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[4.4 backport] Assorted documentation improvements #137

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Nov 16, 2024
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f0ec82a
Clarify documentation for Geometry2D.line_intersects_line
GrahameGW Jun 5, 2024
5a7433b
Fix interactive music docs saying it's "not implemented"
Mickeon Nov 9, 2024
62577a4
Fix engine_type_colors's description
Dr-helicopter Nov 8, 2024
16558ed
Add note to `CanvasItem.clip_children` about nesting
Meorge Nov 8, 2024
46b33b1
Clarify `ResourceLoader.load_threaded_get_status()` completion ratio …
Calinou Nov 6, 2024
9f582d2
Docs: Update TileSet to reference TileMapLayer instead of TileMap
tetrapod00 Nov 3, 2024
bc66d33
Document exporting nested subgroups
dalexeev Oct 28, 2024
d78382e
Improve get surrounding cells description
skyace65 Oct 27, 2024
0335b8b
Remove link to outdated CharFX example project
skyace65 Oct 27, 2024
1d7afea
Docs: Link to Project Settings tutorial from ProjectSettings class
tetrapod00 Oct 24, 2024
5d83fb5
Fix incorrect Transform2D docs
tetrapod00 Oct 23, 2024
d4ff7cc
Link to Screen-reading shaders tutorial in BackBufferCopy documentation
Calinou Oct 22, 2024
9ef390c
Clarify `EngineDebugger` and `EditorDebugger*` documentation
dalexeev Oct 21, 2024
64dc55d
Clarify in default texture repeat and filter docs that they only impa…
clayjohn Nov 1, 2024
ca3f753
Add missing HTTPRequest Result descriptions.
syntaxerror247 Oct 19, 2024
2bf790a
Fix documentation tip for network/debug/remote_host editor setting
cadence-s Oct 18, 2024
1c853b6
Update use_native_dialog description in FileDialog
syntaxerror247 Oct 15, 2024
6fd3e0e
Fixed a documentation typo in Control._drop_data() C#-example.
mh114 Oct 8, 2024
c2cf137
Clarify SIMPLEX and SIMPLEX_SMOOTH types
squidgyberries Oct 7, 2024
528a627
Document non-resource file handling in FileAccess and ResourceLoader
Calinou Oct 6, 2024
a478f93
Update Node.xml: specify that normal processing happens in tree order
0x53A Oct 6, 2024
11706d9
Clarify that fog_aerial_perspective does not actually use sky color
ttencate Oct 5, 2024
9d0b4cd
Document `Object.has_signal()` in the Signal class reference
Calinou Oct 2, 2024
780d96e
Better description for multiplayer spawner signals
CrayolaEater Sep 24, 2024
c95f8fd
Fix SplitContainer collapsed documentation
kitbdev Sep 23, 2024
b0be649
Refactor signal documentation to improve clarity
Manik2607 Sep 23, 2024
045097a
Fix a typo in make_rst.py (Packedfloat64Array -> PackedFloat64Array)
Ivorforce Sep 22, 2024
2a13015
Clarify PCK path argument in `PCKPacker.pck_start`
Rynzier Sep 21, 2024
133a265
Clarify docs for when toggling `button_pressed` emits `toggled`
Giganzo Sep 21, 2024
09d0dd4
Clarify behavior of InputEvent.is_match and Shortcut.matches_event
SkylerGoh-dev Sep 17, 2024
9cac9aa
Warn for potential performance issues with Auto Switch to Remote Scen…
Calinou Sep 16, 2024
17c51b3
Document SceneMultiplayer `auth_timeout` being in seconds
Calinou Sep 15, 2024
b92adb9
Fix typo in RenderingServer docs
Kiisu-Master Sep 13, 2024
09818df
Clarify the coordinate space for the bounding rectangle returned by L…
lpenguin Sep 12, 2024
b925c01
Docs: Add cross-links to antialiasing project settings
tetrapod00 Sep 12, 2024
f87e9d2
Fix grammar in AudioStreamInteractive.xml
bobby-the-epic Sep 5, 2024
2d3aa55
Improve documentation on Node2D transform properties such as Skew
Calinou Sep 5, 2024
b3f4c0a
[Doc] Clarify `is_null` methods of `Callable` and `Signal`
AThousandShips Aug 25, 2024
c104358
In Node.xml mentioned that Node::duplicate also copies children.
vinni-richburgh Aug 22, 2024
0cb7732
Add movement caveats to InputEventMouseMotion docs
jadoc Aug 21, 2024
7872485
docs: update UPnP gdscript snippet to latest gdscript
Goutte Aug 20, 2024
e0521e8
Fix miscellaneous oddities around the class reference
Mickeon Aug 18, 2024
e28be91
Document conversion function needed for normal texture in CompositorE…
tetrapod00 Aug 18, 2024
5ea166c
docs: highlight lack of joystick info on majority of platforms
jolexxa Aug 18, 2024
2c877e2
Add tutorial link in Compositor and CompositorEffect docs
tetrapod00 Aug 15, 2024
05bfb9d
Clarify `Timer.start()` documentation to match the current behavior.
sepTN Aug 13, 2024
f615b9e
Add template images to the Cubemap class documentation
Calinou Aug 11, 2024
721392a
Document time rollover setting in ProjectSettings.xml
tetrapod00 Aug 11, 2024
5e32451
Updated TreeItem documentation
apples Sep 7, 2024
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12 changes: 6 additions & 6 deletions core/io/pck_packer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -47,12 +47,12 @@ static int _get_pad(int p_alignment, int p_n) {
}

