it's recommend to use it when relevant either diff --git a/tutorials/3d/global_illumination/reflection_probes.rst b/tutorials/3d/global_illumination/reflection_probes.rst index b7ef32dff0a..ce8a2068687 100644 --- a/tutorials/3d/global_illumination/reflection_probes.rst +++ b/tutorials/3d/global_illumination/reflection_probes.rst @@ -187,10 +187,14 @@ reflection probe rendering. As many reflection probes as desired can be added (a performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a -:ref:`reflection probe `. This limit can be increased by -adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** -advanced project setting. +:ref:`reflection probe `. This limit can be increased by adjusting +:ref:`Max Clustered Elements` +in **Project Settings > Rendering > Limits > Cluster Builder**. When using the Forward Mobile backend, only 8 reflection probes can be applied on each individual Mesh *resource*. If there are more reflection probes affecting a single mesh, not all of them will be rendered on the mesh. + +Similarly, when using the Compatibility backend, up to 2 reflection probes can be applied +per mesh. If more than 2 reflection probes affect a single mesh, additional probes will +not be rendered. diff --git a/tutorials/3d/img/next_pass.webp b/tutorials/3d/img/next_pass.webp new file mode 100644 index 00000000000..c8719361573 Binary files /dev/null and b/tutorials/3d/img/next_pass.webp differ diff --git a/tutorials/3d/img/spatial_material7.png b/tutorials/3d/img/spatial_material7.png deleted file mode 100644 index 009f9cebbc5..00000000000 Binary files a/tutorials/3d/img/spatial_material7.png and /dev/null differ diff --git a/tutorials/3d/img/spatial_material7.webp b/tutorials/3d/img/spatial_material7.webp new file mode 100644 index 00000000000..ffb8f2c0c33 Binary files /dev/null and b/tutorials/3d/img/spatial_material7.webp differ diff --git a/tutorials/3d/img/spring_arm_camera_collision.webp b/tutorials/3d/img/spring_arm_camera_collision.webp new file mode 100644 index 00000000000..7d08a6545da Binary files /dev/null and b/tutorials/3d/img/spring_arm_camera_collision.webp differ diff --git a/tutorials/3d/img/spring_arm_camera_motion_cast.webp b/tutorials/3d/img/spring_arm_camera_motion_cast.webp new file mode 100644 index 00000000000..997e33e49d5 Binary files /dev/null and b/tutorials/3d/img/spring_arm_camera_motion_cast.webp differ diff --git a/tutorials/3d/img/spring_arm_camera_shape.webp b/tutorials/3d/img/spring_arm_camera_shape.webp new file mode 100644 index 00000000000..5d27501be0a Binary files /dev/null and b/tutorials/3d/img/spring_arm_camera_shape.webp differ diff --git a/tutorials/3d/img/spring_arm_children.webp b/tutorials/3d/img/spring_arm_children.webp new file mode 100644 index 00000000000..9cae7422fdd Binary files /dev/null and b/tutorials/3d/img/spring_arm_children.webp differ diff --git a/tutorials/3d/img/spring_arm_editor_setup.webp b/tutorials/3d/img/spring_arm_editor_setup.webp new file mode 100644 index 00000000000..dc38a255e4b Binary files /dev/null and b/tutorials/3d/img/spring_arm_editor_setup.webp differ diff --git a/tutorials/3d/img/spring_arm_length_setup.webp b/tutorials/3d/img/spring_arm_length_setup.webp new file mode 100644 index 00000000000..67c6a3bec99 Binary files /dev/null and b/tutorials/3d/img/spring_arm_length_setup.webp differ diff --git a/tutorials/3d/img/spring_arm_pivot_setup.webp b/tutorials/3d/img/spring_arm_pivot_setup.webp new file mode 100644 index 00000000000..6c0505c068f Binary files /dev/null and b/tutorials/3d/img/spring_arm_pivot_setup.webp differ diff --git a/tutorials/3d/img/spring_arm_position_length.webp b/tutorials/3d/img/spring_arm_position_length.webp new file mode 100644 index 00000000000..14f0d843dcd Binary files /dev/null and b/tutorials/3d/img/spring_arm_position_length.webp differ diff --git a/tutorials/3d/img/spring_arm_shape.webp b/tutorials/3d/img/spring_arm_shape.webp new file mode 100644 index 00000000000..f55e287bf6d Binary files /dev/null and b/tutorials/3d/img/spring_arm_shape.webp differ diff --git a/tutorials/3d/index.rst b/tutorials/3d/index.rst index 0c9c2164e75..c0d0d60a11d 100644 --- a/tutorials/3d/index.rst +++ b/tutorials/3d/index.rst @@ -12,6 +12,8 @@ procedural_geometry/index 3d_text +.. _doc_3d_rendering: + Rendering --------- @@ -54,3 +56,4 @@ Tools csg_tools using_gridmaps + spring_arm diff --git a/tutorials/3d/introduction_to_3d.rst b/tutorials/3d/introduction_to_3d.rst index 674e5f5e24f..5f876139c21 100644 --- a/tutorials/3d/introduction_to_3d.rst +++ b/tutorials/3d/introduction_to_3d.rst @@ -19,10 +19,9 @@ which are almost identical to their 2D counterparts. `Github repository `__ or the :ref:`Asset Library `. -In 3D, math is a little more complex than in 2D, so also checking the -:ref:`doc_vector_math` entry in the wiki (which was especially created for game -developers, not mathematicians or engineers) will help pave the way for you -to develop 3D games efficiently. +In 3D, math is a little more complex than in 2D. For an introduction to the +relevant math written for game developers, not mathemeticians or engineers, +check out :ref:`doc_vector_math` and :ref:`doc_using_transforms`. 3D workspace ~~~~~~~~~~~~ diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index 6f3b31b2add..67609d328ff 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -61,9 +61,9 @@ real-time lighting. As many lights as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a -:ref:`reflection probe `. This limit can be increased by -adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** -advanced project setting. +:ref:`reflection probe `. This limit can be increased by adjusting +:ref:`Max Clustered Elements` +in **Project Settings > Rendering > Limits > Cluster Builder**. When using the Forward Mobile renderer, there is a limitation of 8 OmniLights + 8 SpotLights per mesh resource. There is also a limit of 256 OmniLights + 256 @@ -72,10 +72,12 @@ currently cannot be changed. When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be rendered per mesh resource. This limit can be increased in the advanced Project -Settings by adjusting **Rendering > Limits > OpenGL > Max Renderable Lights** -and/or **Rendering > Limits > OpenGL > Max Lights Per Object** at the cost of -performance and longer shader compilation times. The limit can also be decreased -to reduce shader compilation times and improve performance slightly. +Settings by adjusting +:ref:`Max Renderable Elements` +and/or :ref:`Max Lights per Object` +in **Rendering > Limits > OpenGL**, at the cost of performance and longer shader +compilation times. The limit can also be decreased to reduce shader compilation +times and improve performance slightly. With all rendering methods, up to 8 DirectionalLights can be visible at a time. However, each additional DirectionalLight with shadows enabled will reduce the diff --git a/tutorials/3d/mesh_lod.rst b/tutorials/3d/mesh_lod.rst index d073dbffd3e..f8aedec5578 100644 --- a/tutorials/3d/mesh_lod.rst +++ b/tutorials/3d/mesh_lod.rst @@ -138,10 +138,15 @@ by changing the **Rendering > Mesh LOD > LOD Change > Threshold Pixels** project setting. To change this value at run-time, set ``mesh_lod_threshold`` on the root viewport as follows: -:: +.. tabs:: + .. code-tab:: gdscript get_tree().root.mesh_lod_threshold = 4.0 + .. code-tab:: csharp + + GetTree().Root.MeshLodThreshold = 4.0f; + Each viewport has its own ``mesh_lod_threshold`` property, which can be set independently from other viewports. diff --git a/tutorials/3d/occlusion_culling.rst b/tutorials/3d/occlusion_culling.rst index f6b984b5bea..d5e97098fb5 100644 --- a/tutorials/3d/occlusion_culling.rst +++ b/tutorials/3d/occlusion_culling.rst @@ -195,10 +195,16 @@ occluders in front of the camera. To toggle occlusion culling at run-time, set ``use_occlusion_culling`` on the root viewport as follows: -:: +.. tabs:: + .. code-tab:: gdscript get_tree().root.use_occlusion_culling = true + .. code-tab:: csharp + + GetTree().Root.UseOcclusionCulling = true; + + Toggling occlusion culling at run-time is useful to compare performance on a running project. diff --git a/tutorials/3d/particles/index.rst b/tutorials/3d/particles/index.rst index 83c60fe6aad..44542fda7ed 100644 --- a/tutorials/3d/particles/index.rst +++ b/tutorials/3d/particles/index.rst @@ -8,8 +8,8 @@ Particle systems (3D) This section of the tutorial covers (3D) GPU-accelerated particle systems. Most of the things discussed here apply to CPU particles as well. -Introduction ------------- +.. rubric:: Introduction + :heading-level: 2 You can use particle systems to simulate complex physical effects like fire, sparks, smoke, magical effects, and many more. They are very well suited for creating dynamic and organic @@ -22,8 +22,8 @@ parameters and behaviors. Every particle system you create in Godot consists of two main parts: particles and emitters. -Particles -~~~~~~~~~ +.. rubric:: Particles + :heading-level: 3 A particle is the visible part of a particle system. It's what you see on the screen when a particle system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical @@ -32,16 +32,16 @@ single system. You can randomize a particle's size, its speed and movement direc color over the course of its lifetime. When you think of a fire, you can think of all the little embers flying away from it as individual particles. -Emitters -~~~~~~~~ +.. rubric:: Emitters + :heading-level: 3 An emitter is what's creating the particles. Emitters are usually not visible, but they can have a shape. That shape controls where and how particles are spawned, for example whether they should fill a room like dust or shoot away from a single point like a fountain. Going back to the fire example, an emitter would be the heat at the center of the fire that creates the embers and the flames. -Node overview -~~~~~~~~~~~~~ +.. rubric:: Node overview + :heading-level: 3 .. figure:: img/particle_nodes.webp :alt: A list of nodes related to 3D particles @@ -75,8 +75,8 @@ colliders by hand. If you want particles to collide with large outdoor scenes, y objects in it and uses that for large-scale particle collisions. -Basic usage ------------ +.. rubric:: Basic usage + :heading-level: 2 .. toctree:: :maxdepth: 1 @@ -86,8 +86,8 @@ Basic usage properties process_material_properties -Advanced topics ---------------- +.. rubric:: Advanced topics + :heading-level: 2 .. toctree:: :maxdepth: 1 diff --git a/tutorials/3d/particles/properties.rst b/tutorials/3d/particles/properties.rst index 601aca71f8b..fca3abe9641 100644 --- a/tutorials/3d/particles/properties.rst +++ b/tutorials/3d/particles/properties.rst @@ -98,7 +98,7 @@ property has no effect. :alt: Particles running at low FPS :align: right - Interpolation on (left) vs. off (right) + Interpolation off (left) vs. on (right) The ``Fixed FPS`` property limits how often the particle system is processed. This includes property updates as well as collision and attractors. This can improve performance a lot, diff --git a/tutorials/3d/spring_arm.rst b/tutorials/3d/spring_arm.rst new file mode 100644 index 00000000000..2bc0e0635aa --- /dev/null +++ b/tutorials/3d/spring_arm.rst @@ -0,0 +1,125 @@ +:article_outdated: False + +.. _doc_spring_arm: + +Third-person camera with spring arm +=================================== + +Introduction +------------ + +3D games will often have a third-person camera that follows and +rotates around something such as a player character or a vehicle. + +In Godot, this can be done by setting a :ref:`Camera3D ` as a child of a node. +However, if you try this without any extra steps you'll notice that the camera clips through geometry and hides the scene. + +This is where the :ref:`SpringArm3D ` node comes in. + +What is a spring arm? +--------------------- + +A spring arm has two main components that affect its behavior. + +The "length" of the spring arm is how far from its global position to check for collisions: + +.. image:: img/spring_arm_position_length.webp + +The "shape" of the spring arm is what it uses to check for collisions. The spring arm will "sweep" this shape from its origin out towards its length. + +.. image:: img/spring_arm_shape.webp + +The spring arm tries to keep all of its children at the end of its length. When the shape collides with something, the children are instead placed at or near that collision point: + +.. image:: img/spring_arm_children.webp + +Spring arm with a camera +------------------------ + +When a camera is placed as a child of a spring arm, a pyramid representing the camera will be used as the shape. + +This pyramid represents the **near plane** of the camera: + +.. image:: img/spring_arm_camera_shape.webp + +.. note:: If the spring arm is given a specific shape, then that shape will **always** be used. + + The camera's shape is only used if the camera is a **direct child** of the spring arm. + + If no shape is provided and the camera is not a direct child, the spring arm will fall back to using a ray cast which is inaccurate for camera collisions and not recommended. + +Every physics process frame, the spring arm will perform a motion cast to check if anything is collided with: + +.. image:: img/spring_arm_camera_motion_cast.webp + +When the shape hits something, the camera will be placed at or near the collision point: + +.. image:: img/spring_arm_camera_collision.webp + +Setting up the spring arm and camera +------------------------------------ + +Let's add a spring arm camera setup to the platformer demo. + +.. note:: You can download the Platformer 3D demo on `GitHub `_ or using the `Asset Library `_. + +In general, for a third-person camera setup, you will have three nodes as children of the node that you're following: + +- `Node3D` (the "pivot point" for the camera) + + - `SpringArm3D` + + - `Camera3D` + +Open the ``player/player.tscn`` scene. Set these up as children of our player and give them unique names so we can find them in our script. **Make sure to delete the existing camera node!** + +.. image:: img/spring_arm_editor_setup.webp + +Let's move the pivot point up by ``2`` on the Y-axis so that it's not on the ground: + +.. image:: img/spring_arm_pivot_setup.webp + + +Give the spring arm a length of ``3`` so that it is placed behind the character: + +.. image:: img/spring_arm_length_setup.webp + +.. note:: Leave the **Shape** of the spring arm as ````. This way, it will use the camera's pyramid shape. + + If you want, you can also try other shapes - a sphere is a common choice since it slides smoothly along edges. + +Update the top of ``player/player.gd`` to grab the camera and the pivot points by their unique names: + +.. code-block:: gdscript + :caption: player/player.gd + + # Comment out this existing camera line. + # @onready var _camera := $Target/Camera3D as Camera3D + + @onready var _camera := %Camera3D as Camera3D + @onready var _camera_pivot := %CameraPivot as Node3D + +Add an ``_unhandled_input`` function to check for camera movement and then rotate the pivot point accordingly: + +.. code-block:: gdscript + :caption: player/player.gd + + @export_range(0.0, 1.0) var mouse_sensitivity = 0.01 + @export var tilt_limit = deg_to_rad(75) + + + func _unhandled_input(event: InputEvent) -> void: + if event is InputEventMouseMotion: + _camera_pivot.rotation.x -= event.relative.y * mouse_sensitivity + # Prevent the camera from rotating too far up or down. + _camera_pivot.rotation.x = clampf(_camera_pivot.rotation.x, -tilt_limit, tilt_limit) + _camera_pivot.rotation.y += -event.relative.x * mouse_sensitivity + +By rotating the pivot point, the spring arm will also be rotated and it will change where the camera is positioned. +Run the game and notice that mouse movement now rotates the camera around the character. If the camera moves into a wall, it collides with it. + +.. video:: video/spring_arm_camera.webm + :alt: Camera attached to a spring arm colliding with walls + :autoplay: + :loop: + :muted: diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index b9eeb8acdbd..456acc963bb 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -295,13 +295,10 @@ Specifies how the specular blob will be rendered. The specular blob represents the shape of a light source reflected in the object. * **SchlickGGX:** The most common blob used by PBR 3D engines nowadays. -* **Blinn:** Common in previous-generation engines. - Not worth using nowadays, but left here for the sake of compatibility. -* **Phong:** Same as above. * **Toon:** Creates a toon blob, which changes size depending on roughness. * **Disabled:** Sometimes the blob gets in the way. Begone! -.. image:: img/spatial_material7.png +.. image:: img/spatial_material7.webp Disable Ambient Light ~~~~~~~~~~~~~~~~~~~~~ @@ -658,6 +655,12 @@ make it black and unshaded, reverse culling (Cull Front), and add some grow: .. image:: img/spatial_material11.png +.. note:: + + For Grow to work as expected, the mesh must have connected faces with shared + vertices, or "smooth shading". If the mesh has disconnected faces with unique + vertices, or "flat shading", the mesh will appear to have gaps when using Grow. + Transform --------- @@ -738,8 +741,21 @@ The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor). +Objects are sorted by an opaque/transparent queue, then :ref:`render_priority`, +with higher priority being drawn later. Transparent objects are also sorted by depth. + +Depth testing overrules priority. Priority alone cannot force opaque objects to be drawn over each other. + Next Pass --------- -Sets the material to be used for the next pass. This renders the object -again with a different material. +Setting :ref:`next_pass` on a material +will cause an object to be rendered again with that next material. + +Materials are sorted by an opaque/transparent queue, then :ref:`render_priority`, +with higher priority being drawn later. + +.. image:: img/next_pass.webp + +Depth will test equal between both materials unless the grow setting or other vertex transformations are used. +Multiple transparent passes should use :ref:`render_priority` to ensure correct ordering. diff --git a/tutorials/3d/using_decals.rst b/tutorials/3d/using_decals.rst index 9998865d5a5..01812341ae6 100644 --- a/tutorials/3d/using_decals.rst +++ b/tutorials/3d/using_decals.rst @@ -29,7 +29,7 @@ On this page, you'll learn: .. seealso:: The Godot demo projects repository contains a - `3D decals demo `__. + `3D decals demo `__. If you're looking to write arbitrary 3D text on top of a surface, use :ref:`doc_3d_text` placed close to a surface instead of a Decal node. @@ -234,8 +234,9 @@ away from the camera (and may have little to no impact on the final scene rendering). Using node groups, you can also prevent non-essential decorative decals from spawning based on user configuration. -The way decals are rendered also has an impact on performance. The **Rendering > -Textures > Decals > Filter** advanced project setting lets you control how decal +The way decals are rendered also has an impact on performance. The +:ref:`Rendering > Textures > Decals > Filter` +advanced project setting lets you control how decal textures should be filtered. **Nearest/Linear** does not use mipmaps. However, decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look smoother at a distance, but decals will look blurry when viewed from oblique @@ -262,9 +263,9 @@ decal rendering. As many decals as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a -:ref:`reflection probe `. This limit can be increased by -adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** -advanced project setting. +:ref:`reflection probe `. This limit can be increased by adjusting +:ref:`Max Clustered Elements` +in **Project Settings > Rendering > Limits > Cluster Builder**. When using the Forward Mobile backend, only 8 decals can be applied on each individual Mesh *resource*. If there are more decals affecting a single mesh, diff --git a/tutorials/3d/using_transforms.rst b/tutorials/3d/using_transforms.rst index c3e9f113638..1041109ae3e 100644 --- a/tutorials/3d/using_transforms.rst +++ b/tutorials/3d/using_transforms.rst @@ -201,6 +201,8 @@ To rotate relative to object space (the node's own transform), use the following // Rotate around the object's local X axis by 0.1 radians. RotateObjectLocal(new Vector3(1, 0, 0), 0.1f); +The axis should be defined in the local coordinate system of the object. For example, to rotate around the object's local X, Y, or Z axes, use ``Vector3.RIGHT`` for the X-axis, ``Vector3.UP`` for the Y-axis, and ``Vector3.FORWARD`` for the Z-axis. + Precision errors ================ diff --git a/tutorials/3d/video/spring_arm_camera.webm b/tutorials/3d/video/spring_arm_camera.webm new file mode 100644 index 00000000000..d507416cebd Binary files /dev/null and b/tutorials/3d/video/spring_arm_camera.webm differ diff --git a/tutorials/animation/2d_skeletons.rst b/tutorials/animation/2d_skeletons.rst index 396cf327103..d9831b4bfe9 100644 --- a/tutorials/animation/2d_skeletons.rst +++ b/tutorials/animation/2d_skeletons.rst @@ -13,8 +13,7 @@ and most 3D modeling applications support it. For 2D, as this function is not used as often, it's difficult to find mainstream software aimed for this. One option is to create animations in third-party software such as Spine or -Dragonbones. From Godot 3.1 onwards, though, this functionality is supported -built-in. +Dragonbones. This functionality is also supported built-in. Why would you want to do skeletal animations directly in Godot? The answer is that there are many advantages to it: diff --git a/tutorials/animation/animation_tree.rst b/tutorials/animation/animation_tree.rst index 547ee62d435..bd9fb8d00e7 100644 --- a/tutorials/animation/animation_tree.rst +++ b/tutorials/animation/animation_tree.rst @@ -12,9 +12,6 @@ function calling, audio and sub-animation tracks, is pretty much unique. However, the support for blending those animations via ``AnimationPlayer`` is relatively limited, as only a fixed cross-fade transition time can be set. -:ref:`AnimationTree ` is a new node introduced in Godot 3.1 to deal with advanced transitions. -It supersedes the ancient ``AnimationTreePlayer``, while adding a huge amount of features and flexibility. - Creating an AnimationTree ------------------------- diff --git a/tutorials/animation/creating_movies.rst b/tutorials/animation/creating_movies.rst index b27d211245e..f7f5178b978 100644 --- a/tutorials/animation/creating_movies.rst +++ b/tutorials/animation/creating_movies.rst @@ -285,7 +285,8 @@ This feature tag can also be queried in a script to increase quality settings that are set in the Environment resource. For example, to further improve SDFGI detail and reduce light leaking: -:: +.. tabs:: + .. code-tab:: gdscript extends Node3D @@ -296,6 +297,24 @@ detail and reduce light leaking: get_viewport().world_3d.environment.sdfgi_min_cell_size *= 0.25 get_viewport().world_3d.environment.sdfgi_cascades = 8 + .. code-tab:: csharp + + using Godot; + + public partial class MyNode3D : Node3D + { + public override void _Ready() + { + if (OS.HasFeature("movie")) + { + // When recording a movie, improve SDFGI cell density + // without decreasing its maximum distance. + GetViewport().World3D.Environment.SdfgiMinCellSize *= 0.25f; + GetViewport().World3D.Environment.SdfgiCascades = 8; + } + } + } + .. _doc_creating_movies_recording_at_higher_resolution: Rendering at a higher resolution than the screen resolution diff --git a/tutorials/animation/introduction.rst b/tutorials/animation/introduction.rst index 2c13fc60a92..dc8b0e7acdb 100644 --- a/tutorials/animation/introduction.rst +++ b/tutorials/animation/introduction.rst @@ -140,8 +140,8 @@ animation. Enter a name for the animation in the dialog box. Add a new animation -Manage an animation libraries -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +Managing animation libraries +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For reusability, the animation is registered in a list in the animation library resource. If you add an animation to AnimationPlayer without specifying any particular settings, the animation will be registered in the [Global] animation library that AnimationPlayer has by default. @@ -373,10 +373,10 @@ If you want to reset the tracks in the editor, select the AnimationPlayer node, open the **Animation** bottom panel then choose **Apply Reset** in the animation editor's **Edit** dropdown menu. -when using the keyframe icon next to a property in the inspector the editor will +When using the keyframe icon next to a property in the inspector the editor will ask you to automatically create a RESET track. -.. note:: RESET tracks is also used as a reference value for blending. See also `For better blending <../animation/animation_tree.html#for-better-blending>`__. +.. note:: RESET tracks are also used as reference values for blending. See also `For better blending <../animation/animation_tree.html#for-better-blending>`__. Onion Skinning -------------- diff --git a/tutorials/animation/playing_videos.rst b/tutorials/animation/playing_videos.rst index 9862d8e4282..d2ec01b50dc 100644 --- a/tutorials/animation/playing_videos.rst +++ b/tutorials/animation/playing_videos.rst @@ -268,32 +268,32 @@ To implement the chroma key effect, follow these steps: 2. In the "ChromaKeyShader.gdshader" file, write the custom shader code as shown below: -.. code-block:: gd +.. code-block:: glsl shader_type canvas_item; - # Uniform variables for chroma key effect + // Uniform variables for chroma key effect uniform vec3 chroma_key_color : source_color = vec3(0.0, 1.0, 0.0); uniform float pickup_range : hint_range(0.0, 1.0) = 0.1; uniform float fade_amount : hint_range(0.0, 1.0) = 0.1; void fragment() { - # Get the color from the texture at the given UV coordinates + // Get the color from the texture at the given UV coordinates vec4 color = texture(TEXTURE, UV); - # Calculate the distance between the current color and the chroma key color + // Calculate the distance between the current color and the chroma key color float distance = length(color.rgb - chroma_key_color); - # If the distance is within the pickup range, discard the pixel - # the lesser the distance more likely the colors are + // If the distance is within the pickup range, discard the pixel + // the lesser the distance more likely the colors are if (distance <= pickup_range) { discard; } - # Calculate the fade factor based on the pickup range and fade amount + // Calculate the fade factor based on the pickup range and fade amount float fade_factor = smoothstep(pickup_range, pickup_range + fade_amount, distance); - # Set the output color with the original RGB values and the calculated fade factor + // Set the output color with the original RGB values and the calculated fade factor COLOR = vec4(color.rgb, fade_factor); } @@ -311,25 +311,64 @@ UI Controls To allow users to manipulate the chroma key effect in real-time, we created sliders in the `Control` node. The `Control` node's script contains the following functions: -.. code-block:: gd +.. tabs:: + .. code-tab:: gdscript - extends Control + extends Control - func _on_color_picker_button_color_changed(color): - # Update the "chroma_key_color" shader parameter of the VideoStreamPlayer's material - $VideoStreamPlayer.material.set("shader_parameter/chroma_key_color", color) + func _on_color_picker_button_color_changed(color): + # Update the "chroma_key_color" shader parameter of the VideoStreamPlayer's material. + $VideoStreamPlayer.material.set("shader_parameter/chroma_key_color", color) - func _on_h_slider_value_changed(value): - # Update the "pickup_range" shader parameter of the VideoStreamPlayer's material - $VideoStreamPlayer.material.set("shader_parameter/pickup_range", value) + func _on_h_slider_value_changed(value): + # Update the "pickup_range" shader parameter of the VideoStreamPlayer's material. + $VideoStreamPlayer.material.set("shader_parameter/pickup_range", value) - func _on_h_slider_2_value_changed(value): - # Update the "fade_amount" shader parameter of the VideoStreamPlayer's material - $VideoStreamPlayer.material.set("shader_parameter/fade_amount", value) + func _on_h_slider_2_value_changed(value): + # Update the "fade_amount" shader parameter of the VideoStreamPlayer's material. + $VideoStreamPlayer.material.set("shader_parameter/fade_amount", value) func _on_video_stream_player_finished(): - # Restart the video playback when it's finished - $VideoStreamPlayer.play() + # Restart the video playback when it's finished. + $VideoStreamPlayer.play() + + .. code-tab:: csharp + + using Godot; + + public partial class MyControl : Control + { + private VideoStreamPlayer _videoStreamPlayer; + + public override void _Ready() + { + _videoStreamPlayer = GetNode("VideoStreamPlayer"); + } + + private void OnColorPickerButtonColorChanged(Color color) + { + // Update the "chroma_key_color" shader parameter of the VideoStreamPlayer's material. + _videoStreamPlayer.Material.Set("shader_parameter/chroma_key_color", color); + } + + private void OnHSliderValueChanged(double value) + { + // Update the "pickup_range" shader parameter of the VideoStreamPlayer's material. + _videoStreamPlayer.Material.Set("shader_parameter/pickup_range", value); + } + + private void OnHSlider2ValueChanged(double value) + { + // Update the "fade_amount" shader parameter of the VideoStreamPlayer's material. + _videoStreamPlayer.Material.Set("shader_parameter/fade_amount", value); + } + + private void OnVideoStreamPlayerFinished() + { + // Restart the video playback when it's finished. + _videoStreamPlayer.Play(); + } + } also make sure that the range of the sliders are appropriate, our settings are : diff --git a/tutorials/assets_pipeline/import_process.rst b/tutorials/assets_pipeline/import_process.rst index 21c492cac7a..f3e23002853 100644 --- a/tutorials/assets_pipeline/import_process.rst +++ b/tutorials/assets_pipeline/import_process.rst @@ -84,7 +84,7 @@ files contain important metadata. :: - $ ls + ls example.png example.png.import project.godot @@ -94,7 +94,7 @@ Additionally, extra assets will be present in the hidden :: - $ ls .godot/imported + ls .godot/imported example.png-218a8f2b3041327d8a5756f3a245f83b.ctex example.png-218a8f2b3041327d8a5756f3a245f83b.md5 diff --git a/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst b/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst index 45b52cf3852..83c478d07e6 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst @@ -156,7 +156,9 @@ the built-in Collada support may still work for simple scenes without animation. For complex scenes or scenes that contain animations, Godot provides a `Blender plugin `_ -that will correctly export COLLADA scenes for use in Godot. +that will correctly export COLLADA scenes for use in Godot. This plugin is +not maintained or supported in Godot 4.x, but may still work depending on your +Godot and Blender