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Merge pull request #9728 from godotengine/classref/sync-88f3b5f
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classref: Sync with current master branch (88f3b5f)
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mhilbrunner authored Aug 10, 2024
2 parents 6c312f0 + 0c571b9 commit 9b7d66e
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2 changes: 2 additions & 0 deletions classes/class_animationnodeanimation.rst
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Expand Up @@ -126,6 +126,8 @@ Animation to use as an output. It is one of the animations provided by :ref:`Ani

If :ref:`use_custom_timeline<class_AnimationNodeAnimation_property_use_custom_timeline>` is ``true``, override the loop settings of the original :ref:`Animation<class_Animation>` resource with the value.

\ **Note:** If the :ref:`Animation.loop_mode<class_Animation_property_loop_mode>` isn't set to looping, the :ref:`Animation.track_set_interpolation_loop_wrap<class_Animation_method_track_set_interpolation_loop_wrap>` option will not be respected. If you cannot get the expected behavior, consider duplicating the :ref:`Animation<class_Animation>` resource and changing the loop settings.

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2 changes: 1 addition & 1 deletion classes/class_audiostreamplayer.rst
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Expand Up @@ -24,7 +24,7 @@ Description

The **AudioStreamPlayer** node plays an audio stream non-positionally. It is ideal for user interfaces, menus, or background music.

To use this node, :ref:`stream<class_AudioStreamPlayer_property_stream>` needs to be set to a valid :ref:`AudioStream<class_AudioStream>` resource. Playing more than one sound at the time is also supported, see :ref:`max_polyphony<class_AudioStreamPlayer_property_max_polyphony>`.
To use this node, :ref:`stream<class_AudioStreamPlayer_property_stream>` needs to be set to a valid :ref:`AudioStream<class_AudioStream>` resource. Playing more than one sound at the same time is also supported, see :ref:`max_polyphony<class_AudioStreamPlayer_property_max_polyphony>`.

If you need to play audio at a specific position, use :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>` or :ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` instead.

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2 changes: 1 addition & 1 deletion classes/class_audiostreamsynchronized.rst
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Expand Up @@ -66,7 +66,7 @@ Constants

**MAX_STREAMS** = ``32`` :ref:`🔗<class_AudioStreamSynchronized_constant_MAX_STREAMS>`

Maximum amount of streams that can be synchrohized.
Maximum amount of streams that can be synchronized.

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2 changes: 0 additions & 2 deletions classes/class_dictionary.rst
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Expand Up @@ -615,8 +615,6 @@ This method is useful for quickly making dictionaries with default values:
# Prints { "fruit": "apple", "vegetable": "potato", "dressing": "vinegar" }
print(extra.merged(base, true))

See also :ref:`merge<class_Dictionary_method_merge>`.

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6 changes: 3 additions & 3 deletions classes/class_editorexportplatformios.rst
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Expand Up @@ -983,7 +983,7 @@ Indicates whether your app uses advertising data for tracking.

:ref:`bool<class_bool>` **privacy/collected_data/audio_data/collected** :ref:`🔗<class_EditorExportPlatformIOS_property_privacy/collected_data/audio_data/collected>`

Indicates whether your app collects audio data data.
Indicates whether your app collects audio data.

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Expand All @@ -1007,7 +1007,7 @@ The reasons your app collects audio data. See `Describing data use in privacy ma

:ref:`bool<class_bool>` **privacy/collected_data/audio_data/linked_to_user** :ref:`🔗<class_EditorExportPlatformIOS_property_privacy/collected_data/audio_data/linked_to_user>`

Indicates whether your app links audio data data to the user's identity.
Indicates whether your app links audio data to the user's identity.

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Expand All @@ -1019,7 +1019,7 @@ Indicates whether your app links audio data data to the user's identity.