void PCKPacker::_bind_methods() {
ClassDB::bind_method(D_METHOD("pck_start", "pck_name", "alignment", "key", "encrypt_directory"), &PCKPacker::pck_start, DEFVAL(32), DEFVAL("0000000000000000000000000000000000000000000000000000000000000000"), DEFVAL(false));
ClassDB::bind_method(D_METHOD("pck_start", "pck_path", "alignment", "key", "encrypt_directory"), &PCKPacker::pck_start, DEFVAL(32), DEFVAL("0000000000000000000000000000000000000000000000000000000000000000"), DEFVAL(false));
ClassDB::bind_method(D_METHOD("add_file", "pck_path", "source_path", "encrypt"), &PCKPacker::add_file, DEFVAL(false));
ClassDB::bind_method(D_METHOD("flush", "verbose"), &PCKPacker::flush, DEFVAL(false));
}

Error PCKPacker::pck_start(const String &p_file, int p_alignment, const String &p_key, bool p_encrypt_directory) {
Error PCKPacker::pck_start(const String &p_pck_path, int p_alignment, const String &p_key, bool p_encrypt_directory) {
ERR_FAIL_COND_V_MSG((p_key.is_empty() || !p_key.is_valid_hex_number(false) || p_key.length() != 64), ERR_CANT_CREATE, "Invalid Encryption Key (must be 64 characters long).");
ERR_FAIL_COND_V_MSG(p_alignment <= 0, ERR_CANT_CREATE, "Invalid alignment, must be greater then 0.");

Expand Down Expand Up @@ -83,8 +83,8 @@ Error PCKPacker::pck_start(const String &p_file, int p_alignment, const String &
}
enc_dir = p_encrypt_directory;

file = FileAccess::open(p_file, FileAccess::WRITE);
ERR_FAIL_COND_V_MSG(file.is_null(), ERR_CANT_CREATE, "Can't open file to write: " + String(p_file) + ".");
file = FileAccess::open(p_pck_path, FileAccess::WRITE);
ERR_FAIL_COND_V_MSG(file.is_null(), ERR_CANT_CREATE, "Can't open file to write: " + String(p_pck_path) + ".");

alignment = p_alignment;

Expand All @@ -106,7 +106,7 @@ Error PCKPacker::pck_start(const String &p_file, int p_alignment, const String &
return OK;
}