versions. Importing OBJ files in Godot ---------------------------- diff --git a/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst b/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst index f852a432b0c..8d7a2be0a45 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst @@ -160,7 +160,7 @@ exported from other tools such as Maya. **FBX** - **Importer** Which import method is used. ubfx handles fbx files as fbx files. - FBX2glTF converts FBX files to glTF on import and requires additonal setup. + FBX2glTF converts FBX files to glTF on import and requires additional setup. FBX2glTF is not recommended unless you have a specific rason to use it over ufbx or working with a different file format. - **Allow Geometry Helper Nodes** enables or disables geometry helper nodes diff --git a/tutorials/assets_pipeline/importing_audio_samples.rst b/tutorials/assets_pipeline/importing_audio_samples.rst index 5874283849b..aeb54641e80 100644 --- a/tutorials/assets_pipeline/importing_audio_samples.rst +++ b/tutorials/assets_pipeline/importing_audio_samples.rst @@ -212,7 +212,7 @@ BPM The Beats Per Minute of the audio track. This should match the BPM measure that was used to compose the track. This is only relevant for music that wishes to -make use of interactive music functionality (not implemented yet), not sound +make use of interactive music functionality, not sound effects. A more convenient editor for **BPM** is provided in the @@ -223,7 +223,7 @@ Beat Count ^^^^^^^^^^ The beat count of the audio track. This is only relevant for music that wishes -to make use of interactive music functionality (not implemented yet), not sound +to make use of interactive music functionality, not sound effects. A more convenient editor for **Beat Count** is provided in the @@ -235,7 +235,7 @@ Bar Beats The number of bars within a single beat in the audio track. This is only relevant for music that wishes to make use of interactive music functionality -(not implemented yet), not sound effects. +, not sound effects. A more convenient editor for **Bar Beats** is provided in the :ref:`Advanced import settings ` diff --git a/tutorials/audio/audio_buses.rst b/tutorials/audio/audio_buses.rst index 9412410223e..f1aa2c47d92 100644 --- a/tutorials/audio/audio_buses.rst +++ b/tutorials/audio/audio_buses.rst @@ -88,6 +88,16 @@ Finally, toggle the **Playing** property to **On** and sound will flow. Adding effects -------------- +.. warning:: + + This feature is not supported on the web platform if the AudioStreamPlayer's + playback mode is set to **Sample**, which is the default. It will only work if the + playback mode is set to **Stream**, at the cost of increased latency if threads + are not enabled. + + See :ref:`Audio playback in the Exporting for the Web documentation ` + for details. + Audio buses can contain all sorts of effects. These effects modify the sound in one way or another and are applied in order. diff --git a/tutorials/audio/audio_streams.rst b/tutorials/audio/audio_streams.rst index 05fdcb8e84c..a4b9f8537ba 100644 --- a/tutorials/audio/audio_streams.rst +++ b/tutorials/audio/audio_streams.rst @@ -80,6 +80,16 @@ Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced optio Reverb buses ~~~~~~~~~~~~ +.. warning:: + + This feature is not supported on the web platform if the AudioStreamPlayer's + playback mode is set to **Sample**, which is the default. It will only work if the + playback mode is set to **Stream**, at the cost of increased latency if threads + are not enabled. + + See :ref:`Audio playback in the Exporting for the Web documentation ` + for details. + Godot allows for 3D audio streams that enter a specific Area3D node to send dry and wet audio to separate buses. This is useful when you have several reverb configurations for different types of rooms. This is done by enabling this type @@ -102,6 +112,16 @@ that effect. Doppler ~~~~~~~ +.. warning:: + + This feature is not supported on the web platform if the AudioStreamPlayer's + playback mode is set to **Sample**, which is the default. It will only work if the + playback mode is set to **Stream**, at the cost of increased latency if threads + are not enabled. + + See :ref:`Audio playback in the Exporting for the Web documentation ` + for details. + When the relative velocity between an emitter and listener changes, this is perceived as an increase or decrease in the pitch of the emitted sound. Godot can track velocity changes in the AudioStreamPlayer3D and Camera nodes. diff --git a/tutorials/audio/recording_with_microphone.rst b/tutorials/audio/recording_with_microphone.rst index cca0a26f1b2..012e64b11fd 100644 --- a/tutorials/audio/recording_with_microphone.rst +++ b/tutorials/audio/recording_with_microphone.rst @@ -12,7 +12,7 @@ A simple demo is included in the official demo projects and will be used as support for this tutorial: ``_. -You will need to enable audio input in the project settings ``Project Settings -> Audio -> Driver -> Enable Input``, or you'll just get empty audio files. +You will need to enable audio input in the :ref:`Audio > Driver > Enable Input` project setting, or you'll just get empty audio files. The structure of the demo ------------------------- diff --git a/tutorials/audio/sync_with_audio.rst b/tutorials/audio/sync_with_audio.rst index 8a789d6576b..9cd090c75d6 100644 --- a/tutorials/audio/sync_with_audio.rst +++ b/tutorials/audio/sync_with_audio.rst @@ -23,7 +23,9 @@ The most common way to reduce latency is to shrink the audio buffers (again, by This is a common tradeoff, so Godot ships with sensible defaults that should not need to be altered. -The problem, in the end, is not this slight delay but synchronizing graphics and audio for games that require it. Beginning with Godot 3.2, some helpers were added to obtain more precise playback timing. +The problem, in the end, is not this slight delay but synchronizing graphics and +audio for games that require it. Some helpers are available to obtain more +precise playback timing. Using the system clock to sync ------------------------------ diff --git a/tutorials/best_practices/autoloads_versus_internal_nodes.rst b/tutorials/best_practices/autoloads_versus_internal_nodes.rst index 48664a26a59..2f8b10a92a9 100644 --- a/tutorials/best_practices/autoloads_versus_internal_nodes.rst +++ b/tutorials/best_practices/autoloads_versus_internal_nodes.rst @@ -87,7 +87,7 @@ limitation of static functions is that they can't reference member variables, non-static functions or ``self``. Since Godot 4.1, GDScript also supports ``static`` variables using ``static var``. -This means you can now share a variables across instances of a class without +This means you can now share variables across instances of a class without having to create a separate autoload. Still, autoloaded nodes can simplify your code for systems with a wide scope. If diff --git a/tutorials/best_practices/data_preferences.rst b/tutorials/best_practices/data_preferences.rst index 7bd718267c0..994d3d45e98 100644 --- a/tutorials/best_practices/data_preferences.rst +++ b/tutorials/best_practices/data_preferences.rst @@ -332,15 +332,15 @@ in a :ref:`TileSet ` and integrate it with a :ref:`TileMapLayer ` for many auto-animating backgrounds that all render in a single batched draw call. -The AnimatedSprite2D node, in combination with the +The :ref:`AnimatedSprite2D ` node, in combination with the :ref:`SpriteFrames ` resource, allows one to create a variety of animation sequences through spritesheets, flip between animations, and control their speed, regional offset, and orientation. This makes them well-suited to controlling 2D frame-based animations. -If one needs trigger other effects in relation to animation changes (for +If one needs to trigger other effects in relation to animation changes (for example, create particle effects, call functions, or manipulate other -peripheral elements besides the frame-based animation), then will need to use +peripheral elements besides the frame-based animation), then one will need to use an :ref:`AnimationPlayer ` node in conjunction with the AnimatedSprite2D. diff --git a/tutorials/best_practices/godot_notifications.rst b/tutorials/best_practices/godot_notifications.rst index e388ecaec62..75a0d237816 100644 --- a/tutorials/best_practices/godot_notifications.rst +++ b/tutorials/best_practices/godot_notifications.rst @@ -279,7 +279,7 @@ nodes that one might create at runtime. { private Node _parentCache; - public void ConnectionCheck() + public bool ConnectionCheck() { return _parentCache.HasUserSignal("InteractedWith"); } diff --git a/tutorials/best_practices/scenes_versus_scripts.rst b/tutorials/best_practices/scenes_versus_scripts.rst index f0abd2515b0..713075404c4 100644 --- a/tutorials/best_practices/scenes_versus_scripts.rst +++ b/tutorials/best_practices/scenes_versus_scripts.rst @@ -118,8 +118,6 @@ There are two systems for registering types: - Engine developers must add support for languages manually (both name exposure and runtime accessibility). - - Godot 3.1+ only. - - The Editor scans project folders and registers any exposed names for all scripting languages. Each scripting language must implement its own support for exposing this information. diff --git a/tutorials/editor/default_key_mapping.rst b/tutorials/editor/default_key_mapping.rst index f5f2a9ea448..28213830ca4 100644 --- a/tutorials/editor/default_key_mapping.rst +++ b/tutorials/editor/default_key_mapping.rst @@ -7,22 +7,25 @@ Default editor shortcuts ======================== -Many of Godot Editor functions can be executed with keyboard shortcuts. This page + +Many Godot editor functions can be executed with keyboard shortcuts. This page lists functions which have associated shortcuts by default, but many others are available for customization in editor settings as well. To change keys associated -with these and other actions navigate to ``Editor -> Editor Settings -> Shortcuts``. +with these and other actions navigate to **Editor > Editor Settings > Shortcuts**. While some actions are universal, a lot of shortcuts are specific to individual tools. For this reason it is possible for some key combinations to be assigned to more than one function. The correct action will be performed depending on the context. -.. note:: While Windows and Linux builds of the editor share most of the default settings, - some shortcuts may differ for macOS version. This is done for better integration - of the editor into macOS ecosystem. Users fluent with standard shortcuts on that - OS should find Godot Editor's default key mapping intuitive. +.. note:: + + While Windows and Linux builds of the editor share most of the default settings, + some shortcuts may differ for macOS version. This is done for better integration + of the editor into macOS ecosystem. Users fluent with standard shortcuts on that + OS should find Godot Editor's default key mapping intuitive. -General Editor Actions +General editor actions ---------------------- +-----------------------+-------------------------------+------------------------------+----------------------------------+ @@ -86,9 +89,35 @@ General Editor Actions +-----------------------+-------------------------------+------------------------------+----------------------------------+ | Expand Bottom Panel | :kbd:`Shift + F12` | :kbd:`Shift + F12` | ``editor/bottom_panel_expand`` | +-----------------------+-------------------------------+------------------------------+----------------------------------+ +| Command Palette | :kbd:`Ctrl + Shift + P` | :kbd:`Cmd + Shift + P` | ``editor/command_palette`` | ++-----------------------+-------------------------------+------------------------------+----------------------------------+ -2D / Canvas Item Editor ------------------------ +Bottom panels +------------- + +Only bottom panels that are always available have a default shortcut assigned. +Others must be manually bound in the Editor Settings if desired. + ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Action name | Windows, Linux | macOS | Editor setting | ++===================================+=================+=================+=====================================================+ +| Toggle Last Opened Panel | :kbd:`Ctrl + J` | :kbd:`Ctrl + J` | ``editor/toggle_last_opened_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Toggle Animation Bottom Panel | :kbd:`Alt + N` | :kbd:`Alt + N` | ``bottom_panels/toggle_animation_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Toggle Audio Bottom Panel | :kbd:`Alt + A` | :kbd:`Alt + A` | ``bottom_panels/toggle_audio_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Toggle Debugger Bottom Panel | :kbd:`Alt + D` | :kbd:`Alt + D` | ``bottom_panels/toggle_debugger_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Toggle FileSystem Bottom Panel | :kbd:`Alt + F` | :kbd:`Alt + F` | ``bottom_panels/toggle_filesystem_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Toggle Output Bottom Panel | :kbd:`Alt + O` | :kbd:`Alt + O` | ``bottom_panels/toggle_output_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +| Toggle Shader Editor Bottom Panel | :kbd:`Alt + S` | :kbd:`Alt + S` | ``bottom_panels/toggle_shader_editor_bottom_panel`` | ++-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ + +2D / CanvasItem editor +---------------------- +------------------------------+-------------------------+------------------------+--------------------------------------------------------+ | Action name | Windows, Linux | macOS | Editor setting | @@ -142,7 +171,7 @@ General Editor Actions .. _doc_default_key_mapping_shortcuts_spatial_editor: -3D / Spatial Editor +3D / Spatial editor ------------------- +------------------------------------+-----------------------+----------------------+--------------------------------------------------+ @@ -217,7 +246,7 @@ General Editor Actions | 4 Viewports | :kbd:`Ctrl + 4` | :kbd:`Cmd + 4` | ``spatial_editor/4_viewports`` | +------------------------------------+-----------------------+----------------------+--------------------------------------------------+ -Text Editor +Text editor ----------- +---------------------------+---------------------------------+----------------------------------+-------------------------------------------------+ @@ -300,7 +329,7 @@ Text Editor | Contextual Help | :kbd:`Alt + F1` | :kbd:`Opt + Shift + Space` | ``script_text_editor/contextual_help`` | +---------------------------+---------------------------------+----------------------------------+-------------------------------------------------+ -Script Editor +Script editor ------------- +----------------------+---------------------------------+---------------------------------+----------------------------------------+ @@ -347,7 +376,7 @@ Script Editor | Reset Zoom | :kbd:`Ctrl + 0` | :kbd:`Cmd + 0` | ``script_editor/reset_zoom`` | +----------------------+---------------------------------+---------------------------------+----------------------------------------+ -Editor Output +Editor output ------------- +----------------+-------------------------+------------------------+-------------------------+ @@ -371,7 +400,7 @@ Debugger | Continue | :kbd:`F12` | :kbd:`F12` | ``debugger/continue`` | +-------------+----------------+------------+------------------------+ -File Dialog +File dialog ----------- +---------------------+--------------------------+--------------------------+-------------------------------------+ @@ -395,14 +424,14 @@ File Dialog +---------------------+--------------------------+--------------------------+-------------------------------------+ | Delete | :kbd:`Del` | :kbd:`Cmd + BkSp` | ``file_dialog/delete`` | +---------------------+--------------------------+--------------------------+-------------------------------------+ -| Focus Path | :kbd:`Ctrl + D` | :kbd:`Cmd + D` | ``file_dialog/focus_path`` | +| Focus Path | :kbd:`Ctrl + L` | :kbd:`Cmd + Shift + G` | ``file_dialog/focus_path`` | +---------------------+--------------------------+--------------------------+-------------------------------------+ | Move Favorite Up | :kbd:`Ctrl + Up Arrow` | :kbd:`Cmd + Up Arrow` | ``file_dialog/move_favorite_up`` | +---------------------+--------------------------+--------------------------+-------------------------------------+ | Move Favorite Down | :kbd:`Ctrl + Down Arrow` | :kbd:`Cmd + Down Arrow` | ``file_dialog/move_favorite_down`` | +---------------------+--------------------------+--------------------------+-------------------------------------+ -FileSystem Dock +FileSystem dock --------------- +-------------+-----------------+-------------------+-------------------------------+ @@ -415,7 +444,7 @@ FileSystem Dock | Delete | :kbd:`Del` | :kbd:`Cmd + BkSp` | ``filesystem_dock/delete`` | +-------------+-----------------+-------------------+-------------------------------+ -Scene Tree Dock +Scene tree dock --------------- +----------------+--------------------------+-------------------------+----------------------------------+ @@ -438,7 +467,7 @@ Scene Tree Dock | Move Down | :kbd:`Ctrl + Down Arrow` | :kbd:`Cmd + Down Arrow` | ``scene_tree/move_down`` | +----------------+--------------------------+-------------------------+----------------------------------+ -Animation Track Editor +Animation track editor ---------------------- +----------------------+---------------------------+--------------------------+-----------------------------------------------------+ @@ -455,8 +484,8 @@ Animation Track Editor | Go to Previous Step | :kbd:`Ctrl + Left Arrow` | :kbd:`Cmd + Left Arrow` | ``animation_editor/goto_prev_step`` | +----------------------+---------------------------+--------------------------+-----------------------------------------------------+ -Tile Map Editor ---------------- +TileMap editor +-------------- +-------------------+-----------------+-------------------+---------------------------------------+ | Action name | Windows, Linux | macOS | Editor setting | @@ -494,7 +523,7 @@ Tile Map Editor | Rotate Right | :kbd:`X` | :kbd:`X` | ``tiles_editor/rotate_tile_right`` | +-------------------+-----------------+-------------------+---------------------------------------+ -Tileset Editor +TileSet Editor -------------- +---------------------+----------------+---------------+----------------------------------------+ @@ -520,3 +549,24 @@ Tileset Editor +---------------------+----------------+---------------+----------------------------------------+ | Z Index Mode | :kbd:`8` | :kbd:`8` | ``tileset_editor/editmode_z_index`` | +---------------------+----------------+---------------+----------------------------------------+ + +Project manager +--------------- + ++---------------------+-----------------+-------------------+------------------------------------+ +| Action name | Windows, Linux | macOS | Editor setting | ++=====================+=================+===================+====================================+ +| New Project | :kbd:`Ctrl + N` | :kbd:`Cmd + N` | ``project_manager/new_project`` | ++---------------------+-----------------+-------------------+------------------------------------+ +| Import Project | :kbd:`Ctrl + I` | :kbd:`Cmd + I` | ``project_manager/import_project`` | ++---------------------+-----------------+-------------------+------------------------------------+ +| Scan for Projects | :kbd:`Ctrl + S` | :kbd:`Cmd + S` | ``project_manager/scan_projects`` | ++---------------------+-----------------+-------------------+------------------------------------+ +| Edit Project | :kbd:`Ctrl + E` | :kbd:`Cmd + E` | ``project_manager/edit_project`` | ++---------------------+-----------------+-------------------+------------------------------------+ +| Run Project | :kbd:`Ctrl + R` | :kbd:`Cmd + R` | ``project_manager/run_project`` | ++---------------------+-----------------+-------------------+------------------------------------+ +| Rename Project | :kbd:`F2` | :kbd:`Enter` | ``project_manager/rename_project`` | ++---------------------+-----------------+-------------------+------------------------------------+ +| Remove Project | :kbd:`Delete` | :kbd:`Cmd + BkSp` | ``project_manager/remove_project`` | ++---------------------+-----------------+-------------------+------------------------------------+ diff --git a/tutorials/editor/external_editor.rst b/tutorials/editor/external_editor.rst index f9ed4300e31..2e2f2d43a6b 100644 --- a/tutorials/editor/external_editor.rst +++ b/tutorials/editor/external_editor.rst @@ -120,3 +120,8 @@ Emacs Check the official instructions to configure `LSP `_, and `DAP `_. +JetBrains Rider +^^^^^^^^^^^^^^^ + +Refer to `JetBrains Rider documentation `_. + diff --git a/tutorials/editor/project_manager.rst b/tutorials/editor/project_manager.rst index 7e559759470..c454faf84f3 100644 --- a/tutorials/editor/project_manager.rst +++ b/tutorials/editor/project_manager.rst @@ -33,10 +33,11 @@ Creating and importing projects To create a new project: 1. Click the **Create** button on the top-left of the window. -2. Give the project a name, choose an empty folder on your computer to save the - files. Alternatively, you can enable **Create Folder** option to automatically create - a new sub-folder with the project name, following the directory naming convention - set in the settings. An empty folder will show a green tick on the right. +2. Give the project a name, then open the file browser using the **Browse** button, + and choose an empty folder on your computer to save the files. Alternatively, + you can enable **Create Folder** option to automatically create a new sub-folder + with the project name, following the directory naming convention set in the + settings. An empty folder will show a green tick on the right. 3. Select one of the rendering backends (this can also be changed later). 4. Click the **Create & Edit** button to create the project folder and open it in the editor. @@ -49,8 +50,9 @@ To create a new project: Using the file browser ~~~~~~~~~~~~~~~~~~~~~~ -Click the **Browse** button to open Godot's file browser. -You can pick a location or type the folder's path in the **Path** field, after choosing a drive. +From the **Create New Project** window, click the **Browse** button to open +Godot's file browser. You can pick a location or type the folder's path in the +**Path** field, after choosing a drive. Left of the path field on the top row contains arrows to navigate backward and forward through the last visited locations. diff --git a/tutorials/editor/using_the_web_editor.rst b/tutorials/editor/using_the_web_editor.rst index 075d9b34aca..164bbd317be 100644 --- a/tutorials/editor/using_the_web_editor.rst +++ b/tutorials/editor/using_the_web_editor.rst @@ -5,8 +5,8 @@ Using the Web editor ==================== -Since Godot 3.3, there is a `Web editor `__ -you can use to work on new or existing projects. +There is a `Web editor `__ you can use to work +on new or existing projects. .. note:: @@ -69,7 +69,8 @@ of the Web platform: .. seealso:: See the - `list of open issues on GitHub related to the web editor `__ for a list of known bugs. + `list of open issues on GitHub related to the web editor `__ + for a list of known bugs. Importing a project ------------------- diff --git a/tutorials/export/exporting_for_android.rst b/tutorials/export/exporting_for_android.rst index 2ba96076477..2a95927f4b9 100644 --- a/tutorials/export/exporting_for_android.rst +++ b/tutorials/export/exporting_for_android.rst @@ -100,6 +100,9 @@ There are two types of icons required by Godot: - **Main Icon:** The "classic" icon. This will be used on all Android versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px. - **Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons `_ were introduced. Applications will need to include separate background and foreground icons to have a native look. The user's launcher application will control the icon's animation and masking. Must be at least 432×432 px. +- **Themed Icons:** Starting from Android 13 (inclusive), Themed Icons were introduced. Applications will need to include a monochrome icon to enable this feature. The user's launcher application will control the icon's theme. Must be at least 432×432 px. + +.. caution:: It is mandatory to provide a monochrome icon. Failure to do so will result in the default Godot monochrome icon being used. .. seealso:: It's important to adhere to some rules when designing adaptive icons. `Google Design has provided a nice article `_ that helps to understand those rules and some of the capabilities of adaptive icons. @@ -110,6 +113,7 @@ If you don't provide some of the requested icons, Godot will replace them using - **Main Icon:** Provided main icon -> Project icon -> Default Godot main icon. - **Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon. - **Adaptive Icon Background:** Provided background icon -> Default Godot background icon. +- **Adaptive Icon Monochrome:** Provided monochrome icon -> Default Godot monochrome icon. It's highly recommended to provide all the requested icons with their specified resolutions. This way, your application will look great on all Android devices and versions. @@ -117,8 +121,11 @@ This way, your application will look great on all Android devices and versions. Exporting for Google Play Store ------------------------------- -Uploading an APK to Google's Play Store requires you to sign using a non-debug -keystore file; such file can be generated like this: +All new apps uploaded to Google Play after August 2021 must be an AAB (Android App Bundle) +file. + +Uploading an AAB or APK to Google's Play Store requires you to sign using a non-debug +keystore file; such a file can be generated like this: .. code-block:: shell @@ -126,7 +133,7 @@ keystore file; such file can be generated like this: This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! It is suggested to use only upper and lowercase letters and numbers. Special characters may cause errors. -Use Google's Android Developer guides to learn more about `APK signing `__. +Use Google's Android Developer guides to learn more about `app signing `__. Now fill in the following forms in your Android Export Presets: @@ -140,22 +147,17 @@ Don't forget to uncheck the **Export With Debug** checkbox while exporting. .. image:: img/export-with-debug-button.png -Optimizing the APK size ------------------------ - -By default, the APK will contain native libraries for both ARMv7 and ARMv8 -architectures. This increases its size significantly. To create a smaller APK, -uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android -export preset. This will create an APK that only contains a library for -a single architecture. Note that applications targeting ARMv7 can also run on -ARMv8 devices, but the opposite is not true. - -Since August 2019, Google Play requires all applications to be available in -64-bit form. This means you cannot upload an APK that contains *just* an ARMv7 -library. To solve this, you can upload several APKs to Google Play using its -`Multiple APK support `__. -Each APK should target a single architecture; creating an APK for ARMv7 -and ARMv8 is usually sufficient to cover most devices in use today. +Optimizing the file size +------------------------ + +If you're working with APKs and not AABs, by default, the APK will contain native +libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. +To create a smaller file, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in +your project's Android export preset. This will create an APK that only contains +a library for a single architecture. Note that applications targeting ARMv7 can +also run on ARMv8 devices, but the opposite is not true. The reason you don't do +this to save space with AABs is that Google automatically splits up the AAB on their +backend, so the user only downloads what they need. You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more diff --git a/tutorials/export/exporting_for_macos.rst b/tutorials/export/exporting_for_macos.rst index ddc3c60a4e7..54240469a00 100644 --- a/tutorials/export/exporting_for_macos.rst +++ b/tutorials/export/exporting_for_macos.rst @@ -11,7 +11,7 @@ Exporting for macOS macOS apps exported with the official export templates are exported as a single "Universal 2" binary ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files. This bundle can be exported as is, packed in a ZIP archive or DMG disk image (only supported when exporting from a computer running macOS). -`Universal binaries for macOS support both Intel x86_64 and ARM64 (Apple silicon, i.e. M1) architectures `__. +`Universal binaries for macOS support both Intel x86_64 and ARM64 (Apple Silicon) architectures `__. Requirements ------------ diff --git a/tutorials/export/exporting_for_web.rst b/tutorials/export/exporting_for_web.rst index b582f80f13e..9383c16dfde 100644 --- a/tutorials/export/exporting_for_web.rst +++ b/tutorials/export/exporting_for_web.rst @@ -11,8 +11,7 @@ Exporting for the Web HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for `WebAssembly -`__, `WebGL `__ and -`SharedArrayBuffer `_ +`__ and `WebGL 2.0 `__ in the user's browser. .. attention:: @@ -26,28 +25,61 @@ in the user's browser. with :kbd:`F12` (:kbd:`Cmd + Option + I` on macOS), to view **debug information** like JavaScript, engine, and WebGL errors. -.. attention:: +.. seealso:: + + See the + `list of open issues on GitHub related to the web export `__ + for a list of known bugs. + +Export file name +---------------- - Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs - with SharedArrayBuffer and WebGL 2.0. We recommend using - :ref:`macOS ` and :ref:`iOS ` - native export functionality instead, as it will also result in better performance. +We suggest users to export their Web projects with ``index.html`` as the file name. +``index.html`` is usually the default file loaded by web servers when accessing the +parent directory, usually hiding the name of that file. - Godot 3's HTML5 exports are more compatible with various browsers in - general, especially when using the GLES2 rendering backend (which only - requires WebGL 1.0). +.. attention:: + + The Godot 4 Web export expects some files to be named the same name as the one set in the + initial export. Some issues could occur if some exported files are renamed, including the + main HTML file. WebGL version ------------- Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering -method). There is no stable way to run Vulkan applications on the web yet. +method). Forward+/Mobile are not supported on the web platform, as these +rendering methods are designed around modern low-level graphics APIs. Godot +currently does not support WebGPU, which is a prerequisite for allowing +Forward+/Mobile to run on the web platform. See `Can I use WebGL 2.0 `__ for a list of browser versions supporting WebGL 2.0. Note that Safari has several issues with WebGL 2.0 support that other browsers don't have, so we recommend using a Chromium-based browser or Firefox if possible. +.. _doc_exporting_for_web_audio_playback: + +Audio playback +-------------- + +Since Godot 4.3, audio playback is done using the Web Audio API on the web +platform. This **Sample** playback mode allows for low latency even when the +project is exported without thread support, but it has several limitations: + +- AudioEffects are not supported. +- :ref:`Reverberation and doppler ` effects are not supported. +- Procedural audio generation is not supported. +- Positional audio may not always work correctly depending on the node's properties. + +To use Godot's own audio playback system on the web platform, you can change the +default playback mode using the **Audio > General > Default Playback Type.web** +project setting, or change the **Playback Type** property to **Stream** on an +:ref:`class_AudioStreamPlayer`, :ref:`class_AudioStreamPlayer2D` or +:ref:`class_AudioStreamPlayer3D` node. This leads to increased latency +(especially when thread support is disabled), but it allows the full suite +of Godot's audio features to work. + .. _doc_javascript_export_options: Export options @@ -60,7 +92,7 @@ game in the default browser for testing. If your project uses GDExtension **Extension Support** needs to be enabled. If you plan to use :ref:`VRAM compression ` make sure that -**Vram Texture Compression** is enabled for the targeted platforms (enabling +**VRAM Texture Compression** is enabled for the targeted platforms (enabling both **For Desktop** and **For Mobile** will result in a bigger, but more compatible export). @@ -78,6 +110,59 @@ JavaScript APIs, include CSS, or run JavaScript code. To customize the generated file, use the **Custom HTML shell** option. +.. _doc_exporting_for_web_thread_extension_support: + +Thread and extension support +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +If **Thread Support** is enabled, the exported project will be able to +:ref:`make use of multithreading ` to improve +performance. This also allows for low-latency audio playback +when the playback type is set to **Stream** (instead of the default **Sample** +that is used in web exports). Enabling this feature requires the use of +cross-origin isolation headers, which are described in the +:ref:`doc_exporting_for_web_serving_the_files` section below. + +If **Extensions Support** is enabled, :ref:`GDExtensions ` +will be able to be loaded. Note that GDExtensions still need to be specifically +compiled for the web platform to work. Like thread support, enabling this feature +requires the use of cross-origin isolation headers. + +Exporting as a Progressive Web App (PWA) +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +If **Progressive Web App > Enable** is enabled, it will have several effects: + +- Configure high-resolution icons, a display mode and screen orientation. These + are configured at the end of the Progressive Web App section in the export + options. These options are used if the user adds the project to their device's + homescreen, which is common on mobile platforms. This is also supported on + desktop platforms, albeit in a more limited capacity. + +- Allow the project to be loaded without an Internet connection if it has been + loaded at least once beforehand. This works thanks to the *service worker* + that is installed when the project is first loaded in the user's browser. This + service worker provides a local fallback when no Internet connection is + available. + + - Note that web browsers can choose to evict the cached data if the user runs + low on disk space, or if the user hasn't opened the project for a while. + To ensure data is cached for a longer duration, the user can bookmark the page, + or ideally add it to their device's home screen. + + - If the offline data is not available because it was evicted from the cache, + you can configure an **Offline Page** that will be displayed in this case. + The page must be in HTML format and will be saved on the client's machine + the first time the project is loaded. + +- Ensure cross-origin isolation headers are always present, even if the web + server hasn't been configured to send them. This allows exports with threads + enabled to work when hosted on any website, even if there is no way for you to + control the headers it sends. + + - This behavior can be disabled by unchecking **Enable Cross Origin Isolation Headers** + in the Progressive Web App section. + Limitations ----------- @@ -141,7 +226,7 @@ player to click, tap or press a key/button to enable audio, for instance when di .. seealso:: Google offers additional information about their `Web Audio autoplay policies `__. - Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS + Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS `__. .. warning:: Access to microphone requires a @@ -205,8 +290,8 @@ used, see :ref:`doc_customizing_html5_shell`. .. warning:: - To ensure low audio latency and the ability to use :ref:`class_Thread` in web exports, - Godot 4 web exports always use + If either :ref:`thread support or extension support ` + are enabled, the exported project will require `SharedArrayBuffer `__. This requires a :ref:`secure context `, while also requiring the following CORS headers to be set when serving the files: @@ -217,11 +302,13 @@ used, see :ref:`doc_customizing_html5_shell`. Cross-Origin-Embedder-Policy: require-corp If you don't control the web server or are unable to add response headers, - use `coi-serviceworker `__ - as a workaround. + check **Progressive Web App > Enable** in the export options. This applies + a service worker-based workaround that allows the project to run by + simulating the presence of these response headers. A secure context + is still required in this case. - If the client doesn't receive the required response headers, - **the project will not run**. + If the client doesn't receive the required response headers or the service + worker-based workaround is not applied, **the project will not run**. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time. Its name is @@ -289,7 +376,8 @@ supported on your web server for further file size savings. Interacting with the browser and JavaScript ------------------------------------------- -See the :ref:`dedicated page ` on how to interact with JavaScript and access some unique Web browser features. +See the :ref:`dedicated page ` on how to interact +with JavaScript and access some unique Web browser features. Environment variables --------------------- diff --git a/tutorials/export/exporting_for_windows.rst b/tutorials/export/exporting_for_windows.rst index 33b78934c1c..a3d317ec9dd 100644 --- a/tutorials/export/exporting_for_windows.rst +++ b/tutorials/export/exporting_for_windows.rst @@ -24,7 +24,7 @@ Code signing Godot is capable of automatic code signing on export. To do this you must have the ``Windows SDK`` (on Windows) or `osslsigncode `__ (on any other OS) installed. You will also need a package signing certificate, -information on creating one can be found `here `__. +information on creating one can be found `here `__. .. warning:: diff --git a/tutorials/export/index.rst b/tutorials/export/index.rst index 6bf26611bdc..6a46dabd7dc 100644 --- a/tutorials/export/index.rst +++ b/tutorials/export/index.rst @@ -3,6 +3,12 @@ Export ====== +.. seealso:: + + This section is about exporting a build of your project. If you're trying + to export properties from a script, see :ref:`doc_gdscript_exports` or + :ref:`doc_c_sharp_exports`. + .. toctree:: :maxdepth: 1 :name: toc-learn-workflow-export diff --git a/tutorials/inputs/controllers_gamepads_joysticks.rst b/tutorials/inputs/controllers_gamepads_joysticks.rst index 37e7124cfcb..74099f0d153 100644 --- a/tutorials/inputs/controllers_gamepads_joysticks.rst +++ b/tutorials/inputs/controllers_gamepads_joysticks.rst @@ -136,10 +136,6 @@ use ``Input.is_action_pressed()``: held, ``Input.is_action_just_pressed()`` will only return ``true`` for one frame after the button has been pressed. -In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and -``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()`` -and ``Input.is_action_pressed()`` are available in Godot 3.3. - Vibration --------- diff --git a/tutorials/inputs/custom_mouse_cursor.rst b/tutorials/inputs/custom_mouse_cursor.rst index 36fb6f5e39e..0964ca29397 100644 --- a/tutorials/inputs/custom_mouse_cursor.rst +++ b/tutorials/inputs/custom_mouse_cursor.rst @@ -7,17 +7,14 @@ You might want to change the appearance of the mouse cursor in your game in order to suit the overall design. There are two ways to customize the mouse cursor: -1. Using project settings -2. Using a script - -Using project settings is a simpler (but more limited) way to customize the mouse cursor. -The second way is more customizable, but involves scripting: +1. Using project settings. This is simpler, but more limited. +2. Using a script. This is more customizable, but involves scripting. .. note:: You could display a "software" mouse cursor by hiding the mouse cursor and moving a Sprite2D to the cursor position in a ``_process()`` method, but - this will add at least one frame of latency compared to an "hardware" mouse + this will add at least one frame of latency compared to a "hardware" mouse cursor. Therefore, it's recommended to use the approach described here whenever possible. @@ -27,18 +24,20 @@ The second way is more customizable, but involves scripting: Using project settings ---------------------- -Open project settings, go to Display>Mouse Cursor. You will see Custom Image, Custom Image Hotspot -and Tooltip Position Offset. +Open the **Project Settings** and go to **Display > Mouse Cursor**. You will see the settings +:ref:`Custom Image `, +:ref:`Custom Image Hotspot `, +and :ref:`Tooltip Position Offset `. .. image:: img/cursor_project_settings.webp -Custom Image is the desired image that you would like to set as the mouse cursor. -Custom Hotspot is the point in the image that you would like to use as the cursor's detection point. +**Custom Image** is the desired image that you would like to set as the mouse cursor. +**Custom Hotspot** is the point in the image that you would like to use as the cursor's detection point. .. warning:: The custom image **must** be 256×256 pixels at most. To avoid rendering - issues, sizes lower than or equal to 128×128 are recommended. + issues, sizes of 128×128 or smaller are recommended. On the web platform, the maximum allowed cursor image size is 128×128. @@ -68,18 +67,23 @@ Create a Node and attach the following script. .. code-tab:: csharp - public override void _Ready() - { - // Load the custom images for the mouse cursor. - var arrow = ResourceLoader.Load("res://arrow.png"); - var beam = ResourceLoader.Load("res://beam.png"); - - // Changes only the arrow shape of the cursor. - // This is similar to changing it in the project settings. - Input.SetCustomMouseCursor(arrow); + using Godot; - // Changes a specific shape of the cursor (here, the I-beam shape). - Input.SetCustomMouseCursor(beam, Input.CursorShape.Ibeam); + public partial class MyNode : Node + { + public override void _Ready() + { + // Load the custom images for the mouse cursor. + var arrow = ResourceLoader.Load("res://arrow.png"); + var beam = ResourceLoader.Load("res://beam.png"); + + // Changes only the arrow shape of the cursor. + // This is similar to changing it in the project settings. + Input.SetCustomMouseCursor(arrow); + + // Changes a specific shape of the cursor (here, the I-beam shape). + Input.SetCustomMouseCursor(beam, Input.CursorShape.Ibeam); + } } .. seealso:: @@ -90,6 +94,6 @@ Create a Node and attach the following script. Cursor list ----------- -As documented in the :ref:`Input ` class (see the **CursorShape** -enum), there are multiple mouse cursors you can define. Which ones you want to -use depends on your use case. +There are multiple mouse cursors you can define, documented in the +:ref:`Input.CursorShape ` enum. Which ones you want to use +depends on your use case. diff --git a/tutorials/inputs/handling_quit_requests.rst b/tutorials/inputs/handling_quit_requests.rst index fae7f3cde32..e470e5f3f55 100644 --- a/tutorials/inputs/handling_quit_requests.rst +++ b/tutorials/inputs/handling_quit_requests.rst @@ -60,8 +60,10 @@ at any time by either the user or the OS. A way to plan ahead for this possibility is to utilize ``NOTIFICATION_APPLICATION_PAUSED`` in order to perform any needed actions as the app is being suspended. +.. note:: On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it. + On Android, pressing the Back button will exit the application if -**Application > Config > Quit** On Go Back is checked in the Project Settings +**Application > Config > Quit On Go Back** is checked in the Project Settings (which is the default). This will fire ``NOTIFICATION_WM_GO_BACK_REQUEST``. diff --git a/tutorials/inputs/inputevent.rst b/tutorials/inputs/inputevent.rst index 8f49916ffeb..1116a902549 100644 --- a/tutorials/inputs/inputevent.rst +++ b/tutorials/inputs/inputevent.rst @@ -194,10 +194,10 @@ There are several specialized types of InputEvent, described in the table below: | | as feedback. (more on this below) | +-------------------------------------------------------------------+-----------------------------------------+ -Actions -------- +Input actions +------------- -Actions are a grouping of zero or more InputEvents into a commonly +Input actions are a grouping of zero or more InputEvents into a commonly understood title (for example, the default "ui_left" action grouping both joypad-left input and a keyboard's left arrow key). They are not required to represent an InputEvent but are useful because they abstract various inputs when programming the game logic. @@ -239,6 +239,12 @@ The Input singleton has a method for this: // Feedback. Input.ParseInputEvent(ev); + +.. seealso:: + + See :ref:`doc_first_3d_game_input_actions` for a tutorial on adding input + actions in the project settings. + InputMap -------- diff --git a/tutorials/inputs/mouse_and_input_coordinates.rst b/tutorials/inputs/mouse_and_input_coordinates.rst index ac0dadce762..fd3be77ca5b 100644 --- a/tutorials/inputs/mouse_and_input_coordinates.rst +++ b/tutorials/inputs/mouse_and_input_coordinates.rst @@ -29,14 +29,14 @@ for example: .. code-tab:: gdscript GDScript func _input(event): - # Mouse in viewport coordinates. - if event is InputEventMouseButton: - print("Mouse Click/Unclick at: ", event.position) - elif event is InputEventMouseMotion: - print("Mouse Motion at: ", event.position) - - # Print the size of the viewport. - print("Viewport Resolution is: ", get_viewport().get_visible_rect().size) + # Mouse in viewport coordinates. + if event is InputEventMouseButton: + print("Mouse Click/Unclick at: ", event.position) + elif event is InputEventMouseMotion: + print("Mouse Motion at: ", event.position) + + # Print the size of the viewport. + print("Viewport Resolution is: ", get_viewport().get_visible_rect().size) .. code-tab:: csharp diff --git a/tutorials/io/background_loading.rst b/tutorials/io/background_loading.rst index 9384be4c890..8f484333e6f 100644 --- a/tutorials/io/background_loading.rst +++ b/tutorials/io/background_loading.rst @@ -48,7 +48,8 @@ The path will be ``"Enemy.tscn"`` which is located at ``res://Enemy.tscn``. First, we will start a request to load the resource and connect the button: -:: +.. tabs:: + .. code-tab:: gdscript const ENEMY_SCENE_PATH : String = "Enemy.tscn" @@ -56,14 +57,41 @@ First, we will start a request to load the resource and connect the button: ResourceLoader.load_threaded_request(ENEMY_SCENE_PATH) self.pressed.connect(_on_button_pressed) + .. code-tab:: csharp + + using Godot; + + public partial class MyButton : Button + { + private const string EnemyScenePath = "Enemy.tscn"; + + public override void _Ready() + { + ResourceLoader.LoadThreadedRequest(EnemyScenePath); + Pressed += OnButtonPressed; + } + } + Now ``_on_button_pressed`` will be called when the button is pressed. This method will be used to spawn an enemy. -:: +.. tabs:: + .. code-tab:: gdscript - func _on_button_pressed(): # Button was pressed - # Obtain the resource now that we need it + func _on_button_pressed(): # Button was pressed. + # Obtain the resource now that we need it. var enemy_scene = ResourceLoader.load_threaded_get(ENEMY_SCENE_PATH) - # Instantiate the enemy scene and add it to the current scene + # Instantiate the enemy scene and add it to the current scene. var enemy = enemy_scene.instantiate() add_child(enemy) + + .. code-tab:: csharp + + private void OnButtonPressed() // Button was pressed. + { + // Obtain the resource now that we need it. + var enemyScene = (PackedScene)ResourceLoader.LoadThreadedGet(EnemyScenePath); + // Instantiate the enemy scene and add it to the current scene. + var enemy = enemyScene.Instantiate(); + AddChild(enemy); + } diff --git a/tutorials/io/data_paths.rst b/tutorials/io/data_paths.rst index 119352fb9d9..6f9db534325 100644 --- a/tutorials/io/data_paths.rst +++ b/tutorials/io/data_paths.rst @@ -25,6 +25,23 @@ This makes it possible to work with paths returned by other Windows applications. We still recommend using only forward slashes in your own code to guarantee that everything will work as intended. +.. tip:: + + The String class offers over a dozen methods to work with strings that represent file paths: + + - :ref:`String.filecasecmp_to() ` + - :ref:`String.filenocasecmp_to() ` + - :ref:`String.get_base_dir() ` + - :ref:`String.get_basename() ` + - :ref:`String.get_extension() ` + - :ref:`String.get_file() ` + - :ref:`String.is_absolute_path() ` + - :ref:`String.is_relative_path() ` + - :ref:`String.is_valid_filename() ` + - :ref:`String.path_join() ` + - :ref:`String.simplify_path() ` + - :ref:`String.validate_filename() ` + Accessing files in the project folder (``res://``) -------------------------------------------------- @@ -142,8 +159,9 @@ depending on the platform. By default, these paths are: Godot complies with the `XDG Base Directory Specification `__ -on all platforms. You can override environment variables following the -specification to change the editor and project data paths. +on Linux/\*BSD. You can override the ``XDG_DATA_HOME``, ``XDG_CONFIG_HOME`` and +``XDG_CACHE_HOME`` environment variables to change the editor and project data +paths. .. note:: If you use `Godot packaged as a Flatpak `__, the diff --git a/tutorials/io/img/groups.png b/tutorials/io/img/groups.png deleted file mode 100644 index 0658058aba9..00000000000 Binary files a/tutorials/io/img/groups.png and /dev/null differ diff --git a/tutorials/io/img/groups.webp b/tutorials/io/img/groups.webp new file mode 100644 index 00000000000..2805512f8fc Binary files /dev/null and b/tutorials/io/img/groups.webp differ diff --git a/tutorials/io/saving_games.rst b/tutorials/io/saving_games.rst index afa7ad1c987..0776d93d3be 100644 --- a/tutorials/io/saving_games.rst +++ b/tutorials/io/saving_games.rst @@ -34,7 +34,7 @@ We will start by adding objects we wish to save to the "Persist" group. We can do this through either the GUI or script. Let's add the relevant nodes using the GUI: -.. image:: img/groups.png +.. image:: img/groups.webp Once this is done, when we need to save the game, we can get all objects to save them and then tell them all to save with this script: @@ -61,7 +61,7 @@ Serializing The next step is to serialize the data. This makes it much easier to read from and store to disk. In this case, we're assuming each member of group Persist is an instanced node and thus has a path. GDScript -has helper class :ref:`JSON` to convert between dictionary and string, +has the helper class :ref:`JSON` to convert between dictionary and string. Our node needs to contain a save function that returns this data. The save function will look like this: @@ -232,17 +232,17 @@ load function: while save_file.get_position() < save_file.get_length(): var json_string = save_file.get_line() - # Creates the helper class to interact with JSON + # Creates the helper class to interact with JSON. var json = JSON.new() - # Check if there is any error while parsing the JSON string, skip in case of failure + # Check if there is any error while parsing the JSON string, skip in case of failure. var parse_result = json.parse(json_string) if not parse_result == OK: print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line()) continue - # Get the data from the JSON object - var node_data = json.get_data() + # Get the data from the JSON object. + var node_data = json.data # Firstly, we need to create the object and add it to the tree and set its position. var new_object = load(node_data["filename"]).instantiate() @@ -284,7 +284,7 @@ load function: { var jsonString = saveFile.GetLine(); - // Creates the helper class to interact with JSON + // Creates the helper class to interact with JSON. var json = new Json(); var parseResult = json.Parse(jsonString); if (parseResult != Error.Ok) @@ -293,7 +293,7 @@ load function: continue; } - // Get the data from the JSON object + // Get the data from the JSON object. var nodeData = new Godot.Collections.Dictionary((Godot.Collections.Dictionary)json.Data); // Firstly, we need to create the object and add it to the tree and set its position. diff --git a/tutorials/math/interpolation.rst b/tutorials/math/interpolation.rst index febdb8fe86a..bddc26481ce 100644 --- a/tutorials/math/interpolation.rst +++ b/tutorials/math/interpolation.rst @@ -138,4 +138,4 @@ Here is how it looks: .. image:: img/interpolation_follow.gif -This useful for smoothing camera movement, allies following you (ensuring they stay within a certain range), and many other common game patterns. +This is useful for smoothing camera movement, allies following you (ensuring they stay within a certain range), and many other common game patterns. diff --git a/tutorials/math/matrices_and_transforms.rst b/tutorials/math/matrices_and_transforms.rst index 05f4c0dd879..7443dd012aa 100644 --- a/tutorials/math/matrices_and_transforms.rst +++ b/tutorials/math/matrices_and_transforms.rst @@ -352,7 +352,7 @@ from X*1 + Y*-1, which is (1, 0) - (1, 1), or (1 - 1, 0 - 1), or (0, -1). This matches up with our observation of where the top-right corner of the image is. -Hopefully you now fully understand the how a transformation matrix affects +Hopefully you now fully understand how a transformation matrix affects the object, and the relationship between the basis vectors and how the object's "UV" or "intra-coordinates" have their world position changed. diff --git a/tutorials/math/random_number_generation.rst b/tutorials/math/random_number_generation.rst index c28b05d1a8b..a12f43eb3a1 100644 --- a/tutorials/math/random_number_generation.rst +++ b/tutorials/math/random_number_generation.rst @@ -84,6 +84,7 @@ across runs: public override void _Ready() { GD.Seed(12345); + // To use a string as a seed, you can hash it to a number. GD.Seed("Hello world".Hash()); } @@ -108,9 +109,9 @@ Let's look at some of the most commonly used functions and methods to generate random numbers in Godot. The function :ref:`randi() ` returns a random -number between 0 and 2^32-1. Since the maximum value is huge, you most likely -want to use the modulo operator (``%``) to bound the result between 0 and the -denominator: +number between ``0`` and ``2^32 - 1``. Since the maximum value is huge, you most +likely want to use the modulo operator (``%``) to bound the result between 0 and +the denominator: .. tabs:: .. code-tab:: gdscript GDScript @@ -134,7 +135,7 @@ number between 0 and 1. This is useful to implement a :ref:`doc_random_number_generation_weighted_random_probability` system, among other things. -:ref:`randfn() ` returns a random +:ref:`randfn() ` returns a random floating-point number following a `normal distribution `__. This means the returned value is more likely to be around the mean (0.0 by default), @@ -144,16 +145,12 @@ varying by the deviation (1.0 by default): .. code-tab:: gdscript GDScript # Prints a random floating-point number from a normal distribution with a mean 0.0 and deviation 1.0. - var random = RandomNumberGenerator.new() - random.randomize() - print(random.randfn()) + print(randfn()) .. code-tab:: csharp - // Prints a normally distributed floating-point number between 0.0 and 1.0. - var random = new RandomNumberGenerator(); - random.Randomize(); - GD.Print(random.Randfn()); + // Prints a random floating-point number from a normal distribution with a mean of 0.0 and deviation of 1.0. + GD.Print(GD.Randfn()); :ref:`randf_range() ` takes two arguments ``from`` and ``to``, and returns a random floating-point number between ``from`` @@ -165,28 +162,31 @@ and ``to``: # Prints a random floating-point number between -4 and 6.5. print(randf_range(-4, 6.5)) -:ref:`RandomNumberGenerator.randi_range() -` takes two arguments ``from`` + .. code-tab:: csharp + + // Prints a random floating-point number between -4 and 6.5. + GD.Print(GD.RandfRange(-4, 6.5)); + +:ref:`randi_range() ` takes two arguments ``from`` and ``to``, and returns a random integer between ``from`` and ``to``: .. tabs:: .. code-tab:: gdscript GDScript # Prints a random integer between -10 and 10. - var random = RandomNumberGenerator.new() - random.randomize() - print(random.randi_range(-10, 10)) + print(randi_range(-10, 10)) .. code-tab:: csharp - // Prints a random integer number between -10 and 10. - random.Randomize(); - GD.Print(random.RandiRange(-10, 10)); + // Prints a random integer between -10 and 10. + GD.Print(GD.RandiRange(-10, 10)); Get a random array element -------------------------- -We can use random integer generation to get a random element from an array: +We can use random integer generation to get a random element from an array, +or use the :ref:`Array.pick_random` method +to do it for us: .. tabs:: .. code-tab:: gdscript GDScript @@ -194,12 +194,14 @@ We can use random integer generation to get a random element from an array: var _fruits = ["apple", "orange", "pear", "banana"] func _ready(): - randomize() - for i in range(100): # Pick 100 fruits randomly. print(get_fruit()) + for i in range(100): + # Pick 100 fruits randomly, this time using the `Array.pick_random()` + # helper method. This has the same behavior as `get_fruit()`. + print(_fruits.pick_random()) func get_fruit(): var random_fruit = _fruits[randi() % _fruits.size()] @@ -209,29 +211,37 @@ We can use random integer generation to get a random element from an array: .. code-tab:: csharp - private string[] _fruits = { "apple", "orange", "pear", "banana" }; + // Use Godot's Array type instead of a BCL type so we can use `PickRandom()` on it. + private Godot.Collections.Array _fruits = new Godot.Collections.Array { "apple", "orange", "pear", "banana" }; public override void _Ready() { - GD.Randomize(); - for (int i = 0; i < 100; i++) { // Pick 100 fruits randomly. GD.Print(GetFruit()); } + + for (int i = 0; i < 100; i++) + { + // Pick 100 fruits randomly, this time using the `Array.PickRandom()` + // helper method. This has the same behavior as `GetFruit()`. + GD.Print(_fruits.PickRandom()); + } } public string GetFruit() { - string randomFruit = _fruits[GD.Randi() % _fruits.Length]; + string randomFruit = _fruits[GD.Randi() % _fruits.Size()]; // Returns "apple", "orange", "pear", or "banana" every time the code runs. // We may get the same fruit multiple times in a row. return randomFruit; } To prevent the same fruit from being picked more than once in a row, we can add -more logic to this method: +more logic to the above method. In this case, we can't use +:ref:`Array.pick_random` since it lacks a way to +prevent repetition: .. tabs:: .. code-tab:: gdscript GDScript @@ -241,8 +251,6 @@ more logic to this method: func _ready(): - randomize() - # Pick 100 fruits randomly. for i in range(100): print(get_fruit()) @@ -251,7 +259,7 @@ more logic to this method: func get_fruit(): var random_fruit = _fruits[randi() % _fruits.size()] while random_fruit == _last_fruit: - # The last fruit was picked, try again until we get a different fruit. + # The last fruit was picked. Try again until we get a different fruit. random_fruit = _fruits[randi() % _fruits.size()] # Note: if the random element to pick is passed by reference, @@ -270,8 +278,6 @@ more logic to this method: public override void _Ready() { - GD.Randomize(); - for (int i = 0; i < 100; i++) { // Pick 100 fruits randomly. @@ -284,7 +290,7 @@ more logic to this method: string randomFruit = _fruits[GD.Randi() % _fruits.Length]; while (randomFruit == _lastFruit) { - // The last fruit was picked, try again until we get a different fruit. + // The last fruit was picked. Try again until we get a different fruit. randomFruit = _fruits[GD.Randi() % _fruits.Length]; } @@ -316,8 +322,6 @@ We can apply similar logic from arrays to dictionaries as well: func _ready(): - randomize() - for i in range(20): print(get_metal()) @@ -341,8 +345,6 @@ floating-point number between 0.0 and 1.0. We can use this to create a .. code-tab:: gdscript GDScript func _ready(): - randomize() - for i in range(100): print(get_item_rarity()) @@ -364,8 +366,6 @@ floating-point number between 0.0 and 1.0. We can use this to create a public override void _Ready() { - GD.Randomize(); - for (int i = 0; i < 100; i++) { GD.Print(GetItemRarity()); @@ -383,7 +383,7 @@ floating-point number between 0.0 and 1.0. We can use this to create a } else if (randomFloat < 0.95f) { - // 15% chance of being returned + // 15% chance of being returned. return "Uncommon"; } else @@ -393,6 +393,44 @@ floating-point number between 0.0 and 1.0. We can use this to create a } } +You can also get a weighted random *index* using the +:ref:`rand_weighted() ` method +on a RandomNumberGenerator instance. This returns a random integer +between 0 and the size of the array that is passed as a parameter. Each value in the +array is a floating-point number that represents the *relative* likelihood that it +will be returned as an index. A higher value means the value is more likely to be +returned as an index, while a value of ``0`` means it will never be returned as an index. + +For example, if ``[0.5, 1, 1, 2]`` is passed as a parameter, then the method is twice +as likely to return ``3`` (the index of the value ``2``) and twice as unlikely to return +``0`` (the index of the value ``0.5``) compared to the indices ``1`` and ``2``. + +Since the returned value matches the array's size, it can be used as an index to +get a value from another array as follows: + +.. tabs:: + .. code-tab:: gdscript GDScript + + # Prints a random element using the weighted index that is returned by `rand_weighted()`. + # Here, "apple" will be returned twice as rarely as "orange" and "pear". + # "banana" is twice as common as "orange" and "pear", and four times as common as "apple". + var fruits = ["apple", "orange", "pear", "banana"] + var