:ref:`bool<class_bool>` **privacy/collected_data/audio_data/used_for_tracking** :ref:`🔗<class_EditorExportPlatformIOS_property_privacy/collected_data/audio_data/used_for_tracking>`

Indicates whether your app uses audio data data for tracking.
Indicates whether your app uses audio data for tracking.

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6 changes: 3 additions & 3 deletions classes/class_editorexportplatformmacos.rst
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Expand Up @@ -1335,7 +1335,7 @@ Indicates whether your app uses advertising data for tracking.

:ref:`bool<class_bool>` **privacy/collected_data/audio_data/collected** :ref:`🔗<class_EditorExportPlatformMacOS_property_privacy/collected_data/audio_data/collected>`

Indicates whether your app collects audio data data.
Indicates whether your app collects audio data.

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Expand All @@ -1359,7 +1359,7 @@ The reasons your app collects audio data. See `Describing data use in privacy ma

:ref:`bool<class_bool>` **privacy/collected_data/audio_data/linked_to_user** :ref:`🔗<class_EditorExportPlatformMacOS_property_privacy/collected_data/audio_data/linked_to_user>`

Indicates whether your app links audio data data to the user's identity.
Indicates whether your app links audio data to the user's identity.

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Expand All @@ -1371,7 +1371,7 @@ Indicates whether your app links audio data data to the user's identity.

:ref:`bool<class_bool>` **privacy/collected_data/audio_data/used_for_tracking** :ref:`🔗<class_EditorExportPlatformMacOS_property_privacy/collected_data/audio_data/used_for_tracking>`

Indicates whether your app uses audio data data for tracking.
Indicates whether your app uses audio data for tracking.

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2 changes: 1 addition & 1 deletion classes/class_editorplugin.rst
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Expand Up @@ -586,7 +586,7 @@ Called by the engine when the 3D editor's viewport is updated. Use the ``overlay

func _forward_3d_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64)
overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)

func _forward_3d_gui_input(camera, event):
if event is InputEventMouseMotion:
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4 changes: 3 additions & 1 deletion classes/class_editorsettings.rst
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Expand Up @@ -2807,7 +2807,9 @@ The default **Auto** value will only enable this if the editor was compiled with

:ref:`bool<class_bool>` **interface/editor/single_window_mode** :ref:`🔗<class_EditorSettings_property_interface/editor/single_window_mode>`

If ``true``, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window.
If ``true``, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window. Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.

This is equivalent to :ref:`ProjectSettings.display/window/subwindows/embed_subwindows<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>` in the running project, except the setting's value is inverted.

\ **Note:** To query whether the editor can use multiple windows in an editor plugin, use :ref:`EditorInterface.is_multi_window_enabled<class_EditorInterface_method_is_multi_window_enabled>` instead of querying the value of this editor setting.

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10 changes: 5 additions & 5 deletions classes/class_json.rst
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Expand Up @@ -19,7 +19,7 @@ Helper class for creating and parsing JSON data.
Description
-----------

The **JSON** enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network.
The **JSON** class enables all data types to be converted to and from a JSON string. This is useful for serializing data, e.g. to save to a file or send over the network.

\ :ref:`stringify<class_JSON_method_stringify>` is used to convert any data type into a JSON string.

Expand All @@ -45,7 +45,7 @@ The **JSON** enables all data types to be converted to and from a JSON string. T
else:
print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())

Alternatively, you can parse string using the static :ref:`parse_string<class_JSON_method_parse_string>` method, but it doesn't allow to handle errors.
Alternatively, you can parse strings using the static :ref:`parse_string<class_JSON_method_parse_string>` method, but it doesn't handle errors.

::

Expand Down Expand Up @@ -156,7 +156,7 @@ Returns an empty string if the last call to :ref:`parse<class_JSON_method_parse>

:ref:`String<class_String>` **get_parsed_text**\ (\ ) |const| :ref:`🔗<class_JSON_method_get_parsed_text>`

Return the text parsed by :ref:`parse<class_JSON_method_parse>` as long as the function is instructed to keep it.
Return the text parsed by :ref:`parse<class_JSON_method_parse>` (requires passing ``keep_text`` to :ref:`parse<class_JSON_method_parse>`).