Error PCKPacker::add_file(const String &p_file, const String &p_src, bool p_encrypt) {
Error PCKPacker::add_file(const String &p_pck_path, const String &p_src, bool p_encrypt) {
ERR_FAIL_COND_V_MSG(file.is_null(), ERR_INVALID_PARAMETER, "File must be opened before use.");

Ref<FileAccess> f = FileAccess::open(p_src, FileAccess::READ);
Expand All @@ -117,7 +117,7 @@ Error PCKPacker::add_file(const String &p_file, const String &p_src, bool p_encr
File pf;
// Simplify path here and on every 'files' access so that paths that have extra '/'
// symbols in them still match to the MD5 hash for the saved path.
pf.path = p_file.simplify_path();
pf.path = p_pck_path.simplify_path();
pf.src_path = p_src;
pf.ofs = ofs;
pf.size = f->get_length();
Expand Down
4 changes: 2 additions & 2 deletions core/io/pck_packer.h
Original file line number Diff line number Diff line change
Expand Up @@ -58,8 +58,8 @@ class PCKPacker : public RefCounted {
Vector<File> files;

public:
Error pck_start(const String &p_file, int p_alignment = 32, const String &p_key = "0000000000000000000000000000000000000000000000000000000000000000", bool p_encrypt_directory = false);
Error add_file(const String &p_file, const String &p_src, bool p_encrypt = false);
Error pck_start(const String &p_pck_path, int p_alignment = 32, const String &p_key = "0000000000000000000000000000000000000000000000000000000000000000", bool p_encrypt_directory = false);
Error add_file(const String &p_pck_path, const String &p_src, bool p_encrypt = false);
Error flush(bool p_verbose = false);

PCKPacker() {}
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/AStar2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -276,7 +276,7 @@
<return type="void" />
<param index="0" name="num_nodes" type="int" />
<description>
Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. The new capacity must be greater or equal to the old capacity.
</description>
</method>
<method name="set_point_disabled">
Expand Down
1 change: 1 addition & 0 deletions doc/classes/BackBufferCopy.xml
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children.
</description>
<tutorials>
<link title="Screen-reading shaders">$DOCS_URL/tutorials/shaders/screen-reading_shaders.html</link>
</tutorials>
<members>
<member name="copy_mode" type="int" setter="set_copy_mode" getter="get_copy_mode" enum="BackBufferCopy.CopyMode" default="1">
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/BaseButton.xml
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@
</member>
<member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
[b]Note:[/b] Changing the value of [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/CPUParticles2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@
<return type="bool" />
<param index="0" name="particle_flag" type="int" enum="CPUParticles2D.ParticleFlags" />
<description>
Returns the enabled state of the given flag (see [enum ParticleFlags] for options).
Returns the enabled state of the given particle flag (see [enum ParticleFlags] for options).
</description>
</method>
<method name="restart">
Expand Down
3 changes: 2 additions & 1 deletion doc/classes/Callable.xml
Original file line number Diff line number Diff line change
Expand Up @@ -203,7 +203,8 @@
<method name="is_null" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this [Callable] has no target to call the method on.
Returns [code]true[/code] if this [Callable] has no target to call the method on. Equivalent to [code]callable == Callable()[/code].
[b]Note:[/b] This is [i]not[/i] the same as [code]not is_valid()[/code] and using [code]not is_null()[/code] will [i]not[/i] guarantee that this callable can be called. Use [method is_valid] instead.
</description>
</method>
<method name="is_standard" qualifiers="const">
Expand Down
4 changes: 3 additions & 1 deletion doc/classes/CameraAttributes.xml
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,9 @@
Multiplier for the exposure amount. A higher value results in a brighter image.
</member>
<member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity" default="100.0">
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image.
If [member auto_exposure_enabled] is [code]true[/code], this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
[b]Note:[/b] Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled.
</member>
</members>
</class>
1 change: 1 addition & 0 deletions doc/classes/CanvasItem.xml
Original file line number Diff line number Diff line change
Expand Up @@ -587,6 +587,7 @@
<members>
<member name="clip_children" type="int" setter="set_clip_children_mode" getter="get_clip_children_mode" enum="CanvasItem.ClipChildrenMode" default="0">
Allows the current node to clip child nodes, essentially acting as a mask.
[b]Note:[/b] Clipping nodes cannot be nested or placed within [CanvasGroup]s. If an ancestor of this node clips its children or is a [CanvasGroup], then this node's clip mode should be set to [constant CLIP_CHILDREN_DISABLED] to avoid unexpected behavior.
</member>
<member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" default="1">
The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.
Expand Down
1 change: 0 additions & 1 deletion doc/classes/CharFXTransform.xml
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,6 @@
</description>
<tutorials>
<link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0, 0, 0, 1)" keywords="colour">
Expand Down
1 change: 1 addition & 0 deletions doc/classes/Compositor.xml
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
The compositor resource stores attributes used to customize how a [Viewport] is rendered.
</description>
<tutorials>
<link title="The Compositor">$DOCS_URL/tutorials/rendering/compositor.html</link>
</tutorials>
<members>
<member name="compositor_effects" type="CompositorEffect[]" setter="set_compositor_effects" getter="get_compositor_effects" default="[]">
Expand Down
12 changes: 12 additions & 0 deletions doc/classes/CompositorEffect.xml
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
This resource defines a custom rendering effect that can be applied to [Viewport]s through the viewports' [Environment]. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread. CompositorEffect is an abstract base class and must be extended to implement specific rendering logic.
</description>
<tutorials>
<link title="The Compositor">$DOCS_URL/tutorials/rendering/compositor.html</link>
</tutorials>
<methods>
<method name="_render_callback" qualifiers="virtual">
Expand Down Expand Up @@ -56,6 +57,17 @@
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
[/codeblock]
The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from [url=https://github.com/godotengine/godot/blob/da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/url]:
[codeblock]
vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {
float roughness = p_normal_roughness.w;
if (roughness &gt; 0.5) {
roughness = 1.0 - roughness;
}
roughness /= (127.0 / 255.0);
return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness);
}
[/codeblock]
</member>
<member name="needs_separate_specular" type="bool" setter="set_needs_separate_specular" getter="get_needs_separate_specular">
If [code]true[/code] this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.
Expand Down
10 changes: 6 additions & 4 deletions doc/classes/Control.xml
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@
[csharp]
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
return data.VariantType == Variant.Type.Dictionary &amp;&amp; dict.AsGodotDictionary().ContainsKey("color");
return data.VariantType == Variant.Type.Dictionary &amp;&amp; data.AsGodotDictionary().ContainsKey("color");
}