probabilities = [0.5, 1, 1, 2]; + + var random = RandomNumberGenerator.new() + print(fruits[random.rand_weighted(probabilities)]) + + .. code-tab:: csharp + + // Prints a random element using the weighted index that is returned by `RandWeighted()`. + // Here, "apple" will be returned twice as rarely as "orange" and "pear". + // "banana" is twice as common as "orange" and "pear", and four times as common as "apple". + string[] fruits = { "apple", "orange", "pear", "banana" }; + float[] probabilities = { 0.5, 1, 1, 2 }; + + var random = new RandomNumberGenerator(); + GD.Print(fruits[random.RandWeighted(probabilities)]); + .. _doc_random_number_generation_shuffle_bags: "Better" randomness using shuffle bags @@ -413,7 +451,6 @@ ends up empty. When that happens, you reinitialize it to its default value:: func _ready(): - randomize() _fruits_full = _fruits.duplicate() _fruits.shuffle() @@ -456,7 +493,6 @@ terrain. Godot provides :ref:`class_fastnoiselite` for this, which supports var _noise = FastNoiseLite.new() func _ready(): - randomize() # Configure the FastNoiseLite instance. _noise.noise_type = FastNoiseLite.NoiseType.TYPE_SIMPLEX_SMOOTH _noise.seed = randi() @@ -474,7 +510,6 @@ terrain. Godot provides :ref:`class_fastnoiselite` for this, which supports public override void _Ready() { - GD.Randomize(); // Configure the FastNoiseLite instance. _noise.NoiseType = NoiseTypeEnum.SimplexSmooth; _noise.Seed = (int)GD.Randi(); diff --git a/tutorials/math/vectors_advanced.rst b/tutorials/math/vectors_advanced.rst index f524fa9fbb0..58372106721 100644 --- a/tutorials/math/vectors_advanced.rst +++ b/tutorials/math/vectors_advanced.rst @@ -23,7 +23,7 @@ because of its usage. (Just like we call (0,0) the Origin!). The plane passes by the origin and the surface of it is perpendicular to the unit vector (or *normal*). The -side towards the vector points to is the positive half-space, while the +side the vector points to is the positive half-space, while the other side is the negative half-space. In 3D this is exactly the same, except that the plane is an infinite surface (imagine an infinite, flat sheet of paper that you can orient and is pinned to the origin) instead @@ -171,7 +171,7 @@ the normal and the point. For two points in space, there are actually two planes that pass through them, sharing the same space but with normal pointing to the opposite directions. To compute the normal from the two points, the direction -vector must be obtained first, and then it needs to be rotated 90° +vector must be obtained first, and then it needs to be rotated 90 degrees to either side: .. tabs:: diff --git a/tutorials/migrating/upgrading_to_godot_4.rst b/tutorials/migrating/upgrading_to_godot_4.rst index a5bb987f3d2..57f7b99f7dc 100644 --- a/tutorials/migrating/upgrading_to_godot_4.rst +++ b/tutorials/migrating/upgrading_to_godot_4.rst @@ -71,9 +71,10 @@ in future Godot releases: manually change it to GodotPhysics. There are no plans to re-add Bullet physics in core, but a third-party add-on could be created for it thanks to GDExtension. -- Rendering in 2D is no longer performed in HDR, which means "overbright" - modulate values have no visible effect. This is planned to be restored at some - point in the future. +- By default, rendering in 2D is no longer performed in HDR, which means + "overbright" modulate values have no visible effect. Since Godot 4.2, you can + enable the project setting :ref:`HDR 2D` + to perform 2D rendering in HDR. See also :ref:`doc_environment_and_post_processing_using_glow_in_2d`. - While rendering still happens in HDR in 3D when using the Forward Plus or Forward Mobile backends, Viewports cannot return HDR data anymore. This is planned to be restored at some point in the future. @@ -509,13 +510,15 @@ environment effect and its visual knobs remain within the Environment resource. Updating shaders ^^^^^^^^^^^^^^^^ -There have been some changes to shaders that aren't covered by the upgrade tool. +There have been some changes to shaders that aren't covered by the upgrade tool. +You will need to make some manual changes, especially if your shader uses coordinate +space transformations or a custom ``light()`` function. The ``.shader`` file extension is no longer supported, which means you must rename ``.shader`` files to ``.gdshader`` and update references accordingly in scene/resource files using an external text editor. -Some notable renames you will need to perform in shaders are: +Some notable changes you will need to perform in shaders are: - Texture filter and repeat modes are now set on individual uniforms, rather than the texture files themselves. @@ -524,9 +527,22 @@ Some notable renames you will need to perform in shaders are: - :ref:`Built in matrix variables were renamed. ` - Particles shaders no longer use the ``vertex()`` processor function. Instead they use ``start()`` and ``process()``. +- In the Forward+ and Mobile renderers, normalized device coordinates now have a Z-range of ``[0.0,1.0]`` + instead of ``[-1.0,1.0]``. When reconstructing NDC from ``SCREEN_UV`` and depth, use + ``vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);`` instead of + ``vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;``. The Compatibility renderer is unchanged, + using the same NDC Z-range as 3.x. +- The lighting model changed. If your shader has a custom ``light()`` function, + you may need to make changes to get the same visual result. +- In 4.3 and up, the reverse Z depth buffer technique is now implemented, which + may break advanced shaders. See + `Introducing Reverse Z (AKA I'm sorry for breaking your shader) `__. See :ref:`doc_shading_language` for more information. +This list is not exhaustive. If you made all the changes mentioned here and your +shader still doesn't work, try asking for help in one of the `community channels `__. + Updating scripts to take backwards-incompatible changes into account ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ diff --git a/tutorials/navigation/navigation_introduction_2d.rst b/tutorials/navigation/navigation_introduction_2d.rst index 3831a88feee..cd7eabf42f0 100644 --- a/tutorials/navigation/navigation_introduction_2d.rst +++ b/tutorials/navigation/navigation_introduction_2d.rst @@ -131,7 +131,7 @@ It uses the NavigationServer2D and a NavigationAgent2D for path movement. navigation_agent.target_desired_distance = 4.0 # Make sure to not await during _ready. - call_deferred("actor_setup") + actor_setup.call_deferred() func actor_setup(): # Wait for the first physics frame so the NavigationServer can sync. diff --git a/tutorials/navigation/navigation_introduction_3d.rst b/tutorials/navigation/navigation_introduction_3d.rst index a09e19e522d..032a22769a3 100644 --- a/tutorials/navigation/navigation_introduction_3d.rst +++ b/tutorials/navigation/navigation_introduction_3d.rst @@ -132,7 +132,7 @@ It uses the NavigationServer3D and a NavigationAgent3D for path movement. navigation_agent.target_desired_distance = 0.5 # Make sure to not await during _ready. - call_deferred("actor_setup") + actor_setup.call_deferred() func actor_setup(): # Wait for the first physics frame so the NavigationServer can sync. diff --git a/tutorials/navigation/navigation_using_navigationmaps.rst b/tutorials/navigation/navigation_using_navigationmaps.rst index 66c90162558..078250d4d7e 100644 --- a/tutorials/navigation/navigation_using_navigationmaps.rst +++ b/tutorials/navigation/navigation_using_navigationmaps.rst @@ -33,6 +33,16 @@ The 3D default navigation map RID can be obtained with ``get_world_3d().get_navi func _ready() -> void: var default_navigation_map_rid: RID = get_world_2d().get_navigation_map() + .. code-tab:: csharp 2D C# + + public partial class MyNode2D : Node2D + { + public override void _Ready() + { + Rid defaultNavigationMapRid = GetWorld2D().NavigationMap; + } + } + .. code-tab:: gdscript 3D GDScript extends Node3D @@ -40,6 +50,16 @@ The 3D default navigation map RID can be obtained with ``get_world_3d().get_navi func _ready() -> void: var default_navigation_map_rid: RID = get_world_3d().get_navigation_map() + .. code-tab:: csharp 3D C# + + public partial class MyNode3D : Node3D + { + public override void _Ready() + { + Rid defaultNavigationMapRid = GetWorld3D().NavigationMap; + } + } + Creating new navigation maps ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -66,6 +86,17 @@ Navigation regions and avoidance agents can only be part of a single navigation var new_navigation_map: RID = NavigationServer2D.map_create() NavigationServer2D.map_set_active(new_navigation_map, true) + .. code-tab:: csharp 2D C# + + public partial class MyNode2D : Node2D + { + public override void _Ready() + { + Rid newNavigationMap = NavigationServer2D.MapCreate(); + NavigationServer2D.MapSetActive(newNavigationMap, true); + } + } + .. code-tab:: gdscript 3D GDScript extends Node3D @@ -74,6 +105,17 @@ Navigation regions and avoidance agents can only be part of a single navigation var new_navigation_map: RID = NavigationServer3D.map_create() NavigationServer3D.map_set_active(new_navigation_map, true) + .. code-tab:: csharp 3D C# + + public partial class MyNode3D : Node3D + { + public override void _Ready() + { + Rid newNavigationMap = NavigationServer3D.MapCreate(); + NavigationServer3D.MapSetActive(newNavigationMap, true); + } + } + .. note:: There is no difference between navigation maps created with the NavigationServer2D API or the NavigationServer3D API. diff --git a/tutorials/navigation/navigation_using_navigationmeshes.rst b/tutorials/navigation/navigation_using_navigationmeshes.rst index ec435f4d82c..38926c46ff3 100644 --- a/tutorials/navigation/navigation_using_navigationmeshes.rst +++ b/tutorials/navigation/navigation_using_navigationmeshes.rst @@ -49,6 +49,10 @@ node, the individual parsing, baking, and region update steps are all combined i The nodes are available in 2D and 3D as :ref:`NavigationRegion2D` and :ref:`NavigationRegion3D` respectively. +.. tip:: + + The navigation mesh ``source_geometry_mode`` can be switched to parse specific node group names so nodes that should be baked can be placed anywhere in the scene. + .. tabs:: .. tab:: Baking with a NavigationRegion2D diff --git a/tutorials/navigation/navigation_using_navigationobstacles.rst b/tutorials/navigation/navigation_using_navigationobstacles.rst index a8e7e7f22a4..f9a437863ce 100644 --- a/tutorials/navigation/navigation_using_navigationobstacles.rst +++ b/tutorials/navigation/navigation_using_navigationobstacles.rst @@ -25,7 +25,7 @@ Obstacles and navigation mesh Navigation obstacles affecting navigation mesh baking. -For navigation mesh baking obstacles can be used to discard parts of all other source geometry inside the obstacle shape. +For navigation mesh baking, obstacles can be used to discard parts of all other source geometry inside the obstacle shape. This can be used to stop navigation meshes being baked in unwanted places, e.g. inside "solid" geometry like thick walls or on top of other geometry that should not be included for gameplay like roofs. diff --git a/tutorials/navigation/navigation_using_navigationregions.rst b/tutorials/navigation/navigation_using_navigationregions.rst index 97a7d3afbdd..a2ff94cd98b 100644 --- a/tutorials/navigation/navigation_using_navigationregions.rst +++ b/tutorials/navigation/navigation_using_navigationregions.rst @@ -45,12 +45,32 @@ The region RID can then be obtained from NavigationRegion Nodes with ``get_rid() var navigationserver_region_rid: RID = get_rid() + .. code-tab:: csharp 2D C# + + public partial class MyNavigationRegion2D : NavigationRegion2D + { + public override void _Ready() + { + Rid navigationServerRegionRid = GetRid(); + } + } + .. code-tab:: gdscript 3D GDScript extends NavigationRegion3D var navigationserver_region_rid: RID = get_rid() + .. code-tab:: csharp 3D C# + + public partial class MyNavigationRegion3D : NavigationRegion3D + { + public override void _Ready() + { + Rid navigationServerRegionRid = GetRid(); + } + } + New regions can also be created with the NavigationServer API and added to any existing map. If regions are created with the NavigationServer API directly they need to be assigned a navigation map manually. @@ -65,6 +85,18 @@ If regions are created with the NavigationServer API directly they need to be as var default_map_rid: RID = get_world_2d().get_navigation_map() NavigationServer2D.region_set_map(new_region_rid, default_map_rid) + .. code-tab:: csharp 2D C# + + public partial class MyNode2D : Node2D + { + public override void _Ready() + { + Rid newRegionRid = NavigationServer2D.RegionCreate(); + Rid defaultMapRid = GetWorld2D().NavigationMap; + NavigationServer2D.RegionSetMap(newRegionRid, defaultMapRid); + } + } + .. code-tab:: gdscript 3D GDScript extends Node3D @@ -74,6 +106,18 @@ If regions are created with the NavigationServer API directly they need to be as var default_map_rid: RID = get_world_3d().get_navigation_map() NavigationServer3D.region_set_map(new_region_rid, default_map_rid) + .. code-tab:: csharp 3D C# + + public partial class MyNode3D : Node3D + { + public override void _Ready() + { + Rid newRegionRid = NavigationServer3D.RegionCreate(); + Rid defaultMapRid = GetWorld3D().NavigationMap; + NavigationServer3D.RegionSetMap(newRegionRid, defaultMapRid); + } + } + .. note:: Navigation regions can only be assigned to a single navigation map. diff --git a/tutorials/navigation/navigation_using_navigationservers.rst b/tutorials/navigation/navigation_using_navigationservers.rst index d8da6791a0e..2599ab8eb22 100644 --- a/tutorials/navigation/navigation_using_navigationservers.rst +++ b/tutorials/navigation/navigation_using_navigationservers.rst @@ -97,7 +97,7 @@ Afterwards the function waits for the next physics frame before continuing with func _ready(): # Use call deferred to make sure the entire scene tree nodes are setup # else await on 'physics_frame' in a _ready() might get stuck. - call_deferred("custom_setup") + custom_setup.call_deferred() func custom_setup(): diff --git a/tutorials/networking/high_level_multiplayer.rst b/tutorials/networking/high_level_multiplayer.rst index 45e7e8557d7..00dcd395c9a 100644 --- a/tutorials/networking/high_level_multiplayer.rst +++ b/tutorials/networking/high_level_multiplayer.rst @@ -107,16 +107,24 @@ which will override ``multiplayer`` for the node at that path and all of its des This allows sibling nodes to be configured with different peers, which makes it possible to run a server and a client simultaneously in one instance of Godot. -:: +.. tabs:: + .. code-tab:: gdscript GDScript # By default, these expressions are interchangeable. multiplayer # Get the MultiplayerAPI object configured for this node. get_tree().get_multiplayer() # Get the default MultiplayerAPI object. + .. code-tab:: csharp + + // By default, these expressions are interchangeable. + Multiplayer; // Get the MultiplayerAPI object configured for this node. + GetTree().GetMultiplayer(); // Get the default MultiplayerAPI object. + To initialize networking, a ``MultiplayerPeer`` object must be created, initialized as a server or client, and passed to the ``MultiplayerAPI``. -:: +.. tabs:: + .. code-tab:: gdscript GDScript # Create client. var peer = ENetMultiplayerPeer.new() @@ -128,12 +136,29 @@ and passed to the ``MultiplayerAPI``. peer.create_server(PORT, MAX_CLIENTS) multiplayer.multiplayer_peer = peer + .. code-tab:: csharp + + // Create client. + var peer = new ENetMultiplayerPeer(); + peer.CreateClient(IPAddress, Port); + Multiplayer.MultiplayerPeer = peer; + + // Create server. + var peer = new ENetMultiplayerPeer(); + peer.CreateServer(Port, MaxClients); + Multiplayer.MultiplayerPeer = peer; + To terminate networking: -:: +.. tabs:: + .. code-tab:: gdscript GDScript multiplayer.multiplayer_peer = null + .. code-tab:: csharp + + Multiplayer.MultiplayerPeer = null; + .. warning:: When exporting to Android, make sure to enable the ``INTERNET`` @@ -159,16 +184,27 @@ The rest are only emitted on clients: To get the unique ID of the associated peer: -:: +.. tabs:: + .. code-tab:: gdscript GDScript multiplayer.get_unique_id() + .. code-tab:: csharp + + Multiplayer.GetUniqueId(); + + To check whether the peer is server or client: -:: +.. tabs:: + .. code-tab:: gdscript GDScript multiplayer.is_server() + .. code-tab:: csharp + + Multiplayer.IsServer(); + Remote procedure calls ---------------------- @@ -176,7 +212,8 @@ Remote procedure calls, or RPCs, are functions that can be called on other peers before a function definition. To call an RPC, use ``Callable``'s method ``rpc()`` to call in every peer, or ``rpc_id()`` to call in a specific peer. -:: +.. tabs:: + .. code-tab:: gdscript GDScript func _ready(): if multiplayer.is_server(): @@ -186,6 +223,23 @@ call in a specific peer. func print_once_per_client(): print("I will be printed to the console once per each connected client.") + .. code-tab:: csharp + + public override void _Ready() + { + if (Multiplayer.IsServer()) + { + Rpc(MethodName.PrintOncePerClient); + } + } + + [Rpc] + private void PrintOncePerClient() + { + GD.Print("I will be printed to the console once per each connected client."); + } + + RPCs will not serialize objects or callables. For a remote call to be successful, the sending and receiving node need to have the same ``NodePath``, which means they @@ -204,7 +258,7 @@ must have the same name. When using ``add_child()`` for nodes which are expected **and** the NodePath. If an RPC resides in a script attached to ``/root/Main/Node1``, then it must reside in precisely the same path and node on both the client script and the server script. Function arguments are not checked for matching between the server and client code - (example: ``func sendstuff():`` and ``func sendstuff(arg1, arg2):`` **will pass** signature + (example: ``func sendstuff():`` and ``func sendstuff(arg1, arg2):`` **will pass** signature matching). If these conditions are not met (if all RPCs do not pass signature matching), the script may print an @@ -215,15 +269,22 @@ must have the same name. When using ``add_child()`` for nodes which are expected The annotation can take a number of arguments, which have default values. ``@rpc`` is equivalent to: -:: +.. tabs:: + .. code-tab:: gdscript GDScript @rpc("authority", "call_remote", "unreliable", 0) + .. code-tab:: csharp + + [Rpc(MultiplayerApi.RpcMode.Authority, CallLocal = false, TransferMode = MultiplayerPeer.TransferModeEnum.Unreliable, TransferChannel = 0)] + The parameters and their functions are as follows: ``mode``: -- ``"authority"``: Only the multiplayer authority (the server) can call remotely. +- ``"authority"``: Only the multiplayer authority can call remotely. + The authority is the server by default, but can be changed per-node using + :ref:`Node.set_multiplayer_authority `. - ``"any_peer"``: Clients are allowed to call remotely. Useful for transferring user input. ``sync``: @@ -243,7 +304,8 @@ The first 3 can be passed in any order, but ``transfer_channel`` must always be The function ``multiplayer.get_remote_sender_id()`` can be used to get the unique id of an rpc sender, when used within the function called by rpc. -:: +.. tabs:: + .. code-tab:: gdscript GDScript func _on_some_input(): # Connected to some input. transfer_some_input.rpc_id(1) # Send the input only to the server. @@ -256,6 +318,22 @@ The function ``multiplayer.get_remote_sender_id()`` can be used to get the uniqu var sender_id = multiplayer.get_remote_sender_id() # Process the input and affect game logic. + .. code-tab:: csharp + + private void OnSomeInput() // Connected to some input. + { + RpcId(1, MethodName.TransferSomeInput); // Send the input only to the server. + } + + // Call local is required if the server is also a player. + [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)] + private void TransferSomeInput() + { + // The server knows who sent the input. + int senderId = Multiplayer.GetRemoteSenderId(); + // Process the input and affect game logic. + } + Channels -------- Modern networking protocols support channels, which are separate connections within the connection. This allows for multiple @@ -276,7 +354,8 @@ Example lobby implementation This is an example lobby that can handle peers joining and leaving, notify UI scenes through signals, and start the game after all clients have loaded the game scene. -:: +.. tabs:: + .. code-tab:: gdscript GDScript extends Node @@ -388,9 +467,159 @@ have loaded the game scene. players.clear() server_disconnected.emit() + .. code-tab:: csharp + + using Godot; + + public partial class Lobby : Node + { + public static Lobby Instance { get; private set; } + + // These signals can be connected to by a UI lobby scene or the game scene. + [Signal] + public delegate void PlayerConnectedEventHandler(int peerId, Godot.Collections.Dictionary playerInfo); + [Signal] + public delegate void PlayerDisconnectedEventHandler(int peerId); + [Signal] + public delegate void ServerDisconnectedEventHandler(); + + private const int Port = 7000; + private const string DefaultServerIP = "127.0.0.1"; // IPv4 localhost + private const int MaxConnections = 20; + + // This will contain player info for every player, + // with the keys being each player's unique IDs. + private Godot.Collections.Dictionary> _players = new Godot.Collections.Dictionary>(); + + // This is the local player info. This should be modified locally + // before the connection is made. It will be passed to every other peer. + // For example, the value of "name" can be set to something the player + // entered in a UI scene. + private Godot.Collections.Dictionary _playerInfo = new Godot.Collections.Dictionary() + { + { "Name", "PlayerName" }, + }; + + private int _playersLoaded = 0; + + public override void _Ready() + { + Instance = this; + Multiplayer.PeerConnected += OnPlayerConnected; + Multiplayer.PeerDisconnected += OnPlayerDisconnected; + Multiplayer.ConnectedToServer += OnConnectOk; + Multiplayer.ConnectionFailed += OnConnectionFail; + Multiplayer.ServerDisconnected += OnServerDisconnected; + } + + private Error JoinGame(string address = "") + { + if (string.IsNullOrEmpty(address)) + { + address = DefaultServerIP; + } + + var peer = new ENetMultiplayerPeer(); + Error error = peer.CreateClient(address, Port); + + if (error != Error.Ok) + { + return error; + } + + Multiplayer.MultiplayerPeer = peer; + return Error.Ok; + } + + private Error CreateGame() + { + var peer = new ENetMultiplayerPeer(); + Error error = peer.CreateServer(Port, MaxConnections); + + if (error != Error.Ok) + { + return error; + } + + Multiplayer.MultiplayerPeer = peer; + _players[1] = _playerInfo; + EmitSignal(SignalName.PlayerConnected, 1, _playerInfo); + return Error.Ok; + } + + private void RemoveMultiplayerPeer() + { + Multiplayer.MultiplayerPeer = null; + } + + // When the server decides to start the game from a UI scene, + // do Rpc(Lobby.MethodName.LoadGame, filePath); + [Rpc(CallLocal = true,TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)] + private void LoadGame(string gameScenePath) + { + GetTree().ChangeSceneToFile(gameScenePath); + } + + // Every peer will call this when they have loaded the game scene. + [Rpc(MultiplayerApi.RpcMode.AnyPeer,CallLocal = true,TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)] + private void PlayerLoaded() + { + if (Multiplayer.IsServer()) + { + _playersLoaded += 1; + if (_playersLoaded == _players.Count) + { + GetNode("/root/Game").StartGame(); + _playersLoaded = 0; + } + } + } + + // When a peer connects, send them my player info. + // This allows transfer of all desired data for each player, not only the unique ID. + private void OnPlayerConnected(long id) + { + RpcId(id, MethodName.RegisterPlayer, _playerInfo); + } + + [Rpc(MultiplayerApi.RpcMode.AnyPeer,TransferMode = MultiplayerPeer.TransferModeEnum.Reliable)] + private void RegisterPlayer(Godot.Collections.Dictionary newPlayerInfo) + { + int newPlayerId = Multiplayer.GetRemoteSenderId(); + _players[newPlayerId] = newPlayerInfo; + EmitSignal(SignalName.PlayerConnected, newPlayerId, newPlayerInfo); + } + + private void OnPlayerDisconnected(long id) + { + _players.Remove(id); + EmitSignal(SignalName.PlayerDisconnected, id); + } + + private void OnConnectOk() + { + int peerId = Multiplayer.GetUniqueId(); + _players[peerId] = _playerInfo; + EmitSignal(SignalName.PlayerConnected, peerId, _playerInfo); + } + + private void OnConnectionFail() + { + Multiplayer.MultiplayerPeer = null; + } + + private void OnServerDisconnected() + { + Multiplayer.MultiplayerPeer = null; + _players.Clear(); + EmitSignal(SignalName.ServerDisconnected); + } + } + The game scene's root node should be named Game. In the script attached to it: -:: +.. tabs:: + .. code-tab:: gdscript GDScript extends Node3D # Or Node2D. @@ -406,6 +635,26 @@ The game scene's root node should be named Game. In the script attached to it: func start_game(): # All peers are ready to receive RPCs in this scene. + .. code-tab:: csharp + + using Godot; + + public partial class Game : Node3D // Or Node2D. + { + public override void _Ready() + { + // Preconfigure game. + + Lobby.Instance.RpcId(1, Lobby.MethodName.PlayerLoaded); // Tell the server that this peer has loaded. + } + + // Called only on the server. + public void StartGame() + { + // All peers are ready to receive RPCs in this scene. + } + } + Exporting for dedicated servers ------------------------------- diff --git a/tutorials/networking/img/tls_certificates_export_filter.webp b/tutorials/networking/img/tls_certificates_export_filter.webp deleted file mode 100644 index ee83fa50436..00000000000 Binary files a/tutorials/networking/img/tls_certificates_export_filter.webp and /dev/null differ diff --git a/tutorials/networking/ssl_certificates.rst b/tutorials/networking/ssl_certificates.rst index bfa62d3471c..13905837d4c 100644 --- a/tutorials/networking/ssl_certificates.rst +++ b/tutorials/networking/ssl_certificates.rst @@ -1,22 +1,25 @@ .. _doc_ssl_certificates: -SSL/TLS certificates +TLS/SSL certificates ==================== Introduction ------------ -It is often desired to use :abbr:`SSL (Secure Sockets Layer)` connections (also -known as :abbr:`TLS (Transport Layer Security)` connections) for communications +It is often desired to use :abbr:`TLS (Transport Layer Security)` connections (also +known as :abbr:`SSL (Secure Sockets Layer)` connections) for communications to avoid "man in the middle" attacks. Godot has a connection wrapper, :ref:`StreamPeerTLS `, which can take a regular connection and add security around it. The :ref:`HTTPClient ` and :ref:`HTTPRequest ` classes also support HTTPS using this same wrapper. -Godot includes the -`SSL certificate bundle from Mozilla `__, -but you can provide your own with a CRT file in the Project Settings: +Godot will try to use the TLS certificate bundle provided by the operating system, +but also includes the +`TLS certificate bundle from Mozilla `__ +as a fallback. + +You can alternatively force your own certificate bundle in the Project Settings: .. figure:: img/tls_certificates_project_setting.webp :align: center @@ -24,23 +27,14 @@ but you can provide your own with a CRT file in the Project Settings: Setting the TLS certificate bundle override project setting -When set, this file *overrides* the Mozilla certificate bundle Godot uses -by default. This file should contain any number of public certificates in +When set, this file *overrides* the operating system provided bundle by default. +This file should contain any number of public certificates in `PEM format `__. -Remember to add ``*.crt`` as the non-resource export filter to your export -preset, so that the exporter recognizes this when exporting your project: - -.. figure:: img/tls_certificates_export_filter.webp - :align: center - :alt: Adding ``*.crt`` to non-resource export filter in the export preset - - Adding ``*.crt`` to non-resource export filter in the export preset - There are two ways to obtain certificates: -Acquire a certificate from a certificate authority --------------------------------------------------- +Obtain a certificate from a certificate authority +------------------------------------------------- The main approach to getting a certificate is to use a certificate authority (CA) such as `Let's Encrypt `__. This is a more @@ -73,7 +67,17 @@ Settings. access to it: otherwise, the security of the certificate will be compromised. -OpenSSL has `some documentation +.. warning:: + + When specifying a self-signed certificate as TLS bundle in the project + settings, normal domain name validation is enforced via the certificate + :abbr:`CN (common name)` and alternative names. See + :ref:`TLSOptions ` to customize domain name validation. + +For development purposes Godot can generate self-signed certificates via +:ref:`Crypto.generate_self_signed_certificate +`. + +Alternatively, OpenSSL has some documentation about `generating keys `__ -about this. For local development purposes **only**, `mkcert -`__ can be used as an alternative. +and `certificates `__. diff --git a/tutorials/performance/cpu_optimization.rst b/tutorials/performance/cpu_optimization.rst index ec927f017b6..7e03a209ce2 100644 --- a/tutorials/performance/cpu_optimization.rst +++ b/tutorials/performance/cpu_optimization.rst @@ -92,7 +92,8 @@ using a profiler, is to manually time the function or area under test. The specifics vary depending on the language, but in GDScript, you would do the following: -:: +.. tabs:: + .. code-tab:: gdscript GDScript var time_start = Time.get_ticks_usec() @@ -102,6 +103,16 @@ the following: var time_end = Time.get_ticks_usec() print("update_enemies() took %d microseconds" % time_end - time_start) + .. code-tab:: csharp + + var timeStart = Time.GetTicksUsec(); + + // Your function you want to time. + UpdateEnemies(); + + var timeEnd = Time.GetTicksUsec(); + GD.Print($"UpdateEnemies() took {timeEnd - timeStart} microseconds"); + When manually timing functions, it is usually a good idea to run the function many times (1,000 or more times), instead of just once (unless it is a very slow function). The reason for doing this is that timers often have limited accuracy. diff --git a/tutorials/performance/general_optimization.rst b/tutorials/performance/general_optimization.rst index 0506931fd9f..e8d25bffc97 100644 --- a/tutorials/performance/general_optimization.rst +++ b/tutorials/performance/general_optimization.rst @@ -59,8 +59,9 @@ There are several methods of measuring performance, including: - Using :ref:`external CPU profilers `. - Using external GPU profilers/debuggers such as `NVIDIA Nsight Graphics `__, - `Radeon GPU Profiler `__ or - `Intel Graphics Performance Analyzers `__. + `Radeon GPU Profiler `__, + `Intel Graphics Performance Analyzers `__, or + `Arm Performance Studio `__. - Checking the frame rate (with V-Sync disabled). Third-party utilities such as `RivaTuner Statistics Server `__ (Windows) or `MangoHud `__ diff --git a/tutorials/performance/thread_safe_apis.rst b/tutorials/performance/thread_safe_apis.rst index 26e1abebabb..4ef605e2992 100644 --- a/tutorials/performance/thread_safe_apis.rst +++ b/tutorials/performance/thread_safe_apis.rst @@ -30,7 +30,7 @@ Interacting with the active scene tree is **NOT** thread-safe. Make sure to use # Unsafe: node.add_child(child_node) # Safe: - node.call_deferred("add_child", child_node) + node.add_child.call_deferred(child_node) However, creating scene chunks (nodes in tree arrangement) outside the active tree is fine. This way, parts of a scene can be built or instantiated in a thread, then added in the main thread: @@ -39,7 +39,7 @@ However, creating scene chunks (nodes in tree arrangement) outside the active tr var enemy_scene = load("res://enemy_scene.scn") var enemy = enemy_scene.instantiate() enemy.add_child(weapon) # Set a weapon. - world.call_deferred("add_child", enemy) + world.add_child.call_deferred(enemy) Still, this is only really useful if you have **one** thread loading data. Attempting to load or create scene chunks from multiple threads may work, but you risk @@ -55,7 +55,9 @@ Rendering --------- Instancing nodes that render anything in 2D or 3D (such as Sprite) is *not* thread-safe by default. -To make rendering thread-safe, set the **Rendering > Driver > Thread Model** project setting to **Multi-Threaded**. +To make rendering thread-safe, set the +:ref:`Rendering > Driver > Thread Model` +project setting to **Multi-Threaded**. Note that the Multi-Threaded thread model has several known bugs, so it may not be usable in all scenarios. diff --git a/tutorials/performance/using_multimesh.rst b/tutorials/performance/using_multimesh.rst index 9e9d355ad16..b48e8cd0d49 100644 --- a/tutorials/performance/using_multimesh.rst +++ b/tutorials/performance/using_multimesh.rst @@ -17,8 +17,7 @@ MultiMeshes ----------- A :ref:`MultiMesh` is a single draw primitive that can draw up to millions -of objects in one go. It's extremely efficient because it uses the GPU hardware to do this -(in OpenGL ES 2.0, it's less efficient because there is no hardware support for it, though). +of objects in one go. It's extremely efficient because it uses the GPU hardware to do this. The only drawback is that there is no *screen* or *frustum* culling possible for individual instances. This means, that millions of objects will be *always* or *never* drawn, depending on the visibility diff --git a/tutorials/performance/using_servers.rst b/tutorials/performance/using_servers.rst index 7a926f1eaa0..90f894d77e8 100644 --- a/tutorials/performance/using_servers.rst +++ b/tutorials/performance/using_servers.rst @@ -114,7 +114,7 @@ This is an example of how to create a sprite from code and move it using the low # Remember, keep this reference. texture = load("res://my_texture.png") # Add it, centered. - RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(texture.get_size() / 2, texture.get_size()), texture) + RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(-texture.get_size() / 2, texture.get_size()), texture) # Add the item, rotated 45 degrees and translated. var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30)) RenderingServer.canvas_item_set_transform(ci_rid, xform) @@ -136,7 +136,7 @@ This is an example of how to create a sprite from code and move it using the low // Remember, keep this reference. _texture = ResourceLoader.Load("res://MyTexture.png"); // Add it, centered. - RenderingServer.CanvasItemAddTextureRect(ciRid, new Rect2(_texture.GetSize() / 2, _texture.GetSize()), _texture.GetRid()); + RenderingServer.CanvasItemAddTextureRect(ciRid, new Rect2(-_texture.GetSize() / 2, _texture.GetSize()), _texture.GetRid()); // Add the item, rotated 45 degrees and translated. Transform2D xform = Transform2D.Identity.Rotated(Mathf.DegToRad(45)).Translated(new Vector2(20, 30)); RenderingServer.CanvasItemSetTransform(ciRid, xform); diff --git a/tutorials/physics/physics_introduction.rst b/tutorials/physics/physics_introduction.rst index b16b97754ad..cc9ce2704dc 100644 --- a/tutorials/physics/physics_introduction.rst +++ b/tutorials/physics/physics_introduction.rst @@ -132,7 +132,7 @@ These properties can be configured via code, or by editing them in the Inspector Keeping track of what you're using each layer for can be difficult, so you may find it useful to assign names to the layers you're using. Names can -be assigned in Project Settings -> Layer Names. +be assigned in **Project Settings > Layer Names**. .. image:: img/physics_layer_names.png @@ -180,6 +180,12 @@ would be as follows:: # (2^(1-1)) + (2^(3-1)) + (2^(4-1)) = 1 + 4 + 8 = 13 pow(2, 1-1) + pow(2, 3-1) + pow(2, 4-1) +Export annotations can be used to export bitmasks in the editor with a user-friendly GUI:: + + @export_flags_2d_physics var layers_2d_physics + +Additional export annotations are available for render and navigation layers, in both 2D and 3D. See :ref:`doc_gdscript_exports_exporting_bit_flags`. + Area2D ------ @@ -229,7 +235,7 @@ You can modify a rigid body's behavior via properties such as "Mass", "Friction", or "Bounce", which can be set in the Inspector. The body's behavior is also affected by the world's properties, as set in -`Project Settings -> Physics`, or by entering an :ref:`Area2D ` +**Project Settings > Physics**, or by entering an :ref:`Area2D ` that is overriding the global physics properties. When a rigid body is at rest and hasn't moved for a while, it goes to sleep. diff --git a/tutorials/physics/troubleshooting_physics_issues.rst b/tutorials/physics/troubleshooting_physics_issues.rst index 4735814fe23..6ebaea74bb3 100644 --- a/tutorials/physics/troubleshooting_physics_issues.rst +++ b/tutorials/physics/troubleshooting_physics_issues.rst @@ -27,7 +27,8 @@ other solutions you can try: speed. The faster the object moves, the larger the collision shape should extend outside of the object to ensure it can collide with thin walls more reliably. -- Increase **Physics Ticks Per Second** in the advanced Project Settings. While +- Increase :ref:`Physics Ticks per Second` + in the advanced Project Settings. While this has other benefits (such as more stable simulation and reduced input lag), this increases CPU utilization and may not be viable for mobile/web platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180`` @@ -44,7 +45,8 @@ causes the simulation to become wobbly, making the objects unable to rest on top of each other without moving. Increasing the physics simulation rate can help alleviate this issue. To do so, -increase **Physics Ticks Per Second** in the advanced Project Settings. Note +increase :ref:`Physics Ticks per Second` +in the advanced Project Settings. Note that increases CPU utilization and may not be viable for mobile/web platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most displays. @@ -83,7 +85,9 @@ simulation rate (as making the shape thicker would cause a disconnect between the RigidBody's visual representation and its collision). In both cases, increasing the physics simulation rate can also help alleviate -this issue. To do so, increase **Physics Ticks Per Second** in the advanced +this issue. To do so, increase +:ref:`Physics Ticks per Second` +in the advanced Project Settings. Note that this increases CPU utilization and may not be viable for mobile/web platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most @@ -115,7 +119,9 @@ vehicle (due to tunneling), but also that the simulation has little data to work with in general at such a high speed. Fast-moving vehicles can benefit a lot from an increased physics simulation -rate. To do so, increase **Physics Ticks Per Second** in the advanced Project +rate. To do so, increase +:ref:`Physics Ticks per Second` +in the advanced Project Settings. Note that this increases CPU utilization and may not be viable for mobile/web platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most @@ -156,6 +162,22 @@ geometry as a collider. Not only this will improve physics simulation performance significantly, but this can also improve stability by letting you remove small fixtures and crevices from being considered by collision. +Framerate suddenly drops to a very low value beyond a certain amount of physics simulation +------------------------------------------------------------------------------------------ + +This occurs because the physics engine can't keep up with the expected +simulation rate. In this case, the framerate will start dropping, but the engine +is only allowed to simulate a certain number of physics steps per rendered +frame. This snowballs into a situation where framerate keeps dropping until it +reaches a very low framerate (typically 1-2 FPS) and is called the *physics +spiral of death*. + +To avoid this, you should check for situations in your project that can cause +excessive number of physics simulations to occur at the same time (or with +excessively complex collision shapes). If these situations cannot be avoided, +you can increase the **Max Physics Steps per Frame** project setting and/or +reduce **Physics Ticks per Second** to alleviate this. + Physics simulation is unreliable when far away from the world origin -------------------------------------------------------------------- diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst index a962e6fa481..deb19a69f70 100644 --- a/tutorials/platform/android/android_library.rst +++ b/tutorials/platform/android/android_library.rst @@ -45,11 +45,11 @@ These APIs can also be used to provide bidirectional communication between the h Godot instance allowing for greater control over the desired experience. We showcase how this is done using a sample Android app that embeds the Godot Engine as an Android view, -and uses it to render 3D GLTF models. +and uses it to render 3D glTF models. The `GLTF Viewer `_ sample app uses an `Android RecyclerView component `_ to create -a list of GLTF items, populated from `Kenney's Food Kit pack `_. -When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected GLTF item as a 3D model. +a list of glTF items, populated from `Kenney's Food Kit pack `_. +When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected glTF item as a 3D model. .. image:: img/gltf_viewer_sample_app_screenshot.webp @@ -94,7 +94,10 @@ Below we break-down the steps used to create the GLTF Viewer app. - If using ``gradle``, include the following ``aaptOptions`` configuration under the ``android > defaultConfig`` section of the app's gradle build file. Doing so allows ``gradle`` to include Godot's hidden directories when building the app binary. - - If your build system does not support including hidden directories, you can `configure the Godot project to not use hidden directories `_ by deselecting ``Project Settings... > Application > Config > Use Hidden Project Data Directory``. + - If your build system does not support including hidden directories, you can + configure the Godot project to not use hidden directories by deselecting + :ref:`Application > Config > Use Hidden Project Data Directory` + in the Project Settings. .. code-block:: groovy @@ -146,7 +149,7 @@ Below we break-down the steps used to create the GLTF Viewer app. - Add any additional logic that will be used by your application - - For the sample app, this includes adding the `ItemsSelectionFragment fragment `_ (and related classes), a fragment used to build and show the list of GLTF items + - For the sample app, this includes adding the `ItemsSelectionFragment fragment `_ (and related classes), a fragment used to build and show the list of glTF items - Open the ``AndroidManifest.xml`` file, and configure the orientation if needed using the `android:screenOrientation attribute `_ @@ -191,7 +194,7 @@ Below we break-down the steps used to create the GLTF Viewer app. - Update the Godot project script logic as needed - For the sample app, the `script logic `_ queries for the runtime ``GodotPlugin`` instance and uses it to register for signals fired by the app logic - - The app logic fires a signal every time an item is selected in the list. The signal contains the filepath of the GLTF model, which is used by the ``gdscript`` logic to render the model. + - The app logic fires a signal every time an item is selected in the list. The signal contains the filepath of the glTF model, which is used by the ``gdscript`` logic to render the model. .. code-block:: gdscript diff --git a/tutorials/platform/consoles.rst b/tutorials/platform/consoles.rst index 02a6e476c2f..daa6340ece1 100644 --- a/tutorials/platform/consoles.rst +++ b/tutorials/platform/consoles.rst @@ -82,6 +82,7 @@ Following is the list of providers: - `Seaven Studio `_ offers Switch, Xbox One, Xbox Series, PlayStation 4 & PlayStation 5 porting of Godot games. - `Sickhead Games `_ offers console porting to Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S for Godot games. +- `W4 Games `_ offers console ports for Nintendo Switch, Xbox Series X/S, and Playstation 5 for you to port your game yourself. If your company offers porting, or porting *and* publishing services for Godot games, feel free to diff --git a/tutorials/platform/web/javascript_bridge.rst b/tutorials/platform/web/javascript_bridge.rst index a3baf9c282f..375bb6117ae 100644 --- a/tutorials/platform/web/javascript_bridge.rst +++ b/tutorials/platform/web/javascript_bridge.rst @@ -1,6 +1,6 @@ .. _doc_web_javascript_bridge: -The JavaScriptBridge Singleton +The JavaScriptBridge singleton ============================== In web builds, the :ref:`JavaScriptBridge ` singleton @@ -93,6 +93,12 @@ Arguments passed by JavaScript to the callback will be passed as a single Godot js_event.preventDefault() js_event.returnValue = '' +.. warning:: + + The number of arguments accepted by the callback method (``_my_callback`` in the above example) + **must** match the number of arguments sent by JavaScript. Otherwise, the callback method will + not be called. + Here is another example that asks the user for the `Notification permission `__ and waits asynchronously to deliver a notification if the permission is granted: diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index e9bdd9eb27e..760946140b5 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -450,12 +450,12 @@ Use the following code to register a singleton from an editor plugin: const AUTOLOAD_NAME = "SomeAutoload" - func _enter_tree(): + func _enable_plugin(): # The autoload can be a scene or script file. add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn") - func _exit_tree(): + func _disable_plugin(): remove_autoload_singleton(AUTOLOAD_NAME) .. code-tab:: csharp @@ -469,13 +469,13 @@ Use the following code to register a singleton from an editor plugin: // Replace this value with a PascalCase autoload name. private const string AutoloadName = "SomeAutoload"; - public override void _EnterTree() + public override void _EnablePlugin() { // The autoload can be a scene or script file. AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn"); } - public override void _ExitTree() + public override void _DisablePlugin() { RemoveAutoloadSingleton(AutoloadName); } diff --git a/tutorials/plugins/running_code_in_the_editor.rst b/tutorials/plugins/running_code_in_the_editor.rst index 4609a3ba254..0f0914ef7a7 100644 --- a/tutorials/plugins/running_code_in_the_editor.rst +++ b/tutorials/plugins/running_code_in_the_editor.rst @@ -248,7 +248,7 @@ angle add a setter ``set(new_speed)`` which is executed with the input from the Getting notified when resources change -------------------------------------- -Some times you want your tool to use a resource. However, when you change a +Sometimes you want your tool to use a resource. However, when you change a property of that resource in the editor, the ``set()`` method of your tool will not be called. diff --git a/tutorials/rendering/compositor.rst b/tutorials/rendering/compositor.rst index bcebe3c1eb1..763a9a2abd4 100644 --- a/tutorials/rendering/compositor.rst +++ b/tutorials/rendering/compositor.rst @@ -152,7 +152,7 @@ We also need to clean up after ourselves, for this we react to the if what == NOTIFICATION_PREDELETE: if shader.is_valid(): # Freeing our shader will also free any dependents such as the pipeline! - RenderingServer.free_rid(shader) + rd.free_rid(shader) Note that we do not use our mutex here even though we create our shader inside of our render thread. diff --git a/tutorials/rendering/index.rst b/tutorials/rendering/index.rst index f6993dafaba..4805593054d 100644 --- a/tutorials/rendering/index.rst +++ b/tutorials/rendering/index.rst @@ -3,6 +3,11 @@ Rendering ========= +.. seealso:: + + Most rendering topics are covered in :ref:`2D rendering ` + and :ref:`3D rendering `. + .. toctree:: :maxdepth: 1 :name: toc-learn-features-rendering diff --git a/tutorials/rendering/viewports.rst b/tutorials/rendering/viewports.rst index 9a108d759f0..19927a23ac9 100644 --- a/tutorials/rendering/viewports.rst +++ b/tutorials/rendering/viewports.rst @@ -76,10 +76,15 @@ There can only be one active camera per :ref:`Viewport `, so if than one, make sure that the desired one has the :ref:`current ` property set, or make it the current camera by calling: -:: +.. tabs:: + .. code-tab:: gdscript GDScript camera.make_current() + .. code-tab:: csharp + + camera.MakeCurrent(); + By default, cameras will render all objects in their world. In 3D, cameras can use their :ref:`cull_mask ` property combined with the :ref:`VisualInstance3D's ` :ref:`layer ` @@ -95,11 +100,17 @@ these values are overridden, but for all others, this sets their resolution. It is also possible to scale the 2D content and make the :ref:`SubViewport ` resolution different from the one specified in size, by calling: -:: +.. tabs:: + .. code-tab:: gdscript GDScript sub_viewport.set_size_2d_override(Vector2i(width, height)) # Custom size for 2D. sub_viewport.set_size_2d_override_stretch(true) # Enable stretch for custom size. + .. code-tab:: csharp + + subViewport.Size2DOverride = new Vector2I(width, height); // Custom size for 2D. + subViewport.Size2DOverrideStretch = true; // Enable stretch for custom size. + For information on scaling and stretching with the Root Viewport visit the :ref:`Multiple Resolutions Tutorial ` Worlds @@ -137,7 +148,8 @@ It is possible to query a capture of the :ref:`Viewport ` conten Viewport, this is effectively a screen capture. This is done with the following code: -:: +.. tabs:: + .. code-tab:: gdscript GDScript # Retrieve the captured Image using get_image(). var img = get_viewport().get_texture().get_image() @@ -146,16 +158,32 @@ following code: # Set sprite texture. sprite.texture = tex + .. code-tab:: csharp + + // Retrieve the captured Image using get_image(). + var img = GetViewport().GetTexture().GetImage(); + // Convert Image to ImageTexture. + var tex = ImageTexture.CreateFromImage(img); + // Set sprite texture. + sprite.Texture = tex; + But if you use this in ``_ready()`` or from the first frame of the :ref:`Viewport's ` initialization, you will get an empty texture because there is nothing to get as texture. You can deal with it using (for example): -:: +.. tabs:: + .. code-tab:: gdscript GDScript # Wait until the frame has finished before getting the texture. await RenderingServer.frame_post_draw # You can get the image after this. + .. code-tab:: csharp + + // Wait until the frame has finished before getting the texture. + await RenderingServer.Singleton.ToSignal(RenderingServer.SignalName.FramePostDraw); + // You can get the image after this. + Viewport Container ------------------ @@ -218,12 +246,19 @@ When rendering to a :ref:`SubViewport `, whatever is inside w visible in the scene editor. To display the contents, you have to draw the SubViewport's :ref:`ViewportTexture ` somewhere. This can be requested via code using (for example): -:: +.. tabs:: + .. code-tab:: gdscript GDScript # This gives us the ViewportTexture. var tex = viewport.get_texture() sprite.texture = tex + .. code-tab:: csharp + + // This gives us the ViewportTexture. + var tex = viewport.GetTexture(); + sprite.Texture = tex; + Or it can be assigned in the editor by selecting "New ViewportTexture" .. image:: img/texturemenu.webp @@ -245,6 +280,6 @@ This flexibility allows users to render an image once and then use the texture w .. note:: - Make sure to check the Viewport demos. They are available in the + Make sure to check the Viewport demos. They are available in the viewport folder of the demos archive, or at https://github.com/godotengine/godot-demo-projects/tree/master/viewport. diff --git a/tutorials/scripting/c_sharp/c_sharp_basics.rst b/tutorials/scripting/c_sharp/c_sharp_basics.rst index e406f69d925..d160c74f539 100644 --- a/tutorials/scripting/c_sharp/c_sharp_basics.rst +++ b/tutorials/scripting/c_sharp/c_sharp_basics.rst @@ -90,7 +90,7 @@ In Godot's **Editor → Editor Settings** menu: In Rider: - Set **MSBuild version** to **.NET Core**. -- Install the **Godot support** plugin. +- If you are using a Rider version below 2024.2, install the **Godot support** plugin. This functionality is now built into Rider. Visual Studio Code ~~~~~~~~~~~~~~~~~~ @@ -106,11 +106,6 @@ In Visual Studio Code: - Install the `C# `__ extension. -.. note:: - - If you are using Linux you need to install the `Mono SDK `__ - for the C# tools plugin to work. - To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in the ``.vscode`` folder with the necessary configuration. @@ -362,11 +357,10 @@ You can read more about this error on the `C# language reference `_, -the performance of C# in Godot — while generally in the same order of magnitude -— is roughly **~4×** that of GDScript in some naive cases. C++ is still -a little faster; the specifics are going to vary according to your use case. -GDScript is likely fast enough for most general scripting workloads. +.. seealso:: + + For a performance comparison of the languages Godot supports, + see :ref:`doc_faq_which_programming_language_is_fastest`. Most properties of Godot C# objects that are based on ``GodotObject`` (e.g. any ``Node`` like ``Control`` or ``Node3D`` like ``Camera3D``) require native (interop) calls as they talk to diff --git a/tutorials/scripting/c_sharp/c_sharp_collections.rst b/tutorials/scripting/c_sharp/c_sharp_collections.rst index 8c67eb4b169..141c4908af6 100644 --- a/tutorials/scripting/c_sharp/c_sharp_collections.rst +++ b/tutorials/scripting/c_sharp/c_sharp_collections.rst @@ -85,6 +85,7 @@ GDScript C# ``PackedStringArray`` ``string[]`` ``PackedVector2Array`` ``Vector2[]`` ``PackedVector3Array`` ``Vector3[]`` +``PackedVector4Array`` ``Vector4[]`` ``PackedColorArray`` ``Color[]`` ====================== ============================================================== diff --git a/tutorials/scripting/c_sharp/c_sharp_exports.rst b/tutorials/scripting/c_sharp/c_sharp_exports.rst index a0af83a3e33..9ef4f1de077 100644 --- a/tutorials/scripting/c_sharp/c_sharp_exports.rst +++ b/tutorials/scripting/c_sharp/c_sharp_exports.rst @@ -108,7 +108,7 @@ Properties with a backing field use the default value of the backing field. node with an attached tool script, ``_number`` will be ``2``, and ``NumberWithBackingField`` will return ``5``. This difference may cause confusing behavior. To avoid this, don't use complex properties. Alternatively, - if the default value can be explicitly specified, it can be overridden with the + if the default value can be explicitly specified, it can be overridden with the :ref:`_PropertyCanRevert() ` and :ref:`_PropertyGetRevert() ` methods. @@ -259,14 +259,30 @@ the slider. Floats with easing hint ----------------------- -Display a visual representation of the 'ease()' function -when editing. +Display a visual representation of the :ref:`ease` +function when editing. .. code-block:: csharp [Export(PropertyHint.ExpEasing)] public float TransitionSpeed { get; set; } +Export with suffix hint +----------------------- + +Display a unit hint suffix for exported variables. Works with numeric types, +such as floats or vectors: + +.. code-block:: csharp + + [Export(PropertyHint.None, "suffix:m/s\u00b2")] + public float Gravity { get; set; } = 9.8f; + [Export(PropertyHint.None, "suffix:m/s")] + public Vector3 Velocity { get; set; } + +In the above example, ``\u00b2`` is used to write the "squared" character +(``²``). + Colors ------ @@ -363,7 +379,7 @@ combine multiple flags using logical OR (``|``) are also possible. .. code-block:: csharp [Flags] - public enum MyEnum + public enum SpellElements { Fire = 1 << 1, Water = 1 << 2, @@ -450,7 +466,7 @@ of the selected option (i.e. ``0``, ``1``, or ``2``). .. code-block:: csharp [Export(PropertyHint.Enum, "Warrior,Magician,Thief")] - public int CharacterClass { get; set; }; + public int CharacterClass { get; set; } You can add explicit values using a colon: diff --git a/tutorials/scripting/c_sharp/c_sharp_features.rst b/tutorials/scripting/c_sharp/c_sharp_features.rst index b3d8d1e8b43..94e9d539d77 100644 --- a/tutorials/scripting/c_sharp/c_sharp_features.rst +++ b/tutorials/scripting/c_sharp/c_sharp_features.rst @@ -102,10 +102,6 @@ Preprocessor defines Godot has a set of defines that allow you to change your C# code depending on the environment you are compiling to. -.. note:: If you created your project before Godot 3.2, you have to modify - or regenerate your `csproj` file to use this feature - (compare ```` with a new 3.2+ project). - Examples ~~~~~~~~ @@ -115,10 +111,7 @@ For example, you can change code based on the platform: public override void _Ready() { - #if GODOT_SERVER - // Don't try to load meshes or anything, this is a server! - LaunchServer(); - #elif GODOT_32 || GODOT_MOBILE || GODOT_WEB + #if (GODOT_32 || GODOT_MOBILE || GODOT_WEB) // Use simple objects when running on less powerful systems. SpawnSimpleObjects(); #else @@ -167,7 +160,7 @@ Full list of defines * One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit. * One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, - ``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` + ``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_WEB`` depending on the OS. These names may change in the future. These are created from the ``get_name()`` method of the :ref:`OS ` singleton, but not every possible OS diff --git a/tutorials/scripting/c_sharp/c_sharp_global_classes.rst b/tutorials/scripting/c_sharp/c_sharp_global_classes.rst index 8336c4347c0..7a13a551188 100644 --- a/tutorials/scripting/c_sharp/c_sharp_global_classes.rst +++ b/tutorials/scripting/c_sharp/c_sharp_global_classes.rst @@ -3,8 +3,11 @@ C# global classes ================= -Global classes (also known as named scripts) are types registered in Godot's editor so they can be used -more conveniently. +Global classes (also known as named scripts) are types registered in Godot's +editor so they can be used more conveniently. +:ref:`In GDScript `, this is achieved +using the ``class_name`` keyword at the top of a script. This page describes how +to achieve the same effect in C#. - Global classes show up in the *Add Node* and *Create Resource* dialogs. - If an :ref:`exported property ` is a global class, the @@ -22,6 +25,12 @@ Global classes are registered with the ``[GlobalClass]`` attribute. { } +.. warning:: + + The file name must match the class name in **case-sensitive** fashion. + For example, a global class named "MyNode" must have a file name of + ``MyNode.cs``, not ``myNode.cs``. + The ``MyNode`` type will be registered as a global class with the same name as the type's name. .. image:: img/globalclasses_addnode.webp @@ -83,9 +92,8 @@ will let you create and load instances of this type easily. .. warning:: - The Godot editor will hide these custom classes with names that beging with the prefix - "Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes - are available for instantiation at runtime via their class names, but are - automatically hidden by the editor windows along with the built-in editor nodes used + The Godot editor will hide these custom classes with names that begin with the prefix + "Editor" in the "Create New Node" or "Create New Scene" dialog windows. The classes + are available for instantiation at runtime via their class names, but are + automatically hidden by the editor windows along with the built-in editor nodes used by the Godot editor. - diff --git a/tutorials/scripting/c_sharp/c_sharp_variant.rst b/tutorials/scripting/c_sharp/c_sharp_variant.rst index 365056f6745..223e4122bd6 100644 --- a/tutorials/scripting/c_sharp/c_sharp_variant.rst +++ b/tutorials/scripting/c_sharp/c_sharp_variant.rst @@ -129,6 +129,7 @@ Variant.Type C# Type ``PackedStringArray`` ``string[]`` ``PackedVector2Array`` ``Godot.Vector2[]`` ``PackedVector3Array`` ``Godot.Vector3[]`` +``PackedVector4Array`` ``Godot.Vector4[]`` ``PackedColorArray`` ``Godot.Color[]`` ======================= =========================================================== diff --git a/tutorials/scripting/c_sharp/diagnostics/index.rst b/tutorials/scripting/c_sharp/diagnostics/index.rst index 42a68bc1be2..9a45f873190 100644 --- a/tutorials/scripting/c_sharp/diagnostics/index.rst +++ b/tutorials/scripting/c_sharp/diagnostics/index.rst @@ -8,8 +8,8 @@ C# diagnostics Godot includes analyzers that inspect your C# source code to check for invalid or unsupported code and let you know that something is wrong during build time. -Rules ------ +.. rubric:: Rules + :heading-level: 2 .. toctree:: :maxdepth: 1 diff --git a/tutorials/scripting/creating_script_templates.rst b/tutorials/scripting/creating_script_templates.rst index 6d5314f8c3c..3e3c6c27d03 100644 --- a/tutorials/scripting/creating_script_templates.rst +++ b/tutorials/scripting/creating_script_templates.rst @@ -43,9 +43,9 @@ Project-defined templates ~~~~~~~~~~~~~~~~~~~~~~~~~ The default path to search for templates is the -``res://script_templates/`` directory. The path can be changed by configuring -the ``editor/script_templates_search_path`` setting in the -:ref:`ProjectSettings `, both via code and the editor. +``res://script_templates/`` directory. The path can be changed by configuring the project setting +:ref:`Editor > Script > Templates Search Path`, +both via code and the editor. If no ``script_templates`` directory is found within a project, it is simply ignored. @@ -61,22 +61,20 @@ Both editor and project defined templates are organized in the following way: where: -* ``template_path`` is one of the 2 locations discussed in the previous two sections +* ``template_path`` is one of the 2 locations discussed in the previous two sections. * ``node_type`` is the node it will apply to (for example, :ref:`Node `, or :ref:`CharacterBody3D `), - casing doesn't matter for the folder name, however adding a ``_`` to a name will not work, for example ``Mesh_Instance3D`` does not work. - if a script isn't in the proper ``node_type`` folder