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Expand All @@ -170,7 +170,7 @@ Return the text parsed by :ref:`parse<class_JSON_method_parse>` as long as the f

Attempts to parse the ``json_text`` provided.

Returns an :ref:`Error<enum_@GlobalScope_Error>`. If the parse was successful, it returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` and the result can be retrieved using :ref:`data<class_JSON_property_data>`. If unsuccessful, use :ref:`get_error_line<class_JSON_method_get_error_line>` and :ref:`get_error_message<class_JSON_method_get_error_message>` for identifying the source of the failure.
Returns an :ref:`Error<enum_@GlobalScope_Error>`. If the parse was successful, it returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` and the result can be retrieved using :ref:`data<class_JSON_property_data>`. If unsuccessful, use :ref:`get_error_line<class_JSON_method_get_error_line>` and :ref:`get_error_message<class_JSON_method_get_error_message>` to identify the source of the failure.

Non-static variant of :ref:`parse_string<class_JSON_method_parse_string>`, if you want custom error handling.

Expand Down Expand Up @@ -204,7 +204,7 @@ Converts a :ref:`Variant<class_Variant>` var to JSON text and returns the result

\ **Note:** If ``full_precision`` is ``true``, when stringifying floats, the unreliable digits are stringified in addition to the reliable digits to guarantee exact decoding.

The ``indent`` parameter controls if and how something is indented, the string used for this parameter will be used where there should be an indent in the output, even spaces like ``" "`` will work. ``\t`` and ``\n`` can also be used for a tab indent, or to make a newline for each indent respectively.
The ``indent`` parameter controls if and how something is indented; its contents will be used where there should be an indent in the output. Even spaces like ``" "`` will work. ``\t`` and ``\n`` can also be used for a tab indent, or to make a newline for each indent respectively.

\ **Example output:**\

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4 changes: 4 additions & 0 deletions classes/class_multimesh.rst
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Expand Up @@ -426,6 +426,8 @@ Returns the :ref:`Transform2D<class_Transform2D>` of a specific instance.

Sets the color of a specific instance by *multiplying* the mesh's existing vertex colors. This allows for different color tinting per instance.

\ **Note:** Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.

For the color to take effect, ensure that :ref:`use_colors<class_MultiMesh_property_use_colors>` is ``true`` on the **MultiMesh** and :ref:`BaseMaterial3D.vertex_color_use_as_albedo<class_BaseMaterial3D_property_vertex_color_use_as_albedo>` is ``true`` on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white (``Color(1, 1, 1)``).

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Expand All @@ -440,6 +442,8 @@ For the color to take effect, ensure that :ref:`use_colors<class_MultiMesh_prope

Sets custom data for a specific instance. ``custom_data`` is a :ref:`Color<class_Color>` type only to contain 4 floating-point numbers.

\ **Note:** Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.

For the custom data to be used, ensure that :ref:`use_custom_data<class_MultiMesh_property_use_custom_data>` is ``true``.

This custom instance data has to be manually accessed in your custom shader using ``INSTANCE_CUSTOM``.
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2 changes: 1 addition & 1 deletion classes/class_openxrinterface.rst
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Expand Up @@ -137,7 +137,7 @@ Informs the user queued a recenter of the player position.

Informs the user the HMD refresh rate has changed.

\ **Node:** Only emitted if XR runtime supports the refresh rate extension.
\ **Note:** Only emitted if XR runtime supports the refresh rate extension.

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6 changes: 5 additions & 1 deletion classes/class_projectsettings.rst
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Expand Up @@ -4278,7 +4278,11 @@ The policy to use to determine the final scale factor for 2D elements. This affe

:ref:`bool<class_bool>` **display/window/subwindows/embed_subwindows** = ``true`` :ref:`🔗<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>`

If ``true`` subwindows are embedded in the main window.
If ``true``, subwindows are embedded in the main window (this is also called single-window mode). Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.