public override void _DropData(Vector2 atPosition, Variant data)
Expand Down Expand Up @@ -809,9 +809,11 @@
<param index="1" name="can_drop_func" type="Callable" />
<param index="2" name="drop_func" type="Callable" />
<description>
Forwards the handling of this control's [method _get_drag_data], [method _can_drop_data] and [method _drop_data] virtual functions to delegate callables.
For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used.
The function format for each callable should be exactly the same as the virtual functions described above.
Sets the given callables to be used instead of the control's own drag-and-drop virtual methods. If a callable is empty, its respective virtual method is used as normal.
The arguments for each callable should be exactly the same as their respective virtual methods, which would be:
- [param drag_func] corresponds to [method _get_drag_data] and requires a [Vector2];
- [param can_drop_func] corresponds to [method _can_drop_data] and requires both a [Vector2] and a [Variant];
- [param drop_func] corresponds to [method _drop_data] and requires both a [Vector2] and a [Variant].
</description>
</method>
<method name="set_drag_preview">
Expand Down
23 changes: 21 additions & 2 deletions doc/classes/Cubemap.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,8 +6,27 @@
<description>
A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_6x1.webp]6×1 cubemap template[/url]
[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. To use a cubemap as a skybox, convert the default [PanoramaSkyMaterial] to a [ShaderMaterial] using the [b]Convert to ShaderMaterial[/b] resource dropdown option, then replace its code with the following:
[codeblock lang=text]
shader_type sky;

uniform samplerCube source_panorama : filter_linear, source_color, hint_default_black;
uniform float exposure : hint_range(0, 128) = 1.0;