it will not be detected. + This is **case-sensitive**. If a script isn't in the proper ``node_type`` folder, it won't be detected. -* ``file`` is the custom name you can chose for the template (for example: ``platformer_movement`` or ``smooth_camera``) +* ``file`` is the custom name you can chose for the template (for example, ``platformer_movement`` or ``smooth_camera``). -* ``extension``: will indicate which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#) +* ``extension`` indicates which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#). For example: - ``template_scripts/Node/smooth_camera.gd`` - ``template_scripts/CharacterBody3D/platformer_movement.gd`` - Default behaviour and overriding it ----------------------------------- diff --git a/tutorials/scripting/cross_language_scripting.rst b/tutorials/scripting/cross_language_scripting.rst index 8b193e1b86c..fd9f5bb5537 100644 --- a/tutorials/scripting/cross_language_scripting.rst +++ b/tutorials/scripting/cross_language_scripting.rst @@ -16,7 +16,11 @@ The following two scripts will be used as references throughout this page. extends Node - var my_field: String = "foo" + var my_property: String = "my gdscript value": + get: + return my_property + set(value): + my_property = value signal my_signal @@ -40,7 +44,7 @@ The following two scripts will be used as references throughout this page. public partial class MyCSharpNode : Node { - public string myField = "bar"; + public string MyProperty { get; set; } = "my c# value"; [Signal] public delegate void MySignalEventHandler(); @@ -86,8 +90,8 @@ with :ref:`new() `. .. code-block:: gdscript - var my_csharp_script = load("res://Path/To/MyCSharpNode.cs") - var my_csharp_node = my_csharp_script.new() + var MyCSharpScript = load("res://Path/To/MyCSharpNode.cs") + var my_csharp_node = MyCSharpScript.new() .. warning:: @@ -112,8 +116,8 @@ be instantiated with :ref:`GDScript.New() `. .. code-block:: csharp - GDScript MyGDScript = GD.Load("res://path/to/my_gd_script.gd"); - GodotObject myGDScriptNode = (GodotObject)MyGDScript.New(); // This is a GodotObject. + var myGDScript = GD.Load("res://path/to/my_gd_script.gd"); + var myGDScriptNode = (GodotObject)myGDScript.New(); // This is a GodotObject. Here we are using an :ref:`class_Object`, but you can use type conversion like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`. @@ -129,22 +133,26 @@ anything to worry about. .. code-block:: gdscript - print(my_csharp_node.myField) # bar - my_csharp_node.myField = "BAR" - print(my_csharp_node.myField) # BAR + # Output: "my c# value". + print(my_csharp_node.MyProperty) + my_csharp_node.MyProperty = "MY C# VALUE" + # Output: "MY C# VALUE". + print(my_csharp_node.MyProperty) Accessing GDScript fields from C# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As C# is statically typed, accessing GDScript from C# is a bit more -convoluted, you will have to use :ref:`GodotObject.Get() ` +convoluted. You will have to use :ref:`GodotObject.Get() ` and :ref:`GodotObject.Set() `. The first argument is the name of the field you want to access. .. code-block:: csharp - GD.Print(myGDScriptNode.Get("my_field")); // foo - myGDScriptNode.Set("my_field", "FOO"); - GD.Print(myGDScriptNode.Get("my_field")); // FOO + // Output: "my gdscript value". + GD.Print(myGDScriptNode.Get("my_property")); + myGDScriptNode.Set("my_property", "MY GDSCRIPT VALUE"); + // Output: "MY GDSCRIPT VALUE". + GD.Print(myGDScriptNode.Get("my_property")); Keep in mind that when setting a field value you should only use types the GDScript side knows about. @@ -163,13 +171,18 @@ If that's impossible, you'll see the following error: ``Invalid call. Nonexisten .. code-block:: gdscript - my_csharp_node.PrintNodeName(self) # myGDScriptNode - # my_csharp_node.PrintNodeName() # This line will fail. + # Output: "my_gd_script_node" (or name of node where this code is placed). + my_csharp_node.PrintNodeName(self) + # This line will fail. + # my_csharp_node.PrintNodeName() - my_csharp_node.PrintNTimes("Hello there!", 2) # Hello there! Hello there! + # Outputs "Hello there!" twice, once per line. + my_csharp_node.PrintNTimes("Hello there!", 2) - my_csharp_node.PrintArray(["a", "b", "c"]) # a, b, c - my_csharp_node.PrintArray([1, 2, 3]) # 1, 2, 3 + # Output: "a", "b", "c" (one per line). + my_csharp_node.PrintArray(["a", "b", "c"]) + # Output: "1", "2", "3" (one per line). + my_csharp_node.PrintArray([1, 2, 3]) Calling GDScript methods from C# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -181,22 +194,21 @@ to said method. .. code-block:: csharp - myGDScriptNode.Call("print_node_name", this); // my_csharp_node - // myGDScriptNode.Call("print_node_name"); // This line will fail silently and won't error out. + // Output: "MyCSharpNode" (or name of node where this code is placed). + myGDScriptNode.Call("print_node_name", this); + // This line will fail silently and won't error out. + // myGDScriptNode.Call("print_node_name"); - myGDScriptNode.Call("print_n_times", "Hello there!", 2); // Hello there! Hello there! + // Outputs "Hello there!" twice, once per line. + myGDScriptNode.Call("print_n_times", "Hello there!", 2); string[] arr = new string[] { "a", "b", "c" }; - myGDScriptNode.Call("print_array", arr); // a, b, c - myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 }); // 1, 2, 3 - // Note how the type of each array entry does not matter as long as it can be handled by the marshaller. - -.. warning:: - - As you can see, if the first argument of the called method is an array, - you'll need to cast it as ``object``. - Otherwise, each element of your array will be treated as a single argument - and the function signature won't match. + // Output: "a", "b", "c" (one per line). + myGDScriptNode.Call("print_array", arr); + // Output: "1", "2", "3" (one per line). + myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 }); + // Note how the type of each array entry does not matter + // as long as it can be handled by the marshaller. .. _connecting_to_signals_cross_language: diff --git a/tutorials/scripting/debug/overview_of_debugging_tools.rst b/tutorials/scripting/debug/overview_of_debugging_tools.rst index 954619cbc1e..e0e13e01b8e 100644 --- a/tutorials/scripting/debug/overview_of_debugging_tools.rst +++ b/tutorials/scripting/debug/overview_of_debugging_tools.rst @@ -223,7 +223,7 @@ The **Break** button causes a break in the script like a breakpoint would. a function if possible. Otherwise, it does the same thing as **Step Over**. The **Debug with External Editor** option lets you debug your game with an external editor. -This option is also accessible in **Editor Settings > Debugger**. +You can set a shortcut for it in **Editor Settings > Shortcuts > Debugger**. When the debugger breaks on a breakpoint, a green triangle arrow is visible in the script editor's gutter. This arrow indicates the line of code the debugger @@ -232,8 +232,8 @@ broke on. Debug project settings ---------------------- -In the project settings, there is a **Debug** category with three subcategories -which control different things. +In the project settings, there is a **Debug** category with subcategories which +control different things. Enable **Advanced Settings** to change these settings. Settings ++++++++ @@ -242,12 +242,29 @@ These are some general settings such as printing the current FPS to the **Output** panel, the maximum amount of functions when profiling and others. +File Logging +++++++++++++ + +These settings allow you to log console output and error messages to files. + GDScript ++++++++ These settings allow you to toggle specific GDScript warnings, such as for +unused variables. You can also turn off warnings completely. See +:ref:`doc_gdscript_warning_system` for more information. + +Shader Language ++++++++++++++++ + +These settings allow you to toggle specific shader warnings, such as for unused variables. You can also turn off warnings completely. +Canvas Items +++++++++++++ + +These settings are for canvas item redraw debugging. + Shapes ++++++ diff --git a/tutorials/scripting/debug/the_profiler.rst b/tutorials/scripting/debug/the_profiler.rst index 3a6fe3ba523..b55c27f8a76 100644 --- a/tutorials/scripting/debug/the_profiler.rst +++ b/tutorials/scripting/debug/the_profiler.rst @@ -26,9 +26,8 @@ Godot's profiler does not automatically run because profiling is performance-intensive. It has to continually measure everything happening in the game and report back to the debugger, so it's off by default. -To begin profiling, click on the **Start** button in the top-left. Run your game -and data will start appearing. You can also start profiling at any time before -or during gameplay, depending on if you want. +To begin profiling, run your game then focus back on the editor. Click on the +**Start** button in the top-left corner of the **Profiler** tab. .. note:: diff --git a/tutorials/scripting/gdextension/files/cpp_example/SConstruct b/tutorials/scripting/gdextension/files/cpp_example/SConstruct index 691f8131944..a1ce2492dff 100644 --- a/tutorials/scripting/gdextension/files/cpp_example/SConstruct +++ b/tutorials/scripting/gdextension/files/cpp_example/SConstruct @@ -23,6 +23,17 @@ if env["platform"] == "macos": ), source=sources, ) +elif env["platform"] == "ios": + if env["ios_simulator"]: + library = env.StaticLibrary( + "demo/bin/libgdexample.{}.{}.simulator.a".format(env["platform"], env["target"]), + source=sources, + ) + else: + library = env.StaticLibrary( + "demo/bin/libgdexample.{}.{}.a".format(env["platform"], env["target"]), + source=sources, + ) else: library = env.SharedLibrary( "demo/bin/libgdexample{}{}".format(env["suffix"], env["SHLIBSUFFIX"]), diff --git a/tutorials/scripting/gdextension/gdextension_cpp_example.rst b/tutorials/scripting/gdextension/gdextension_cpp_example.rst index f89754b77bc..a16285185a7 100644 --- a/tutorials/scripting/gdextension/gdextension_cpp_example.rst +++ b/tutorials/scripting/gdextension/gdextension_cpp_example.rst @@ -295,7 +295,7 @@ The ``initialize_example_module`` and ``uninitialize_example_module`` functions called respectively when Godot loads our plugin and when it unloads it. All we're doing here is parse through the functions in our bindings module to initialize them, but you might have to set up more things depending on your -needs. We call the function ``register_class`` for each of our classes in our library. +needs. We call the ``GDREGISTER_CLASS`` macro for each of our classes in our library. The important function is the third function called ``example_library_init``. We first call a function in our bindings library that creates an initialization object. @@ -344,6 +344,19 @@ structure alongside ``godot-cpp``, ``src`` and ``demo``, then run: You should now be able to find the module in ``demo/bin/``. +When building for iOS, package the module as a static `.xcframework`, you can use +following commands to do so: + +:: + + # compile simulator and device modules + scons arch=universal ios_simulator=yes platform=ios target= + scons arch=arm64 ios_simulator=no platform=ios target= + + # assemble xcframeworks + xcodebuild -create-xcframework -library demo/bin/libgdexample.ios..a -library demo/bin/libgdexample.ios..simulator.a -output demo/bin/libgdexample.ios..xcframework + xcodebuild -create-xcframework -library godot-cpp/bin/libgodot-cpp.ios..arm64.a -library godot-cpp/bin/libgodot-cpp.ios..universal.simulator.a -output demo/bin/libgodot-cpp.ios..xcframework + .. note:: Here, we've compiled both godot-cpp and our gdexample library as debug @@ -371,6 +384,8 @@ loaded for each platform and the entry function for the module. It is called ``g macos.debug = "res://bin/libgdexample.macos.template_debug.framework" macos.release = "res://bin/libgdexample.macos.template_release.framework" + ios.debug = "res://bin/libgdexample.ios.template_debug.xcframework" + ios.release = "res://bin/libgdexample.ios.template_release.xcframework" windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll" windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll" windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll" @@ -386,6 +401,14 @@ loaded for each platform and the entry function for the module. It is called ``g android.debug.arm64 = "res://bin/libgdexample.android.template_debug.arm64.so" android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so" + [dependencies] + ios.debug = { + "res://bin/libgodot-cpp.ios.template_debug.xcframework": "" + } + ios.release = { + "res://bin/libgodot-cpp.ios.template_release.xcframework": "" + } + This file contains a ``configuration`` section that controls the entry function of the module. You should also set the minimum compatible Godot version with ``compatability_minimum``, which prevents older version of Godot from trying to load your extension. @@ -474,6 +497,7 @@ show the methods we end up changing, don't remove the lines we're omitting: void GDExample::_bind_methods() { ClassDB::bind_method(D_METHOD("get_amplitude"), &GDExample::get_amplitude); ClassDB::bind_method(D_METHOD("set_amplitude", "p_amplitude"), &GDExample::set_amplitude); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "amplitude"), "set_amplitude", "get_amplitude"); } @@ -531,7 +555,8 @@ showing the methods that have changed so don't remove anything we're omitting: ... ClassDB::bind_method(D_METHOD("get_speed"), &GDExample::get_speed); ClassDB::bind_method(D_METHOD("set_speed", "p_speed"), &GDExample::set_speed); - ADD_PROPERTY("GDExample", PropertyInfo(Variant::FLOAT, "speed", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_speed", "get_speed"); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_speed", "get_speed"); } GDExample::GDExample() { @@ -625,7 +650,7 @@ as follows: void GDExample::_bind_methods() { ... - ADD_PROPERTY("GDExample", PropertyInfo(Variant::FLOAT, "speed", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_speed", "get_speed"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_speed", "get_speed"); ADD_SIGNAL(MethodInfo("position_changed", PropertyInfo(Variant::OBJECT, "node"), PropertyInfo(Variant::VECTOR2, "new_pos"))); } diff --git a/tutorials/scripting/gdextension/gdextension_docs_system.rst b/tutorials/scripting/gdextension/gdextension_docs_system.rst index 0a5f09338ca..046caba3824 100644 --- a/tutorials/scripting/gdextension/gdextension_docs_system.rst +++ b/tutorials/scripting/gdextension/gdextension_docs_system.rst @@ -18,6 +18,8 @@ XML files (one per class) to document the exposed constructors, properties, meth We are assuming you are using the project files explained in the :ref:`GDExtension C++ Example ` with the following structure: +.. code-block:: none + gdextension_cpp_example/ # GDExtension directory | +--demo/ # game example/demo to test the extension @@ -114,9 +116,9 @@ Currently they supported tags for the GDExtension documentation system are: - ``[s]{text}[/s]`` * - | **kbd** - | Makes ``{text}`` use the mono font and styles the text color and background like a shortcut. + | Makes ``{text}`` use a grey beveled background, indicating a keyboard shortcut. - - ``[code]{text}[/code]`` + - ``[kbd]{text}[/kbd]`` * - | **code** | Makes inline ``{text}`` use the mono font and styles the text color and background like code. @@ -140,9 +142,7 @@ Currently they supported tags for the GDExtension documentation system are: - ``[center]{text}[/center]`` * - | **url** - | Creates a hyperlink (underlined and clickable text). Can contain optional - ``{text}`` or display ``{link}`` as is. - | **Must be handled with the "meta_clicked" signal to have an effect,** see :ref:`doc_bbcode_in_richtextlabel_handling_url_tag_clicks`. + | Creates a hyperlink (underlined and clickable text). Can contain optional ``{text}`` or display ``{link}`` as is. - | ``[url]{link}[/url]`` | ``[url={link}]{text}[/url]`` @@ -170,3 +170,31 @@ Currently they supported tags for the GDExtension documentation system are: ``#ff00ff``, see :ref:`doc_bbcode_in_richtextlabel_hex_colors`). - ``[color={code/name}]{text}[/color]`` + + +Publishing documentation online +------------------------------- + +You may want to publish an online reference for your GDExtension, similar to this website. +The most important step is to build reStructuredText (``.rst``) files from your XML class reference: + +.. code-block:: bash + + # You need a version.py file, so download it first. + curl -sSLO https://raw.githubusercontent.com/godotengine/godot/refs/heads/master/version.py + + # Edit version.py according to your project before proceeding. + # Then, run the rst generator. You'll need to have Python installed for this command to work. + curl -sSL https://raw.githubusercontent.com/godotengine/godot/master/doc/tools/make_rst.py | python3 - -o "docs/classes" -l "en" doc_classes + +Your ``.rst`` files will now be available in ``docs/classes/``. From here, you can use +any documentation builder that supports reStructuredText syntax to create a website from them. + +`godot-docs `_ uses `Sphinx `_. You can use the repository as a basis to build your own documentation system. The following guide describes the basic steps, but they are not exhaustive: You will need a bit of personal insight to make it work. + +1. Add `godot-docs `_ as a submodule to your ``docs/`` folder. +2. Copy over its ``conf.py``, ``index.rst``, ``.readthedocs.yaml`` files into ``/docs/``. You may later decide to copy over and edit more of godot-docs' files, like ``_templates/layout.html``. +3. Modify these files according to your project. This mostly involves adjusting paths to point to the ``godot-docs`` subfolder, as well as strings to reflect it's your project rather than Godot you're building the docs for. +4. Create an account on `readthedocs.org `_. Import your project, and modify its base ``.readthedocs.yaml`` file path to ``/docs/.readthedocs.yaml``. + +Once you have completed all these steps, your documentation should be available at ``.readthedocs.io``. diff --git a/tutorials/scripting/gdextension/what_is_gdextension.rst b/tutorials/scripting/gdextension/what_is_gdextension.rst index 48732c58f27..7208cd4354b 100644 --- a/tutorials/scripting/gdextension/what_is_gdextension.rst +++ b/tutorials/scripting/gdextension/what_is_gdextension.rst @@ -97,7 +97,6 @@ The bindings below are developed and maintained by the community: - `D `__ - `Go `__ -- `Haxe `__ - `Rust `__ - `Swift `__ diff --git a/tutorials/scripting/gdscript/gdscript_basics.rst b/tutorials/scripting/gdscript/gdscript_basics.rst index 0f1451799d4..bd6ca5d9fc7 100644 --- a/tutorials/scripting/gdscript/gdscript_basics.rst +++ b/tutorials/scripting/gdscript/gdscript_basics.rst @@ -118,15 +118,8 @@ If you have previous experience with statically typed languages such as C, C++, or C# but never used a dynamically typed one before, it is advised you read this tutorial: :ref:`doc_gdscript_more_efficiently`. -Language --------- - -In the following, an overview is given to GDScript. Details, such as which -methods are available to arrays or other objects, should be looked up in -the linked class descriptions. - Identifiers -~~~~~~~~~~~ +----------- Any string that restricts itself to alphabetic characters (``a`` to ``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies as an identifier. @@ -140,7 +133,7 @@ that are considered "confusable" for ASCII characters and emoji are not allowed in identifiers. Keywords -~~~~~~~~ +-------- The following is the list of keywords supported by the language. Since keywords are reserved words (tokens), they can't be used as identifiers. @@ -165,6 +158,8 @@ in case you want to take a look under the hood. +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+ | match | See match_. | +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+ +| when | Used by `pattern guards `_ in ``match`` statements. | ++------------+---------------------------------------------------------------------------------------------------------------------------------------------------+ | break | Exits the execution of the current ``for`` or ``while`` loop. | +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+ | continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. | @@ -224,7 +219,7 @@ in case you want to take a look under the hood. +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+ Operators -~~~~~~~~~ +--------- The following is the list of supported operators and their precedence. All binary operators are `left-associative `_, including the ``**`` operator. This means that ``2 ** 2 ** 3`` is equal to ``(2 ** 2) ** 3``. Use parentheses to explicitly specify precedence you need, for @@ -336,7 +331,7 @@ example ``2 ** (2 ** 3)``. The ternary ``if/else`` operator is right-associative and :ref:`is_zero_approx() ` functions instead. Literals -~~~~~~~~ +-------- +---------------------------------+-------------------------------------------+ | **Example(s)** | **Description** | @@ -450,7 +445,7 @@ Thus, a string can have a quote that matches the opening one, but only if it's p GDScript also supports :ref:`format strings `. Annotations -~~~~~~~~~~~ +----------- Annotations are special tokens in GDScript that act as modifiers to a script or its code and may affect how the script is treated by the Godot engine or @@ -536,7 +531,7 @@ can replace the above code with a single line:: as an error by default. We do not recommend disabling or ignoring it. Comments -~~~~~~~~ +-------- Anything from a ``#`` to the end of the line is ignored and is considered a comment. @@ -570,10 +565,23 @@ considered a comment. The list of highlighted keywords and their colors can be changed in the **Text Editor > Theme > Comment Markers** section of the Editor Settings. -.. _doc_gdscript_builtin_types: +Use two hash symbols (``##``) instead of one (``#``) to add a *documentation +comment*, which will appear in the script documentation and in the inspector +description of an exported variable. Documentation comments must be placed +directly *above* a documentable item (such as a member variable), or at the top +of a file. Dedicated formatting options are also available. See +:ref:`doc_gdscript_documentation_comments` for details. + + +:: + ## This comment will appear in the script documentation. + var value + + ## This comment will appear in the inspector tooltip, and in the documentation. + @export var exported_value Code regions -~~~~~~~~~~~~ +------------ Code regions are special types of comments that the script editor understands as *foldable regions*. This means that after writing code region comments, you can @@ -641,7 +649,7 @@ folding code regions. group multiple elements together. Line continuation -~~~~~~~~~~~~~~~~~ +----------------- A line of code in GDScript can be continued on the next line by using a backslash (``\``). Add one at the end of a line and the code on the next line will act like @@ -661,6 +669,8 @@ A line can be continued multiple times like this: 10 + \ 4 +.. _doc_gdscript_builtin_types: + Built-in types -------------- @@ -682,6 +692,11 @@ null ``null`` is an empty data type that contains no information and can not be assigned any other value. +Only types that inherit from Object can have a ``null`` value +(Object is therefore called a "nullable" type). +:ref:`Variant types ` must have a valid value at all times, +and therefore cannot have a ``null`` value. + :ref:`bool ` ^^^^^^^^^^^^^^^^^^^^^^^^ @@ -878,12 +893,26 @@ native or user class, or enum. Nested array types (like ``Array[Array[int]]``) a Packed arrays ^^^^^^^^^^^^^ -GDScript arrays are allocated linearly in memory for speed. -Large arrays (more than tens of thousands of elements) may however cause -memory fragmentation. If this is a concern, special types of -arrays are available. These only accept a single data type. They avoid memory -fragmentation and use less memory, but are atomic and tend to run slower than generic -arrays. They are therefore only recommended to use for large data sets: +PackedArrays are generally faster to iterate on and modify compared to a typed +Array of the same type (e.g. PackedInt64Array versus Array[int]) and consume +less memory. In the worst case, they are expected to be as fast as an untyped +Array. Conversely, non-Packed Arrays (typed or not) have extra convenience +methods such as :ref:`Array.map ` that PackedArrays +lack. Consult the :ref:`class reference ` for details +on the methods available. Typed Arrays are generally faster to iterate on and +modify than untyped Arrays. + +While all Arrays can cause memory fragmentation when they become large enough, +if memory usage and performance (iteration and modification speed) is a concern +and the type of data you're storing is compatible with one of the ``Packed`` +Array types, then using those may yield improvements. However, if you do not +have such concerns (e.g. the size of your array does not reach the tens of +thousands of elements) it is likely more helpful to use regular or typed +Arrays, as they provide convenience methods that can make your code easier to +write and maintain (and potentially faster if your data requires such +operations a lot). If the data you will store is of a known type (including +your own defined classes), prefer to use a typed Array as it may yield better +performance in iteration and modification compared to an untyped Array. - :ref:`PackedByteArray `: An array of bytes (integers from 0 to 255). - :ref:`PackedInt32Array `: An array of 32-bit integers. @@ -893,6 +922,7 @@ arrays. They are therefore only recommended to use for large data sets: - :ref:`PackedStringArray `: An array of strings. - :ref:`PackedVector2Array `: An array of :ref:`Vector2 ` values. - :ref:`PackedVector3Array `: An array of :ref:`Vector3 ` values. +- :ref:`PackedVector4Array `: An array of :ref:`Vector4 ` values. - :ref:`PackedColorArray `: An array of :ref:`Color ` values. :ref:`Dictionary ` @@ -967,11 +997,8 @@ will set the value of ``x`` to a callable with ``$Sprite2D`` as the object and You can call it using the ``call`` method: ``x.call(PI)``. -Data ----- - Variables -~~~~~~~~~ +--------- Variables can exist as class members or local to functions. They are created with the ``var`` keyword and may, optionally, be assigned a @@ -1008,7 +1035,7 @@ it will raise an error. Valid types are: - Built-in types (Array, Vector2, int, String, etc.). -- Engine classes (Node, Resource, Reference, etc.). +- Engine classes (Node, Resource, RefCounted, etc.). - Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``). - Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope). - Script classes declared with the ``class_name`` keyword. @@ -1025,7 +1052,7 @@ Valid types are: the project settings. See :ref:`doc_gdscript_warning_system` for details. Initialization order -^^^^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~~~~ Member variables are initialized in the following order: @@ -1071,7 +1098,7 @@ Member variables are initialized in the following order: or remove the empty dictionary assignment (``= {}``). Static variables -^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~ A class member variable can be declared static:: @@ -1175,7 +1202,7 @@ and must be placed at the top of the script, before ``class_name`` and ``extends See also `Static functions`_ and `Static constructor`_. Casting -^^^^^^^ +~~~~~~~ Values assigned to typed variables must have a compatible type. If it's needed to coerce a value to be of a certain type, in particular for object types, you can @@ -1215,7 +1242,7 @@ the scene tree:: ($AnimPlayer as AnimationPlayer).play("walk") Constants -~~~~~~~~~ +--------- Constants are values you cannot change when the game is running. Their value must be known at compile-time. Using the @@ -1247,7 +1274,7 @@ You can also create constants inside a function, which is useful to name local magic values. Enums -^^^^^ +~~~~~ Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant. @@ -1290,9 +1317,12 @@ a dictionary can also be used with a named enum. # prints '[0, 5, 6]' print(State.values()) +If not assigning a value to a key of an enum it will be assigned the previous value plus one, +or ``0`` if it is the first entry in the enum. Multiple keys with the same value are allowed. + Functions -~~~~~~~~~ +--------- Functions always belong to a `class `_. The scope priority for variable look-up is: local → class member → global. The ``self`` variable is @@ -1351,7 +1381,7 @@ return early with the ``return`` keyword, but they can't return any value. valid value to return. Referencing functions -^^^^^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~~~~~ Functions are first-class values in terms of the :ref:`Callable ` object. Referencing a function by name without calling it will automatically generate the proper @@ -1380,7 +1410,7 @@ callable. This can be used to pass functions as arguments. performance issues on direct function calls. Lambda functions -^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~ Lambda functions allow you to declare functions that do not belong to a class. Instead, a :ref:`Callable ` object is created and assigned to a variable directly. @@ -1453,7 +1483,7 @@ Lambda functions capture the local environment:: print(a) # Prints `[1]`. Static functions -^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~ A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``. A static function has access to static variables. Also static functions are useful to make libraries of helper functions:: @@ -1466,14 +1496,14 @@ Lambda functions cannot be declared static. See also `Static variables`_ and `Static constructor`_. Statements and control flow -~~~~~~~~~~~~~~~~~~~~~~~~~~~ +--------------------------- Statements are standard and can be assignments, function calls, control flow structures, etc (see below). ``;`` as a statement separator is entirely optional. Expressions -^^^^^^^^^^^ +~~~~~~~~~~~ Expressions are sequences of operators and their operands in orderly fashion. An expression by itself can be a statement too, though only calls are reasonable to use as statements since other expressions don't have side effects. @@ -1501,7 +1531,7 @@ Identifiers, attributes, and subscripts are valid assignment targets. Other expr an assignment. if/else/elif -^^^^^^^^^^^^ +~~~~~~~~~~~~ Simple conditions are created by using the ``if``/``else``/``elif`` syntax. Parenthesis around conditions are allowed, but not required. Given the @@ -1564,7 +1594,7 @@ use an ``if`` statement combined with the ``in`` operator to accomplish this:: if "varName" in get_parent(): print("varName is defined in parent!") while -^^^^^ +~~~~~ Simple loops are created by using ``while`` syntax. Loops can be broken using ``break`` or continued using ``continue`` (which skips to the next @@ -1576,7 +1606,7 @@ iteration of the loop without executing any further code in the current iteratio statement(s) for -^^^ +~~~ To iterate through a range, such as an array or table, a *for* loop is used. When iterating over an array, the current array element is stored in @@ -1639,7 +1669,7 @@ be manipulated by calling methods on the loop variable. node.add_to_group("Cool_Group") # This has an effect match -^^^^^ +~~~~~ A ``match`` statement is used to branch execution of a program. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features. @@ -1650,19 +1680,19 @@ It's the equivalent of the ``switch`` statement found in many other languages, b for example, the String ``"hello"`` is considered equal to the StringName ``&"hello"``. Basic syntax -"""""""""""" +^^^^^^^^^^^^ :: - match : + match : : - when : + when : <...> Crash-course for people who are familiar with switch statements -""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 1. Replace ``switch`` with ``match``. 2. Remove ``case``. @@ -1670,7 +1700,7 @@ Crash-course for people who are familiar with switch statements 4. Change ``default`` to a single underscore. Control flow -"""""""""""" +^^^^^^^^^^^^ The patterns are matched from top to bottom. If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement. @@ -1788,11 +1818,15 @@ The following pattern types are available: print("Yep, you've taken damage") Pattern guards -"""""""""""""" +^^^^^^^^^^^^^^ + +A *pattern guard* is an optional condition that follows the pattern list +and allows you to make additional checks before choosing a ``match`` branch. +Unlike a pattern, a pattern guard can be an arbitrary expression. Only one branch can be executed per ``match``. Once a branch is chosen, the rest are not checked. If you want to use the same pattern for multiple branches or to prevent choosing a branch with too general pattern, -you can specify a guard expression after the list of patterns with the ``when`` keyword:: +you can specify a pattern guard after the list of patterns with the ``when`` keyword:: match point: [0, 0]: @@ -1808,15 +1842,15 @@ you can specify a guard expression after the list of patterns with the ``when`` [var x, var y]: print("Point (%s, %s)" % [x, y]) -- If there is no matching pattern for the current branch, the guard expression +- If there is no matching pattern for the current branch, the pattern guard is **not** evaluated and the patterns of the next branch are checked. -- If a matching pattern is found, the guard expression is evaluated. +- If a matching pattern is found, the pattern guard is evaluated. - If it's true, then the body of the branch is executed and ``match`` ends. - If it's false, then the patterns of the next branch are checked. Classes -~~~~~~~ +------- By default, all script files are unnamed classes. In this case, you can only reference them using the file's path, using either a relative or an absolute @@ -1890,14 +1924,14 @@ If you want to use ``extends`` too, you can keep both on the same line:: .. warning:: - The Godot editor will hide these custom classes with names that beging with the prefix - "Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes - are available for instantiation at runtime via their class names, but are - automatically hidden by the editor windows along with the built-in editor nodes used + The Godot editor will hide these custom classes with names that begin with the prefix + "Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes + are available for instantiation at runtime via their class names, but are + automatically hidden by the editor windows along with the built-in editor nodes used by the Godot editor. Inheritance -^^^^^^^^^^^ +~~~~~~~~~~~ A class (stored as a file) can inherit from: @@ -1974,7 +2008,7 @@ the function name with the attribute operator:: Signals and notifications can also be useful for these purposes. Class constructor -^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~ The class constructor, called on class instantiation, is named ``_init``. If you want to call the base class constructor, you can also use the ``super`` syntax. @@ -2027,7 +2061,7 @@ There are a few things to keep in mind here: super(5) Static constructor -^^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~~ A static constructor is a static function ``_static_init`` that is called automatically when the class is loaded, after the static variables have been initialized:: @@ -2042,7 +2076,7 @@ A static constructor cannot take arguments and must not return any value. .. _doc_gdscript_basics_inner_classes: Inner classes -^^^^^^^^^^^^^ +~~~~~~~~~~~~~ A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` @@ -2069,7 +2103,7 @@ function. .. _doc_gdscript_classes_as_resources: Classes as resources -^^^^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~~~~ Classes stored as files are treated as :ref:`GDScripts `. They must be loaded from disk to access them in other classes. This is done using @@ -2088,7 +2122,7 @@ class resource is done by calling the ``new`` function on the class object:: a.some_function() Exports -~~~~~~~ +------- .. note:: @@ -2098,7 +2132,7 @@ Exports .. _doc_gdscript_basics_setters_getters: Properties (setters and getters) -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-------------------------------- Sometimes, you want a class' member variable to do more than just hold data and actually perform some validation or computation whenever its value changes. It may also be desired to @@ -2125,7 +2159,7 @@ Example:: code use that name. Alternative syntax -^^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~~ Also there is another notation to use existing class functions if you want to split the code from the variable declaration or you need to reuse the code across multiple properties (but you can't distinguish which property the setter/getter is being called for):: @@ -2146,7 +2180,7 @@ The setter and getter must use the same notation, mixing styles for the same var Separated setter/getter functions can have type hints, and the type must match the variable's type or be a wider type. When setter/getter is not called -^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When a variable is initialized, the value of the initializer will be written directly to the variable. Including if the ``@onready`` annotation is applied to the variable. @@ -2184,7 +2218,7 @@ This also applies to the alternative syntax:: .. _doc_gdscript_tool_mode: Tool mode -~~~~~~~~~ +--------- By default, scripts don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run @@ -2209,7 +2243,7 @@ See :ref:`doc_running_code_in_the_editor` for more information. .. _doc_gdscript_basics_memory_management: Memory management -~~~~~~~~~~~~~~~~~ +----------------- Godot implements reference counting to free certain instances that are no longer used, instead of a garbage collector, or requiring purely manual management. @@ -2257,7 +2291,7 @@ freed. .. _doc_gdscript_signals: Signals -~~~~~~~ +------- Signals are a tool to emit messages from an object that other objects can react to. To create custom signals for a class, use the ``signal`` keyword. @@ -2468,7 +2502,7 @@ This also means that returning a signal from a function that isn't a coroutine w during runtime. Assert keyword -~~~~~~~~~~~~~~ +-------------- The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression diff --git a/tutorials/scripting/gdscript/gdscript_documentation_comments.rst b/tutorials/scripting/gdscript/gdscript_documentation_comments.rst index 4ba08054b88..83957a93c00 100644 --- a/tutorials/scripting/gdscript/gdscript_documentation_comments.rst +++ b/tutorials/scripting/gdscript/gdscript_documentation_comments.rst @@ -73,13 +73,13 @@ Documenting script members Members that are applicable for documentation: -- Inner class -- Constant -- Function - Signal -- Variable - Enum - Enum value +- Constant +- Variable +- Function +- Inner class Documentation of a script member must immediately precede the member or its annotations if it has any. The description can have more than one line but every line must start with @@ -106,6 +106,8 @@ For example:: Alternatively, you can use inline documentation comments:: + signal my_signal ## My signal. + enum MyEnum { ## My enum. VALUE_A = 0, ## Value A. VALUE_B = 1, ## Value B. @@ -115,11 +117,11 @@ Alternatively, you can use inline documentation comments:: var my_var ## My variable. - signal my_signal ## My signal. func my_func(): ## My func. pass + class MyClass: ## My class. pass @@ -142,9 +144,6 @@ Complete script example ## @tutorial(Tutorial 2): https://example.com/tutorial_2 ## @experimental - ## The description of a constant. - const GRAVITY = 9.8 - ## The description of a signal. signal my_signal @@ -160,6 +159,9 @@ Complete script example RIGHT = 3, } + ## The description of a constant. + const GRAVITY = 9.8 + ## The description of the variable v1. var v1 diff --git a/tutorials/scripting/gdscript/gdscript_exports.rst b/tutorials/scripting/gdscript/gdscript_exports.rst index e8577aab82d..85bcf3e4fbc 100644 --- a/tutorials/scripting/gdscript/gdscript_exports.rst +++ b/tutorials/scripting/gdscript/gdscript_exports.rst @@ -52,7 +52,7 @@ Resources and nodes can be exported. @export var resource: Resource @export var node: Node -Grouping Exports +Grouping exports ---------------- It is possible to group your exported properties inside the Inspector @@ -160,18 +160,68 @@ Allow floats from -10 to 20 and snap the value to multiples of 0.2. @export_range(-10, 20, 0.2) var k: float -The limits can be only for the slider if you add the hints "or_greater" and/or "or_less". +The limits can be made to affect only the slider if you add the hints ``"or_less"`` +and/or ``"or_greater"``. If either these hints are used, it will be possible for +the user to enter any value or drag the value with the mouse when not using +the slider, even if outside the specified range. :: - @export_range(0, 100, 1, "or_greater", "or_less") + @export_range(0, 100, 1, "or_less", "or_greater") var l: int -.. TODO: Document other hint strings usable with export_range. +The ``"exp"`` hint can be used to make a value have an exponential slider +instead of a linear slider. This means that when dragging the slider towards +the right, changes will become progressively faster when dragging the mouse. +This is useful to make editing values that can be either very small or very large +easier, at the cost of being less intuitive. + +:: + + @export_range(0, 100000, 0.01, "exp") var exponential: float + +For values that are meant to represent an easing factor, use +:ref:`doc_gdscript_exports_floats_with_easing_hint` instead. + +The ``"hide_slider"`` hint can be used to hide the horizontal bar that +appears below ``float`` properties, or the up/down arrows that appear besides +``int`` properties: + +:: + + @export_range(0, 1000, 0.01, "hide_slider") var no_slider: float + +Adding suffixes and handling degrees/radians +-------------------------------------------- + +A suffix can also be defined to make the value more self-explanatory in the +inspector. For example, to define a value that is meant to be configured as +"meters" (``m``) by the user: + +:: + + @export_range(0, 100, 1, "suffix:m") var m: int + +For angles that are stored in radians but displayed as degrees to the user, use +the `"radians_as_degrees"` hint: + +:: + + @export_range(0, 360, 0.1, "radians_as_degrees") var angle: float + +This performs automatic conversion when the value is displayed or modified in +the inspector and also displays a degree (``°``) suffix. This approach is used +by Godot's own `rotation` properties throughout the editor. + +If the angle is stored in degrees instead, use the `"degrees"` hint to display +the degree symbol while disabling the automatic degrees-to-radians conversion +when the value is modified from the inspector. + +.. _doc_gdscript_exports_floats_with_easing_hint: Floats with easing hint ----------------------- -Display a visual representation of the 'ease()' function +Display a visual representation of the ``ease()`` function when editing. :: @@ -248,6 +298,8 @@ It must be noted that even if the script is not being run while in the editor, the exported properties are still editable. This can be used in conjunction with a :ref:`script in "tool" mode `. +.. _doc_gdscript_exports_exporting_bit_flags: + Exporting bit flags ------------------- @@ -372,7 +424,7 @@ Other export variants can also be used when exporting arrays: :: - @export_range(-360, 360, 0.001, "radians") var laser_angles: Array[float] = [] + @export_range(-360, 360, 0.001, "degrees") var laser_angles: Array[float] = [] @export_file("*.json") var skill_trees: Array[String] = [] @export_color_no_alpha var hair_colors = PackedColorArray() @export_enum("Espresso", "Mocha", "Latte", "Capuccino") var barista_suggestions: Array[String] = [] @@ -399,6 +451,32 @@ or :ref:`Node.duplicate() ` is called, unlike non-e @export_storage var b # Stored in the file, not displayed in the editor. @export var c: int # Stored in the file, displayed in the editor. +``@export_custom`` +------------------ + +If you need more control than what's exposed with the built-in ``@export`` +annotations, you can use ``@export_custom`` instead. This allows defining any +property hint, hint string and usage flags, with a syntax similar to the one +used by the editor for built-in nodes. + +For example, this exposes the ``altitude`` property with no range limits but a +``m`` (meter) suffix defined: + +:: + + @export_custom(PROPERTY_HINT_NONE, "altitude:m") var altitude: Vector3 + +The above is normally not feasible with the standard ``@export_range`` syntax, +since it requires defining a range. + +See the :ref:`class reference ` +for a list of parameters and their allowed values. + +.. warning:: + + When using ``@export_custom``, GDScript does not perform any validation on + the syntax. Invalid syntax may have unexpected behavior in the inspector. + Setting exported variables from a tool script --------------------------------------------- diff --git a/tutorials/scripting/gdscript/gdscript_format_string.rst b/tutorials/scripting/gdscript/gdscript_format_string.rst index 8d511d66443..492961b54f8 100644 --- a/tutorials/scripting/gdscript/gdscript_format_string.rst +++ b/tutorials/scripting/gdscript/gdscript_format_string.rst @@ -3,21 +3,24 @@ GDScript format strings ======================= -GDScript offers a feature called *format strings*, which allows reusing text -templates to succinctly create different but similar strings. +Godot offers multiple ways to dynamically change the contents of strings: -Format strings are just like normal strings, except they contain certain -placeholder character-sequences. These placeholders can then easily be replaced -by parameters handed to the format string. +- Format strings: ``var string = "I have %s cats." % "3"`` +- The ``String.format()`` method: ``var string = "I have {} cats.".format([3])`` +- String concatenation: ``var string = "I have " + str(3) + " cats."`` -As an example, with ``%s`` as a placeholder, the format string ``"Hello %s, how -are you?"`` can easily be changed to ``"Hello World, how are you?"``. Notice -the placeholder is in the middle of the string; modifying it without format -strings could be cumbersome. +This page explains how to use format strings, and briefly explains the ``format()`` +method and string concatenation. +Format strings +-------------- -Usage in GDScript ------------------ +*Format strings* are a way to reuse text templates to succinctly create different +but similar strings. + +Format strings are just like normal strings, except they contain certain +placeholder character sequences such as ``%s``. These placeholders can then +be replaced by parameters handed to the format string. Examine this concrete GDScript example: @@ -38,34 +41,12 @@ string. The ``%s`` seen in the example above is the simplest placeholder and works for most use cases: it converts the value by the same method by which an implicit -String conversion or ``str()`` would convert it. Strings remain unchanged, -Booleans turn into either ``"True"`` or ``"False"``, an integral or real number -becomes a decimal, other types usually return their data in a human-readable -string. - -There is also another way to format text in GDScript, namely the ``String.format()`` -method. It replaces all occurrences of a key in the string with the corresponding -value. The method can handle arrays or dictionaries for the key/value pairs. - -Arrays can be used as key, index, or mixed style (see below examples). Order only -matters when the index or mixed style of Array is used. - -A quick example in GDScript: - -:: - - # Define a format string - var format_string = "We're waiting for {str}" - - # Using the 'format' method, replace the 'str' placeholder - var actual_string = format_string.format({"str": "Godot"}) - - print(actual_string) - # Output: "We're waiting for Godot" - -There are other `format specifiers`_, but they are only applicable when using -the ``%`` operator. +String conversion or :ref:`str() ` would convert +it. Strings remain unchanged, booleans turn into either ``"True"`` or ``"False"``, +an ``int`` or ``float`` becomes a decimal, and other types usually return their data +in a human-readable string. +There are other `format specifiers`_. Multiple placeholders --------------------- @@ -108,19 +89,19 @@ specifier. Apart from ``s``, these require certain types of parameters. | ``c`` | A single **Unicode character**. Expects an unsigned 8-bit integer | | | (0-255) for a code point or a single-character string. | +-------+---------------------------------------------------------------------+ -| ``d`` | A **decimal integral** number. Expects an integral or real number | +| ``d`` | A **decimal integer**. Expects an integer or a real number | | | (will be floored). | +-------+---------------------------------------------------------------------+ -| ``o`` | An **octal integral** number. Expects an integral or real number | +| ``o`` | An **octal integer**. Expects an integer or a real number | | | (will be floored). | +-------+---------------------------------------------------------------------+ -| ``x`` | A **hexadecimal integral** number with **lower-case** letters. | -| | Expects an integral or real number (will be floored). | +| ``x`` | A **hexadecimal integer** with **lower-case** letters. | +| | Expects an integer or a real number (will be floored). | +-------+---------------------------------------------------------------------+ -| ``X`` | A **hexadecimal integral** number with **upper-case** letters. | -| | Expects an integral or real number (will be floored). | +| ``X`` | A **hexadecimal integer** with **upper-case** letters. | +| | Expects an integer or a real number (will be floored). | +-------+---------------------------------------------------------------------+ -| ``f`` | A **decimal real** number. Expects an integral or real number. | +| ``f`` | A **decimal real** number. Expects an integer or a real number. | +-------+---------------------------------------------------------------------+ | ``v`` | A **vector**. Expects any float or int-based vector object ( | | | ``Vector2``, ``Vector3``, ``Vector4``, ``Vector2i``, ``Vector3i`` or| @@ -149,7 +130,7 @@ conditions. +---------+-------------------------------------------------------------------+ | ``-`` | **Pad to the right** rather than the left. | +---------+-------------------------------------------------------------------+ -| ``*`` | **Dynamic padding**, expect additional integral parameter to set | +| ``*`` | **Dynamic padding**, expects additional integer parameter to set | | | padding or precision after ``.``, see `dynamic padding`_. | +---------+-------------------------------------------------------------------+ @@ -170,7 +151,7 @@ To pad a string to a minimum length, add an integer to the specifier: # output: " 12345" # 5 leading spaces for a total length of 10 -If the integer starts with ``0``, integral values are padded with zeroes +If the integer starts with ``0``, integer values are padded with zeroes instead of white space: :: @@ -180,7 +161,7 @@ instead of white space: Precision can be specified for real numbers by adding a ``.`` (*dot*) with an integer following it. With no integer after ``.``, a precision of 0 is used, -rounding to integral value. The integer to use for padding must appear before +rounding to integer values. The integer to use for padding must appear before the dot. :: @@ -238,12 +219,36 @@ avoid reading it as a placeholder. This is done by doubling the character: # Output: "Remaining health: 56%" +String format method +-------------------- + +There is also another way to format text in GDScript, namely the +:ref:`String.format() ` +method. It replaces all occurrences of a key in the string with the corresponding +value. The method can handle arrays or dictionaries for the key/value pairs. + +Arrays can be used as key, index, or mixed style (see below examples). Order only +matters when the index or mixed style of Array is used. + +A quick example in GDScript: + +:: + + # Define a format string + var format_string = "We're waiting for {str}" + + # Using the 'format' method, replace the 'str' placeholder + var actual_string = format_string.format({"str": "Godot"}) + + print(actual_string) + # Output: "We're waiting for Godot" + + Format method examples ----------------------- +~~~~~~~~~~~~~~~~~~~~~~ The following are some examples of how to use the various invocations of the -``String.format`` method. - +``String.format()`` method. +------------+-----------+------------------------------------------------------------------------------+-------------------+ | **Type** | **Style** | **Example** | **Result** | @@ -258,9 +263,9 @@ The following are some examples of how to use the various invocations of the +------------+-----------+------------------------------------------------------------------------------+-------------------+ | Array | index | ``"Hi, {0} v{1}!".format(["Godette","3.0"])`` | Hi, Godette v3.0! | +------------+-----------+------------------------------------------------------------------------------+-------------------+ -| Array | mix | ``"Hi, {name} v{0}!".format([3.0, ["name","Godette"]])`` | Hi, Godette v3.0! | +| Array | mix | ``"Hi, {name} v{0}!".format(["3.0", ["name","Godette"]])`` | Hi, Godette v3.0! | +------------+-----------+------------------------------------------------------------------------------+-------------------+ -| Array | no index | ``"Hi, {} v{}!".format(["Godette", 3.0], "{}")`` | Hi, Godette v3.0! | +| Array | no index | ``"Hi, {} v{}!".format(["Godette", "3.0"], "{}")`` | Hi, Godette v3.0! | +------------+-----------+------------------------------------------------------------------------------+-------------------+ Placeholders can also be customized when using ``String.format``, here's some @@ -285,3 +290,41 @@ Combining both the ``String.format`` method and the ``%`` operator could be usef +---------------------------------------------------------------------------+-------------------+ | ``"Hi, {0} v{version}".format({0:"Godette", "version":"%0.2f" % 3.114})`` | Hi, Godette v3.11 | +---------------------------------------------------------------------------+-------------------+ + +String concatenation +-------------------- + +You can also combine strings by *concatenating* them together, using the ``+`` +operator. + +:: + + # Define a base string + var base_string = "We're waiting for " + + # Concatenate the string + var actual_string = base_string + "Godot" + + print(actual_string) + # Output: "We're waiting for Godot" + +When using string concatenation, values that are not strings must be converted using +the ``str()`` function. There is no way to specify the string format of converted +values. + +:: + + var name_string = "Godette" + var version = 3.0 + var actual_string = "Hi, " + name_string + " v" + str(version) + "!" + + print(actual_string) + # Output: "Hi, Godette v3!" + +Because of these limitations, format strings or the ``format()`` method are often +a better choice. In many cases, string concatenation is also less readable. + +.. note:: + + In Godot's C++ code, GDScript format strings can be accessed using the + ``vformat()`` helper function in the :ref:`Variant` header. diff --git a/tutorials/scripting/gdscript/gdscript_styleguide.rst b/tutorials/scripting/gdscript/gdscript_styleguide.rst index b069c790987..9dd84ad05da 100644 --- a/tutorials/scripting/gdscript/gdscript_styleguide.rst +++ b/tutorials/scripting/gdscript/gdscript_styleguide.rst @@ -620,7 +620,29 @@ Naming conventions These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent -code. +code. As a summary table: + ++---------------+----------------+----------------------------------------------------+ +| Type | Convention | Example | ++===============+================+====================================================+ +| File names | snake_case | ``yaml_parser.gd`` | ++---------------+----------------+----------------------------------------------------+ +| Class names | PascalCase | ``class_name YAMLParser`` | ++---------------+----------------+----------------------------------------------------+ +| Node names | PascalCase | ``Camera3D``, ``Player`` | ++---------------+----------------+----------------------------------------------------+ +| Functions | snake_case | ``func load_level():`` | ++---------------+----------------+----------------------------------------------------+ +| Variables | snake_case | ``var particle_effect`` | ++---------------+----------------+----------------------------------------------------+ +| Signals | snake_case | ``signal door_opened`` | ++---------------+----------------+----------------------------------------------------+ +| Constants | CONSTANT_CASE | ``const MAX_SPEED = 200`` | ++---------------+----------------+----------------------------------------------------+ +| Enum names | PascalCase | ``enum Element`` | ++---------------+----------------+----------------------------------------------------+ +| Enum members | CONSTANT_CASE | ``{EARTH, WATER, AIR, FIRE}`` | ++---------------+----------------+----------------------------------------------------+ File names ~~~~~~~~~~ @@ -734,7 +756,7 @@ more easily, and also makes for cleaner diffs in version control when items are Code order ---------- -This first section focuses on code order. For formatting, see +This section focuses on code order. For formatting, see :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`. We suggest to organize GDScript code this way: @@ -744,7 +766,7 @@ We suggest to organize GDScript code this way: 01. @tool 02. class_name 03. extends - 04. # docstring + 04. ## docstring 05. signals 06. enums @@ -917,7 +939,7 @@ in that order. Static typing ------------- -Since Godot 3.1, GDScript supports :ref:`optional static typing`. +GDScript supports :ref:`optional static typing`. Declared types ~~~~~~~~~~~~~~ diff --git a/tutorials/scripting/gdscript/static_typing.rst b/tutorials/scripting/gdscript/static_typing.rst index 5cfd0b0720c..133178a714f 100644 --- a/tutorials/scripting/gdscript/static_typing.rst +++ b/tutorials/scripting/gdscript/static_typing.rst @@ -198,14 +198,17 @@ To define the type of an ``Array``, enclose the type name in ``[]``. An array's type applies to ``for`` loop variables, as well as some operators like ``[]``, ``[]=``, and ``+``. Array methods (such as ``push_back``) and other operators (such as ``==``) are still untyped. Built-in types, native and custom classes, -and enums may be used as element types. Nested array types are not supported. +and enums may be used as element types. Nested array types +(like ``Array[Array[int]]``) are not supported. + :: var scores: Array[int] = [10, 20, 30] var vehicles: Array[Node] = [$Car, $Plane] var items: Array[Item] = [Item.new()] - # var arrays: Array[Array] -- disallowed + var array_of_arrays: Array[Array] = [[], []] + # var arrays: Array[Array[int]] -- disallowed for score in scores: # score has type `int` @@ -381,9 +384,9 @@ Warning system Detailed documentation about the GDScript warning system has been moved to :ref:`doc_gdscript_warning_system`. -From version 3.1, Godot gives you warnings about your code as you write it: -the engine identifies sections of your code that may lead to issues at runtime, -but lets you decide whether or not you want to leave the code as it is. +Godot gives you warnings about your code as you write it. The engine identifies +sections of your code that may lead to issues at runtime, but lets you decide +whether or not you want to leave the code as it is. We have a number of warnings aimed specifically at users of typed GDScript. By default, these warnings are disabled, you can enable them in Project Settings @@ -407,10 +410,10 @@ that has a script attached with ``class_name MyScript`` and that ``extends Node2D``. If we have a reference to the object as a ``Node2D`` (for instance, as it was passed to us by the physics system), we can first check if the property and method exist and then set and call them if they do:: - + if "some_property" in node_2d: node_2d.some_property = 20 # Produces UNSAFE_PROPERTY_ACCESS warning. - + if node_2d.has_method("some_function"): node_2d.some_function() # Produces UNSAFE_METHOD_ACCESS warning. @@ -420,7 +423,7 @@ in the referenced type - in this case a ``Node2D``. To make these operations safe, you can first check if the object is of type ``MyScript`` using the ``is`` keyword and then declare a variable with the type ``MyScript`` on which you can set its properties and call its methods:: - + if node_2d is MyScript: var my_script: MyScript = node_2d my_script.some_property = 20 @@ -443,7 +446,7 @@ collision area to show the area's name. Once the object enters the collision area, the physics system sends a signal with a ``Node2D`` object, and the most straightforward (but not statically typed) solution to do what we want could be achieved like this:: - + func _on_body_entered(body: Node2D) -> void: body.label.text = name # Produces UNSAFE_PROPERTY_ACCESS warning. diff --git a/tutorials/scripting/img/autoload_example.webp b/tutorials/scripting/img/autoload_example.webp index 0ab122861e0..47ab9829b58 100644 Binary files a/tutorials/scripting/img/autoload_example.webp and b/tutorials/scripting/img/autoload_example.webp differ diff --git a/tutorials/scripting/img/autoload_tab.webp b/tutorials/scripting/img/autoload_tab.webp index 2419ea54f03..69bae3f19b9 100644 Binary files a/tutorials/scripting/img/autoload_tab.webp and b/tutorials/scripting/img/autoload_tab.webp differ diff --git a/tutorials/scripting/img/autoload_tutorial1.webp b/tutorials/scripting/img/autoload_tutorial1.webp index dcccaacc3b8..4b51c680673 100644 Binary files a/tutorials/scripting/img/autoload_tutorial1.webp and b/tutorials/scripting/img/autoload_tutorial1.webp differ diff --git a/tutorials/scripting/index.rst b/tutorials/scripting/index.rst index 0f4e979a5be..3df2ffc8b53 100644 --- a/tutorials/scripting/index.rst +++ b/tutorials/scripting/index.rst @@ -10,8 +10,8 @@ Here, you will find information that is not already covered in more specific sections. For instance, to learn about inputs, we recommend you to read :ref:`Inputs `. -Programming languages ---------------------- +.. rubric:: Programming languages + :heading-level: 2 The sections below each focus on a given programming language. diff --git a/tutorials/scripting/singletons_autoload.rst b/tutorials/scripting/singletons_autoload.rst index 851c1a2a7c6..3ed98d5fa98 100644 --- a/tutorials/scripting/singletons_autoload.rst +++ b/tutorials/scripting/singletons_autoload.rst @@ -60,7 +60,7 @@ You can create an Autoload to load a scene or a script that inherits from .. image:: img/singleton.webp -To autoload a scene or script, start from the menu and navigate to +To autoload a scene or script, start from the menu and navigate to **Project > Project Settings > Globals > Autoload**. .. image:: img/autoload_tab.webp @@ -172,7 +172,8 @@ means that the last child of root is always the loaded scene. func _ready(): var root = get_tree().root - current_scene = root.get_child(root.get_child_count() - 1) + # Using a negative index counts from the end, so this gets the last child node of `root`. + current_scene = root.get_child(-1) .. code-tab:: csharp @@ -185,7 +186,8 @@ means that the last child of root is always the loaded scene. public override void _Ready() { Viewport root = GetTree().Root; - CurrentScene = root.GetChild(root.GetChildCount() - 1); + // Using a negative index counts from the end, so this gets the last child node of `root`. + CurrentScene = root.GetChild(-1); } } @@ -205,7 +207,7 @@ current scene and replace it with the requested one. # The solution is to defer the load to a later time, when # we can be sure that no code from the current scene is running: - call_deferred("_deferred_goto_scene", path) + _deferred_goto_scene.call_deferred(path) func _deferred_goto_scene(path): diff --git a/tutorials/shaders/advanced_postprocessing.rst b/tutorials/shaders/advanced_postprocessing.rst index e06b97e148a..ed065adb7ca 100644 --- a/tutorials/shaders/advanced_postprocessing.rst +++ b/tutorials/shaders/advanced_postprocessing.rst @@ -47,7 +47,7 @@ and sets the vertex position in clip space directly. shader_type spatial; // Prevent the quad from being affected by lighting and fog. This also improves performance. - render_mode unshaded, disable_fog; + render_mode unshaded, fog_disabled; void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); @@ -93,11 +93,10 @@ Once defined, the depth texture can be read with the ``texture()`` function. possible when reading from the current viewport. The depth texture cannot be accessed from another viewport to which you have rendered. -The values returned by ``depth_texture`` are between ``0.0`` and ``1.0`` and are nonlinear. +The values returned by ``depth_texture`` are between ``1.0`` and ``0.0`` (corresponding to +the near and far plane, respectively, because of using a "reverse-z" depth buffer) and are nonlinear. When displaying depth directly from the ``depth_texture``, everything will look almost -white unless it is very close. This is because the depth buffer stores objects closer -to the camera using more bits than those further, so most of the detail in depth -buffer is found close to the camera. In order to make the depth value align with world or +black unless it is very close due to that nonlinearity. In order to make the depth value align with world or model coordinates, we need to linearize the value. When we apply the projection matrix to the vertex position, the z value is made nonlinear, so to linearize it, we multiply it by the inverse of the projection matrix, which in Godot, is accessible with the variable @@ -109,11 +108,6 @@ from ``0.0`` to ``1.0`` in the ``z`` direction when using the Vulkan backend. Reconstruct the NDC using ``SCREEN_UV`` for the ``x`` and ``y`` axis, and the depth value for ``z``. -.. note:: - - This tutorial assumes the use of the Vulkan renderer, which uses NDCs with a Z-range - of ``[0.0, 1.0]``. In contrast, OpenGL uses NDCs with a Z-range of ``[-1.0, 1.0]``. - .. code-block:: glsl void fragment() { @@ -121,6 +115,17 @@ the depth value for ``z``. vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); } +.. note:: + + This tutorial assumes the use of the Forward+ or Mobile renderers, which both + use Vulkan NDCs with a Z-range of ``[0.0, 1.0]``. In contrast, the Compatibility + renderer uses OpenGL NDCs with a Z-range of ``[-1.0, 1.0]``. For the Compatibility + renderer, replace the NDC calculation with this instead: + + .. code-block:: glsl + + vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0; + Convert NDC to view space by multiplying the NDC by ``INV_PROJECTION_MATRIX``. Recall that view space gives positions relative to the camera, so the ``z`` value will give us the distance to the point. @@ -137,22 +142,51 @@ the distance to the point. Because the camera is facing the negative ``z`` direction, the position will have a negative ``z`` value. In order to get a usable depth value, we have to negate ``view.z``. -The world position can be constructed from the depth buffer using the following code. Note -that the ``INV_VIEW_MATRIX`` is needed to transform the position from view space into world space, so -it needs to be passed to the fragment shader with a varying. +The world position can be constructed from the depth buffer using the following code, using the +``INV_VIEW_MATRIX`` to transform the position from view space into world space. .. code-block:: glsl - varying mat4 CAMERA; + void fragment() { + ... + vec4 world = INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(ndc, 1.0); + vec3 world_position = world.xyz / world.w; + } + +Example shader +-------------- + +Once we add a line to output to ``ALBEDO``, we have a complete shader that looks something like this. +This shader lets you visualize the linear depth or world space coordinates, depending on which +line is commented out. + +.. code-block:: glsl + + shader_type spatial; + // Prevent the quad from being affected by lighting and fog. This also improves performance. + render_mode unshaded, fog_disabled; + + uniform sampler2D depth_texture : source_color, hint_depth_texture; void vertex() { - CAMERA = INV_VIEW_MATRIX; + POSITION = vec4(VERTEX.xy, 1.0, 1.0); } void fragment() { - ... - vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0); + float depth = texture(depth_texture, SCREEN_UV).x; + vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); + vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); + view.xyz /= view.w; + float linear_depth = -view.z; + + vec4 world = INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(ndc, 1.0); vec3 world_position = world.xyz / world.w; + + // Visualize linear depth + ALBEDO.rgb = vec3(fract(linear_depth)); + + // Visualize world coordinates + //ALBEDO.rgb = fract(world_position).xyz; } An optimization diff --git a/tutorials/shaders/shader_reference/canvas_item_shader.rst b/tutorials/shaders/shader_reference/canvas_item_shader.rst index 8a9f081e9fe..dd85b3588e9 100644 --- a/tutorials/shaders/shader_reference/canvas_item_shader.rst +++ b/tutorials/shaders/shader_reference/canvas_item_shader.rst @@ -142,15 +142,56 @@ is usually: Fragment built-ins ^^^^^^^^^^^^^^^^^^ -Certain Nodes (for example, :ref:`Sprite2Ds `) display a texture -by default. However, when a custom fragment function is attached to these nodes, -the texture lookup needs to be done manually. Godot provides the texture color -in the ``COLOR`` built-in variable multiplied by the node's color. To read the -texture color by itself, you can use: +COLOR and TEXTURE +~~~~~~~~~~~~~~~~~ + +The built-in variable ``COLOR`` is used for a few things: + + - In the ``vertex()`` function, ``COLOR`` contains the color from the vertex + primitive multiplied by the CanvasItem's + :ref:`modulate` multiplied by the + CanvasItem's :ref:`self_modulate`. + - In the ``fragment()`` function, the input value ``COLOR`` is that same value + multiplied by the color from the default ``TEXTURE`` (if present). + - In the ``fragment()`` function, ``COLOR`` is also the final output. + +Certain nodes (for example, :ref:`Sprite2D `) display a texture +by default, for example :ref:`texture `. When +using a custom ``fragment()`` function, you have a few options on how to sample +this texture. + +To read only the contents of the default texture, ignoring the vertex ``COLOR``: + +.. code-block:: glsl + + void fragment() { + COLOR = texture(TEXTURE, UV); + } + +To read the contents of the default texture multiplied by vertex ``COLOR``: .. code-block:: glsl - COLOR = texture(TEXTURE, UV); + void fragment() { + // Equivalent to an empty fragment() function, since COLOR is also the output variable. + COLOR = COLOR; + } + +To read only the vertex ``COLOR`` in ``fragment()``, ignoring the main texture, +you must pass ``COLOR`` as a varying, then read it in ``fragment()``: + +.. code-block:: glsl + + varying vec4 vertex_color; + void vertex() { + vertex_color = COLOR; + } + void fragment() { + COLOR = vertex_color; + } + +NORMAL +~~~~~~ Similarly, if a normal map is used in the :ref:`CanvasTexture `, Godot uses it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal @@ -175,7 +216,7 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D +---------------------------------------------+---------------------------------------------------------------+ | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. | | | For a Sprite2D with a texture of size 64x32px, | -| | **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)`` | +| | ``TEXTURE_PIXEL_SIZE`` = ``vec2(1/64, 1/32)`` | +---------------------------------------------+---------------------------------------------------------------+ | in bool **AT_LIGHT_PASS** | Always ``false``. | +---------------------------------------------+---------------------------------------------------------------+ @@ -206,8 +247,8 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D | inout vec3 **LIGHT_VERTEX** | Same as ``VERTEX`` but can be written to alter lighting. | | | Z component represents height. | +---------------------------------------------+---------------------------------------------------------------+ -| inout vec4 **COLOR** | Color from vertex function multiplied by the **TEXTURE** | -| | color. Also output color value. | +| inout vec4 **COLOR** | ``COLOR`` from the ``vertex()`` function multiplied by the | +| | ``TEXTURE`` color. Also output color value. | +---------------------------------------------+---------------------------------------------------------------+ Light built-ins diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index db74e561809..539666feab9 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -32,7 +32,7 @@ Most GLSL ES 3.0 datatypes are supported: +----------------------+---------------------------------------------------------------------------------+ | **bvec4** | Four-component vector of booleans. | +----------------------+---------------------------------------------------------------------------------+ -| **int** | Signed scalar integer. | +| **int** | 32 bit signed scalar integer. | +----------------------+---------------------------------------------------------------------------------+ | **ivec2** | Two-component vector of signed integers. | +----------------------+---------------------------------------------------------------------------------+ @@ -48,7 +48,7 @@ Most GLSL ES 3.0 datatypes are supported: +----------------------+---------------------------------------------------------------------------------+ | **uvec4** | Four-component vector of unsigned integers. | +----------------------+---------------------------------------------------------------------------------+ -| **float** | Floating-point scalar. | +| **float** | 32 bit floating-point scalar. | +----------------------+---------------------------------------------------------------------------------+ | **vec2** | Two-component vector of floating-point values. | +----------------------+---------------------------------------------------------------------------------+ @@ -86,6 +86,14 @@ Most GLSL ES 3.0 datatypes are supported: | | Only supported in Forward+ and Mobile, not Compatibility. | +----------------------+---------------------------------------------------------------------------------+ +.. warning:: + + Local variables are not initialized to a default value such as ``0.0``. If + you use a variable without assigning it first, it will contain whatever + value was already present at that memory location, and unpredictable visual + glitches will appear. However, uniforms and varyings are initialized to a + default value. + Comments ~~~~~~~~ @@ -155,8 +163,8 @@ Individual scalar members of vector types are accessed via the "x", "y", "z" and equivalent. Use whatever fits best for your needs. For matrices, use the ``m[column][row]`` indexing syntax to access each scalar, -or ``m[idx]`` to access a vector by row index. For example, for accessing the y -position of an object in a mat4 you use ``m[3][1]``. +or ``m[column]`` to access a vector by column index. For example, for accessing the +y-component of the translation from a mat4 transform matrix (4th column, 2nd line) you use ``m[3][1]`` or ``m[3].y``. Constructing ~~~~~~~~~~~~ @@ -174,7 +182,7 @@ Construction of vector types must always pass: vec4 a = vec4(0.0); Construction of matrix types requires vectors of the same dimension as the -matrix. You can also build a diagonal matrix using ``matx(float)`` syntax. +matrix, interpreted as columns. You can also build a diagonal matrix using ``matx(float)`` syntax. Accordingly, ``mat4(1.0)`` is an identity matrix. .. code-block:: glsl @@ -227,7 +235,7 @@ variables, arguments and varyings: lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1 mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float - highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default) + highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (32 bit default) Using lower precision for some operations can speed up the math involved (at the @@ -375,7 +383,7 @@ accessible outside of the shader. shader_type spatial; - const float PI = 3.14159265358979323846; + const float GOLDEN_RATIO = 1.618033988749894; Constants of the ``float`` type must be initialized using ``.`` notation after the decimal part or by using the scientific notation. The optional ``f`` post-suffix is @@ -785,6 +793,19 @@ GDScript: in the shader. It must match *exactly* to the name of the uniform in the shader or else it will not be recognized. +.. note:: There is a limit to the total size of shader uniforms that you can use + in a single shader. On most desktop platforms, this limit is ``65536`` + bytes, or 4096 ``vec4`` uniforms. On mobile platforms, the limit is + typically ``16384`` bytes, or 1024 ``vec4`` uniforms. Vector uniforms + smaller than a ``vec4``, such as ``vec2`` or ``vec3``, are padded to + the size of a ``vec4``. Scalar uniforms such as ``int`` or ``float`` + are not padded, and ``bool`` is padded to the size of an ``int``. + + Arrays count as the total size of their contents. If you need a uniform + array that is larger than this limit, consider packing the data into a + texture instead, since the *contents* of a texture do not count towards + this limit, only the size of the sampler uniform. + Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints to make the compiler understand for what the uniform is used, and how the editor should allow users to modify it. @@ -938,6 +959,9 @@ table of the corresponding types: be thrown if the type does not match. Your shader will just exhibit undefined behavior. +.. warning:: + As with the last note, no error will be thrown if the typing does not match while setting a shader uniform, this unintuitively includes setting a (GDscript) 64 bit int/float into a Godot shader language int/float (32 bit). This may lead to unintentional consequences in cases where high precision is required. + Uniforms can also be assigned default values: .. code-block:: glsl diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 4e14ad78aae..fb0d09eef84 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -268,8 +268,9 @@ these properties, and if you don't write to them, Godot will optimize away the c +========================================+==================================================================================================+ | in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). | +----------------------------------------+--------------------------------------------------------------------------------------------------+ -| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window, ``z`` | -| | specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left. | +| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window. Origin is lower | +| | left. ``z`` specifies fragment depth. It is also used as the output value for the fragment depth | +| | unless ``DEPTH`` is written to. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in bool **FRONT_FACING** | ``true`` if current face is front facing. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ diff --git a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst index c0817a5c136..d9e468cd83c 100644 --- a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst +++ b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst @@ -277,6 +277,7 @@ Interacting with light First, turn wireframe off. To do so, click in the upper-left of the Viewport again, where it says "Perspective", and select "Display Normal". +Additionally in the 3D scene toolbar, turn off preview sunlight. .. image:: img/normal.png diff --git a/tutorials/troubleshooting.rst b/tutorials/troubleshooting.rst index 0cc7a44a8ef..db3db4f12ba 100644 --- a/tutorials/troubleshooting.rst +++ b/tutorials/troubleshooting.rst @@ -83,7 +83,7 @@ in the Editor Settings (**Network > Debug > Remote Port**). The default is On Windows, when loading the project for the first time after the PC is turned on, Windows Defender will cause the filesystem cache validation on project startup -to take significantly longer. This is especially noticable in projects with a +to take significantly longer. This is especially noticeable in projects with a large number of files. Consinder adding the project folder to the list of exclusions by going to Virus & threat protection > Virus & threat protection settings > Add or remove exclusions. @@ -177,7 +177,7 @@ OpenGL applications by your graphics driver. - **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the settings "cog" icon in the top-right corner. Go to the **Graphics** tab, scroll to the bottom and click **Advanced** to unfold its settings. Disable - **Morphological Anti-Aliasing**. + **Morphological Antialiasing**. Third-party vendor-independent utilities such as vkBasalt may also force sharpening or FXAA on all Vulkan applications. You may want to check their diff --git a/tutorials/ui/bbcode_in_richtextlabel.rst b/tutorials/ui/bbcode_in_richtextlabel.rst index 55fa0ba3cee..183f91f8207 100644 --- a/tutorials/ui/bbcode_in_richtextlabel.rst +++ b/tutorials/ui/bbcode_in_richtextlabel.rst @@ -633,7 +633,7 @@ Image options If set to ``true``, and the image is smaller than the size specified by ``width`` and ``height``, the image padding is added to match the size instead of upscaling. -- **tootip** +- **tooltip** +-----------+--------------------------------------------+ | `Values` | String | @@ -648,7 +648,7 @@ Image options Image and table vertical alignment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -When a vertical alignment value is provided with the ``[img]`` or ``[table]``` tag +When a vertical alignment value is provided with the ``[img]`` or ``[table]`` tag the image/table will try to align itself against the surrounding text. Alignment is performed using a vertical point of the image and a vertical point of the text. There are 3 possible points on the image (``top``, ``center``, and ``bottom``) and 4 @@ -715,7 +715,7 @@ Font options Extra spacing for each glyph. -- **glyph_spacing**, **sp** +- **space_spacing**, **sp** +-----------+--------------------------------------------+ | `Values` | Number in pixels. | @@ -812,11 +812,17 @@ Font options Named colors ~~~~~~~~~~~~ -For tags that allow specifying a color by name you can use names of the constants from +For tags that allow specifying a color by name, you can use names of the constants from the built-in :ref:`class_Color` class. Named classes can be specified in a number of styles using different casings: ``DARK_RED``, ``DarkRed``, and ``darkred`` will give the same exact result. +See this image for a list of color constants: + +.. image:: /img/color_constants.png + +`View at full size `__ + .. _doc_bbcode_in_richtextlabel_hex_colors: Hexadecimal color codes diff --git a/tutorials/ui/gui_containers.rst b/tutorials/ui/gui_containers.rst index f5aac4ab123..35ec1eb02e0 100644 --- a/tutorials/ui/gui_containers.rst +++ b/tutorials/ui/gui_containers.rst @@ -78,7 +78,7 @@ Arranges child controls vertically or horizontally (via :ref:`HBoxContainer ` control, as styleboxes are used by many controls for their backgrounds and overlays. + Different controls will apply StyleBoxes in a different manner. Most notably, + ``focus`` styleboxes are drawn as an *overlay* to other styleboxes (such as + ``normal`` or ``pressed``) to allow the base stylebox to remain visible. + This means the focus stylebox should be designed as an outline or translucent + box, so that its background can remain visible. + Theme types ~~~~~~~~~~~ @@ -184,8 +190,8 @@ with a custom theme. Custom themes can be applied in two ways: as a project sett and as a node property throughout the tree of control nodes. There are two project settings that can be adjusted to affect your entire project: -:ref:`gui/theme/custom` allows you to -set a custom project-wide theme, and :ref:`gui/theme/custom_font` +:ref:`GUI > Theme > Custom` allows you to +set a custom project-wide theme, and :ref:`GUI > Theme > Custom Font` does the same to the default fallback font. When a theme item is requested by a control node the custom project theme, if present, is checked first. Only if it doesn't have the item the default theme is checked. diff --git a/tutorials/ui/img/anchor_presets.webp b/tutorials/ui/img/anchor_presets.webp new file mode 100644 index 00000000000..3d70f72a123 Binary files /dev/null and b/tutorials/ui/img/anchor_presets.webp differ diff --git a/tutorials/ui/img/layout_dropdown_menu.png b/tutorials/ui/img/layout_dropdown_menu.png deleted file mode 100644 index 9066aeca417..00000000000 Binary files a/tutorials/ui/img/layout_dropdown_menu.png and /dev/null differ diff --git a/tutorials/ui/img/margin.png b/tutorials/ui/img/margin.png deleted file mode 100644 index d28a920c4e3..00000000000 Binary files a/tutorials/ui/img/margin.png and /dev/null differ diff --git a/tutorials/ui/img/marginaround.png b/tutorials/ui/img/marginaround.png deleted file mode 100644 index 34f48097f87..00000000000 Binary files a/tutorials/ui/img/marginaround.png and /dev/null differ diff --git a/tutorials/ui/img/marginend.png b/tutorials/ui/img/marginend.png deleted file mode 100644 index bcc21eba87d..00000000000 Binary files a/tutorials/ui/img/marginend.png and /dev/null differ diff --git a/tutorials/ui/img/offset.webp b/tutorials/ui/img/offset.webp new file mode 100644 index 00000000000..8e8cfd5ac9f Binary files /dev/null and b/tutorials/ui/img/offset.webp differ diff --git a/tutorials/ui/img/offset_around.webp b/tutorials/ui/img/offset_around.webp new file mode 100644 index 00000000000..aab369cce86 Binary files /dev/null and b/tutorials/ui/img/offset_around.webp differ diff --git a/tutorials/ui/img/offset_end.webp b/tutorials/ui/img/offset_end.webp new file mode 100644 index 00000000000..460c1e07616 Binary files /dev/null and b/tutorials/ui/img/offset_end.webp differ diff --git a/tutorials/ui/size_and_anchors.rst b/tutorials/ui/size_and_anchors.rst index 889f1a7dc05..9ef24784d96 100644 --- a/tutorials/ui/size_and_anchors.rst +++ b/tutorials/ui/size_and_anchors.rst @@ -1,4 +1,3 @@ -:article_outdated: True .. _doc_size_and_anchors: @@ -10,58 +9,62 @@ resolution, positioning controls would be a simple matter of setting the position and size of each one of them. Unfortunately, that is rarely the case. -Only TVs nowadays have a standard resolution and aspect ratio. -Everything else, from computer monitors to tablets, portable consoles -and mobile phones have different resolutions and aspect ratios. +While some configurations may be more common than others, devices like +phones, tablets and portable gaming consoles can vary greatly. Therefore, +we often have to account for different aspect ratios, resolutions and user +scaling. -There are several ways to handle this, but for now, let's just imagine +There are several ways to account for this, but for now, let's just imagine that the screen resolution has changed and the controls need to be re-positioned. Some will need to follow the bottom of the screen, others the top of the screen, or maybe the right or left margins. .. image:: img/anchors.png -This is done by editing the *margin* properties of controls. Each -control has four margins: left, right, bottom, and top, which correspond +This is done by editing the *anchor offsets* of controls, which behave similar +to a margin. To access these settings, you will first need to select the *Custom* +anchor preset. + +Each control has four anchor offsets: left, right, bottom, and top, which correspond to the respective edges of the control. By default, all of them represent a distance in pixels relative to the top-left corner of the parent control or (in case there is no parent control) the viewport. -.. image:: img/margin.png +.. image:: img/offset.webp -So to make the control wider you can make the right margin larger and/or -make the left margin smaller. This lets you set the exact placement +So to make the control wider you can make the right offset larger and/or +make the left offset smaller. This lets you set the exact placement and shape of the control. -The *anchor* properties adjust where the margin distances are relative *to*. -Each margin has an individual anchor that can be adjusted from the +The *anchor* properties adjust where the offsets are relative *to*. +Each offset has an individual anchor that can be adjusted from the beginning to the end of the parent. So the vertical (top, bottom) anchors -adjust from 0 (top of parent) to 1.0 (bottom of parent) with 0.5 being -the center, and the control margins will be placed relative to that +adjust from ``0.0`` (top of parent) to ``1.0`` (bottom of parent) with ``0.5`` being +the center, and the control offsets will be placed relative to that point. The horizontal (left, right) anchors similarly adjust from left to right of the parent. Note that when you wish the edge of a control to be above or left of the -anchor point, you must change the margin value to be negative. +anchor point, you must change the offset value to be negative. -For example: when horizontal anchors are changed to 1, the margin values +For example: when horizontal anchors are changed to ``1.0``, the offset values become relative to the top-right corner of the parent control or viewport. -.. image:: img/marginend.png +.. image:: img/offset_end.webp Adjusting the two horizontal or the two vertical anchors to different values will make the control change size when the parent control does. Here, the control is set to anchor its bottom-right corner to the -parent's bottom-right, while the top-left control margins are still +parent's bottom-right, while the top-left control offsets are still anchored to the top-left of the parent, so when re-sizing the parent, -the control will always cover it, leaving a 20 pixel margin: +the control will always cover it, leaving a 20 pixel offset: -.. image:: img/marginaround.png +.. image:: img/offset_around.webp Centering a control ------------------- -To center a control in its parent, set its anchors to 0.5 and each margin +To center a control in its parent, set its anchors to ``0.5`` and each offset to half of its relevant dimension. For example, the code below shows how a TextureRect can be centered in its parent: @@ -99,15 +102,15 @@ a TextureRect can be centered in its parent: rect.OffsetBottom = textureSize.Y / 2; AddChild(rect); -Setting each anchor to 0.5 moves the reference point for the margins to -the center of its parent. From there, we set negative margins so that +Setting each anchor to ``0.5`` moves the reference point for the offsets to +the center of its parent. From there, we set negative offsets so that the control gets its natural size. -Layout Presets +Anchor Presets -------------- -Instead of manually adjusting the margin and anchor values, you can use the -toolbar's Layout menu, above the viewport. Besides centering, it gives you many +Instead of manually adjusting the offset and anchor values, you can use the +toolbar's Anchor menu, above the viewport. Besides centering, it gives you many options to align and resize control nodes. -.. image:: img/layout_dropdown_menu.png +.. image:: img/anchor_presets.webp diff --git a/tutorials/xr/a_better_xr_start_script.rst b/tutorials/xr/a_better_xr_start_script.rst index cc97a695111..5046205e0fa 100644 --- a/tutorials/xr/a_better_xr_start_script.rst +++ b/tutorials/xr/a_better_xr_start_script.rst @@ -20,7 +20,7 @@ Signals for our script We are introducing 3 signals to our script so that our game can add further logic: - ``focus_lost`` is emitted when the player takes off their headset or when the player enters the menu system of the headset. -- ``focus_gained`` is emitted when the player puts their headset back on or exists the menu system and returns to the game. +- ``focus_gained`` is emitted when the player puts their headset back on or exits the menu system and returns to the game. - ``pose_recentered`` is emitted when the headset requests the players position to be reset. Our game should react accordingly to these signals. diff --git a/tutorials/xr/openxr_hand_tracking.rst b/tutorials/xr/openxr_hand_tracking.rst index 9f0da10f5db..5d91708ca97 100644 --- a/tutorials/xr/openxr_hand_tracking.rst +++ b/tutorials/xr/openxr_hand_tracking.rst @@ -127,7 +127,7 @@ For this Godot uses the hand bone structure as defined for the :ref:`Godot Human but optionally supporting an extra tip bone for each finger. The `OpenXR hand tracking demo `_ -contains example GLTF files of properly rigged hands. +contains example glTF files of properly rigged hands. We will be using those here and add them as a child to our ``XRNode3D`` node. We also need to enable editable children to gain access to our :ref:`Skeleton3D ` node.