If ``false``, subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.

This is equivalent to :ref:`EditorSettings.interface/editor/single_window_mode<class_EditorSettings_property_interface/editor/single_window_mode>` in the editor, except the setting's value is inverted.

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4 changes: 2 additions & 2 deletions classes/class_resourceimportertexture.rst
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Expand Up @@ -329,9 +329,9 @@ More information about normal maps (including a coordinate order table for popul

An alternative to fixing darkened borders with :ref:`process/fix_alpha_border<class_ResourceImporterTexture_property_process/fix_alpha_border>` is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. A premultiplied alpha texture requires specific materials to be displayed correctly:

- In 2D, a :ref:`CanvasItemMaterial<class_CanvasItemMaterial>` will need to be created and configured to use the :ref:`CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA<class_CanvasItemMaterial_constant_BLEND_MODE_PREMULT_ALPHA>` blend mode on :ref:`CanvasItem<class_CanvasItem>`\ s that use this texture.
- In 2D, a :ref:`CanvasItemMaterial<class_CanvasItemMaterial>` will need to be created and configured to use the :ref:`CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA<class_CanvasItemMaterial_constant_BLEND_MODE_PREMULT_ALPHA>` blend mode on :ref:`CanvasItem<class_CanvasItem>`\ s that use this texture. In custom ``@canvas_item`` shaders, ``render_mode blend_premul_alpha;`` should be used.

- In 3D, there is no support for premultiplied alpha blend mode yet, so this option is only suited for 2D.
- In 3D, a :ref:`BaseMaterial3D<class_BaseMaterial3D>` will need to be created and configured to use the :ref:`BaseMaterial3D.BLEND_MODE_PREMULT_ALPHA<class_BaseMaterial3D_constant_BLEND_MODE_PREMULT_ALPHA>` blend mode on materials that use this texture. In custom ``spatial`` shaders, ``render_mode blend_premul_alpha;`` should be used.

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2 changes: 1 addition & 1 deletion classes/class_skeletonmodifier3d.rst
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Expand Up @@ -25,7 +25,7 @@ Description

If there is :ref:`AnimationMixer<class_AnimationMixer>`, modification always performs after playback process of the :ref:`AnimationMixer<class_AnimationMixer>`.

This node should be used to implement custom IK solvers, constraints, or skeleton physics
This node should be used to implement custom IK solvers, constraints, or skeleton physics.

.. rst-class:: classref-reftable-group

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2 changes: 1 addition & 1 deletion classes/class_tilemap.rst
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Expand Up @@ -13,7 +13,7 @@
TileMap
=======

**Deprecated:** Use multiple :ref:`TileMapLayer<class_TileMapLayer>` nodes instead.
**Deprecated:** Use multiple :ref:`TileMapLayer<class_TileMapLayer>` nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.

**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`

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6 changes: 6 additions & 0 deletions classes/class_window.rst
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Expand Up @@ -2137,6 +2137,12 @@ Causes the window to grab focus, allowing it to receive user input.

Shows the **Window** and makes it transient (see :ref:`transient<class_Window_property_transient>`). If ``rect`` is provided, it will be set as the **Window**'s size. Fails if called on the main window.

If :ref:`ProjectSettings.display/window/subwindows/embed_subwindows<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>` is ``true`` (single-window mode), ``rect``'s coordinates are global and relative to the main window's top-left corner (excluding window decorations). If ``rect``'s position coordinates are negative, the window will be located outside the main window and may not be visible as a result.

If :ref:`ProjectSettings.display/window/subwindows/embed_subwindows<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>` is ``false`` (multi-window mode), ``rect``'s coordinates are global and relative to the top-left corner of the leftmost screen. If ``rect``'s position coordinates are negative, the window will be placed at the top-left corner of the screen.

\ **Note:** ``rect`` must be in global coordinates if specified.

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