void sky() {
// If importing a cubemap from another engine, you may need to flip one of the `EYEDIR` components below
// by replacing it with `-EYEDIR`.
vec3 eyedir = vec3(EYEDIR.x, EYEDIR.y, EYEDIR.z);
COLOR = texture(source_panorama, eyedir).rgb * exposure;
}
[/codeblock]
After replacing the shader code and saving, specify the imported Cubemap resource in the Shader Parameters section of the ShaderMaterial in the inspector.
Alternatively, you can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map and use [PanoramaSkyMaterial] as usual.
</description>
<tutorials>
</tutorials>
Expand Down
32 changes: 26 additions & 6 deletions doc/classes/EditorDebuggerPlugin.xml
Original file line number Diff line number Diff line change
Expand Up @@ -15,18 +15,20 @@

class ExampleEditorDebugger extends EditorDebuggerPlugin:

func _has_capture(prefix):
# Return true if you wish to handle message with this prefix.
return prefix == "my_plugin"
func _has_capture(capture):
# Return true if you wish to handle messages with the prefix "my_plugin:".
return capture == "my_plugin"

func _capture(message, data, session_id):
if message == "my_plugin:ping":
get_session(session_id).send_message("my_plugin:echo", data)
return true
return false

func _setup_session(session_id):
# Add a new tab in the debugger session UI containing a label.
var label = Label.new()
label.name = "Example plugin"
label.name = "Example plugin" # Will be used as the tab title.
label.text = "Example plugin"
var session = get_session(session_id)
# Listens to the session started and stopped signals.
Expand All @@ -43,6 +45,24 @@
remove_debugger_plugin(debugger)
[/gdscript]
[/codeblocks]
To connect on the running game side, use the [EngineDebugger] singleton:
[codeblocks]
[gdscript]
extends Node

func _ready():
EngineDebugger.register_message_capture("my_plugin", _capture)
EngineDebugger.send_message("my_plugin:ping", ["test"])

func _capture(message, data):
# Note that the "my_plugin:" prefix is not used here.
if message == "echo":
prints("Echo received:", data)
return true
return false
[/gdscript]
[/codeblocks]
[b]Note:[/b] While the game is running, [method @GlobalScope.print] and similar functions [i]called in the editor[/i] do not print anything, the Output Log prints only game messages.
</description>
<tutorials>
</tutorials>
Expand All @@ -68,7 +88,7 @@
<param index="1" name="data" type="Array" />
<param index="2" name="session_id" type="int" />
<description>
Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the message (which you can retrieve via [method get_session]).
Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the [param message]. Use [method get_session] to retrieve the session. This method should return [code]true[/code] if the message is recognized.
</description>
</method>
<method name="_goto_script_line" qualifiers="virtual">
Expand All @@ -90,7 +110,7 @@
<return type="void" />
<param index="0" name="session_id" type="int" />
<description>
Override this method to be notified whenever a new [EditorDebuggerSession] is created (the session may be inactive during this stage).
Override this method to be notified whenever a new [EditorDebuggerSession] is created. Note that the session may be inactive during this stage.
</description>
</method>
<method name="get_session">
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/EditorDebuggerSession.xml
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@
<return type="void" />
<param index="0" name="control" type="Control" />
<description>
Adds the given [param control] to the debug session UI in the debugger bottom panel.
Adds the given [param control] to the debug session UI in the debugger bottom panel. The [param control]'s node name will be used as the tab title.
</description>
</method>
<method name="is_active">
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2 changes: 1 addition & 1 deletion doc/classes/EditorResourcePreviewGenerator.xml
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Expand Up @@ -4,7 +4,7 @@
Custom generator of previews.
</brief_description>
<description>
Custom code to generate previews. Please check [code]file_dialog/thumbnail_size[/code] in [EditorSettings] to find out the right size to do previews at.
Custom code to generate previews. Check [member EditorSettings.filesystem/file_dialog/thumbnail_size] to find a proper size to generate previews at.
</description>
<tutorials>
</tutorials>
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