From 29b62ce5d009bfdc57e065e450d7e01c5bd5bd05 Mon Sep 17 00:00:00 2001 From: George Marques Date: Tue, 5 Jul 2016 16:57:17 -0300 Subject: [PATCH 1/2] Make sure builtin types' constants remain in order This adds a list of constants for VariantCall to make sure the order of register is kept when showing in the editor help and in the documentation. This also remove the sorting of constants from the doctool, so it keeps the natural order in classes.xml. --- core/variant_call.cpp | 106 ++++++++++++++++++++++++----------------- tools/doc/doc_data.cpp | 16 ------- 2 files changed, 62 insertions(+), 60 deletions(-) diff --git a/core/variant_call.cpp b/core/variant_call.cpp index 7b9dea4eab9..a5927bb6f8e 100644 --- a/core/variant_call.cpp +++ b/core/variant_call.cpp @@ -947,10 +947,22 @@ static void _call_##m_type##_##m_method(Variant& r_ret,Variant& p_self,const Var struct ConstantData { Map value; +#ifdef DEBUG_ENABLED + List value_ordered; +#endif }; static ConstantData* constant_data; + static void add_constant(int p_type, StringName p_constant_name, int p_constant_value) { + + constant_data[p_type].value[p_constant_name] = p_constant_value; +#ifdef DEBUG_ENABLED + constant_data[p_type].value_ordered.push_back(p_constant_name); +#endif + + } + }; _VariantCall::TypeFunc* _VariantCall::type_funcs=NULL; @@ -1241,9 +1253,15 @@ void Variant::get_numeric_constants_for_type(Variant::Type p_type, List::Element *E=cd.value_ordered.front();E;E=E->next()) { + + p_constants->push_back(E->get()); +#else for(Map::Element *E=cd.value.front();E;E=E->next()) { p_constants->push_back(E->key()); +#endif } } @@ -1688,54 +1706,54 @@ _VariantCall::addfunc(Variant::m_vtype,Variant::m_ret,_SCS(#m_method),VCALL(m_cl /* REGISTER CONSTANTS */ - _VariantCall::constant_data[Variant::VECTOR3].value["AXIS_X"]=Vector3::AXIS_X; - _VariantCall::constant_data[Variant::VECTOR3].value["AXIS_Y"]=Vector3::AXIS_Y; - _VariantCall::constant_data[Variant::VECTOR3].value["AXIS_Z"]=Vector3::AXIS_Z; - - _VariantCall::constant_data[Variant::INPUT_EVENT].value["NONE"]=InputEvent::NONE; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["KEY"]=InputEvent::KEY; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["MOUSE_MOTION"]=InputEvent::MOUSE_MOTION; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["MOUSE_BUTTON"]=InputEvent::MOUSE_BUTTON; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["JOYSTICK_MOTION"]=InputEvent::JOYSTICK_MOTION; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["JOYSTICK_BUTTON"]=InputEvent::JOYSTICK_BUTTON; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["SCREEN_TOUCH"]=InputEvent::SCREEN_TOUCH; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["SCREEN_DRAG"]=InputEvent::SCREEN_DRAG; - _VariantCall::constant_data[Variant::INPUT_EVENT].value["ACTION"]=InputEvent::ACTION; - - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_BC"]=Image::COMPRESS_BC; - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_PVRTC2"]=Image::COMPRESS_PVRTC2; - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_PVRTC4"]=Image::COMPRESS_PVRTC4; - _VariantCall::constant_data[Variant::IMAGE].value["COMPRESS_ETC"]=Image::COMPRESS_ETC; + _VariantCall::add_constant(Variant::VECTOR3,"AXIS_X",Vector3::AXIS_X); + _VariantCall::add_constant(Variant::VECTOR3,"AXIS_Y",Vector3::AXIS_Y); + _VariantCall::add_constant(Variant::VECTOR3,"AXIS_Z",Vector3::AXIS_Z); + _VariantCall::add_constant(Variant::INPUT_EVENT,"NONE",InputEvent::NONE); + _VariantCall::add_constant(Variant::INPUT_EVENT,"KEY",InputEvent::KEY); + _VariantCall::add_constant(Variant::INPUT_EVENT,"MOUSE_MOTION",InputEvent::MOUSE_MOTION); + _VariantCall::add_constant(Variant::INPUT_EVENT,"MOUSE_BUTTON",InputEvent::MOUSE_BUTTON); + _VariantCall::add_constant(Variant::INPUT_EVENT,"JOYSTICK_MOTION",InputEvent::JOYSTICK_MOTION); + _VariantCall::add_constant(Variant::INPUT_EVENT,"JOYSTICK_BUTTON",InputEvent::JOYSTICK_BUTTON); + _VariantCall::add_constant(Variant::INPUT_EVENT,"SCREEN_TOUCH",InputEvent::SCREEN_TOUCH); + _VariantCall::add_constant(Variant::INPUT_EVENT,"SCREEN_DRAG",InputEvent::SCREEN_DRAG); + _VariantCall::add_constant(Variant::INPUT_EVENT,"ACTION",InputEvent::ACTION); - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_GRAYSCALE"]=Image::FORMAT_GRAYSCALE; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_INTENSITY"]=Image::FORMAT_INTENSITY; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_GRAYSCALE_ALPHA"]=Image::FORMAT_GRAYSCALE_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_RGB"]=Image::FORMAT_RGB; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_RGBA"]=Image::FORMAT_RGBA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_INDEXED"]=Image::FORMAT_INDEXED; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_INDEXED_ALPHA"]=Image::FORMAT_INDEXED_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_YUV_422"]=Image::FORMAT_YUV_422; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_YUV_444"]=Image::FORMAT_YUV_444; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC1"]=Image::FORMAT_BC1; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC2"]=Image::FORMAT_BC2; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC3"]=Image::FORMAT_BC3; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC4"]=Image::FORMAT_BC4; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_BC5"]=Image::FORMAT_BC5; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC2"]=Image::FORMAT_PVRTC2; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC2_ALPHA"]=Image::FORMAT_PVRTC2_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC4"]=Image::FORMAT_PVRTC4; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_PVRTC4_ALPHA"]=Image::FORMAT_PVRTC4_ALPHA; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ETC"]=Image::FORMAT_ETC; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ATC"]=Image::FORMAT_ATC; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ATC_ALPHA_EXPLICIT"]=Image::FORMAT_ATC_ALPHA_EXPLICIT; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_ATC_ALPHA_INTERPOLATED"]=Image::FORMAT_ATC_ALPHA_INTERPOLATED; - _VariantCall::constant_data[Variant::IMAGE].value["FORMAT_CUSTOM"]=Image::FORMAT_CUSTOM; - _VariantCall::constant_data[Variant::IMAGE].value["INTERPOLATE_NEAREST"]=Image::INTERPOLATE_NEAREST; - _VariantCall::constant_data[Variant::IMAGE].value["INTERPOLATE_BILINEAR"]=Image::INTERPOLATE_BILINEAR; - _VariantCall::constant_data[Variant::IMAGE].value["INTERPOLATE_CUBIC"]=Image::INTERPOLATE_CUBIC; + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_BC",Image::COMPRESS_BC); + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_PVRTC2",Image::COMPRESS_PVRTC2); + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_PVRTC4",Image::COMPRESS_PVRTC4); + _VariantCall::add_constant(Variant::IMAGE,"COMPRESS_ETC",Image::COMPRESS_ETC); + + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_GRAYSCALE",Image::FORMAT_GRAYSCALE); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_INTENSITY",Image::FORMAT_INTENSITY); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_GRAYSCALE_ALPHA",Image::FORMAT_GRAYSCALE_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_RGB",Image::FORMAT_RGB); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_RGBA",Image::FORMAT_RGBA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_INDEXED",Image::FORMAT_INDEXED); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_INDEXED_ALPHA",Image::FORMAT_INDEXED_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_YUV_422",Image::FORMAT_YUV_422); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_YUV_444",Image::FORMAT_YUV_444); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC1",Image::FORMAT_BC1); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC2",Image::FORMAT_BC2); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC3",Image::FORMAT_BC3); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC4",Image::FORMAT_BC4); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_BC5",Image::FORMAT_BC5); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC2",Image::FORMAT_PVRTC2); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC2_ALPHA",Image::FORMAT_PVRTC2_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC4",Image::FORMAT_PVRTC4); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_PVRTC4_ALPHA",Image::FORMAT_PVRTC4_ALPHA); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ETC",Image::FORMAT_ETC); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ATC",Image::FORMAT_ATC); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ATC_ALPHA_EXPLICIT",Image::FORMAT_ATC_ALPHA_EXPLICIT); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_ATC_ALPHA_INTERPOLATED",Image::FORMAT_ATC_ALPHA_INTERPOLATED); + _VariantCall::add_constant(Variant::IMAGE,"FORMAT_CUSTOM",Image::FORMAT_CUSTOM); + + _VariantCall::add_constant(Variant::IMAGE,"INTERPOLATE_NEAREST",Image::INTERPOLATE_NEAREST); + _VariantCall::add_constant(Variant::IMAGE,"INTERPOLATE_BILINEAR",Image::INTERPOLATE_BILINEAR); + _VariantCall::add_constant(Variant::IMAGE,"INTERPOLATE_CUBIC",Image::INTERPOLATE_CUBIC); } void unregister_variant_methods() { diff --git a/tools/doc/doc_data.cpp b/tools/doc/doc_data.cpp index 470dd078aef..14b937be380 100644 --- a/tools/doc/doc_data.cpp +++ b/tools/doc/doc_data.cpp @@ -36,21 +36,6 @@ #include "io/compression.h" #include "scene/resources/theme.h" -struct _ConstantComparator { - - inline bool operator()(const DocData::ConstantDoc &a, const DocData::ConstantDoc &b) const { - String left_a = a.name.find("_") == -1 ? a.name : a.name.substr(0, a.name.find("_")); - String left_b = b.name.find("_") == -1 ? b.name : b.name.substr(0, b.name.find("_")); - if (left_a == left_b) // If they have the same prefix - if (a.value == b.value) - return a.name < b.name; // Sort by name if the values are the same - else - return a.value < b.value; // Sort by value otherwise - else - return left_a < left_b; // Sort by name if the prefixes aren't the same - } -}; - void DocData::merge_from(const DocData& p_data) { for( Map::Element *E=class_list.front();E;E=E->next()) { @@ -1052,7 +1037,6 @@ Error DocData::save(const String& p_path) { _write_string(f,1,""); - c.constants.sort_custom<_ConstantComparator>(); for(int i=0;i Date: Tue, 5 Jul 2016 17:04:14 -0300 Subject: [PATCH 2/2] Update classes.xml to fix sorting of constants --- doc/base/classes.xml | 3500 +++++++++++++++++++++--------------------- 1 file changed, 1773 insertions(+), 1727 deletions(-) diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 4b5c424d4bf..9e21e0b3ab3 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -760,115 +760,23 @@ - - Left Mouse Button + + Left margin, used usually for [Control] or [StyleBox] derived classes. - + + Top margin, used usually for [Control] or [StyleBox] derived classes. - + + Right margin, used usually for [Control] or [StyleBox] derived classes. - - Right Mouse Button + + Bottom margin, used usually for [Control] or [StyleBox] derived classes. - - Middle Mouse Button + + General vertical alignment, used usually for [Separator], [ScrollBar], [Slider], etc. - - - - Mouse wheel up - - - Mouse wheel down - - - Mouse wheel left button - - - Mouse wheel right button - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Generic fail return error. + + General horizontal alignment, used usually for [Separator], [ScrollBar], [Slider], etc. Horizontal left alignment, usually for text-derived classes. @@ -879,232 +787,17 @@ Horizontal right alignment, usually for text-derived classes. - - General horizontal alignment, used usually for [Separator], [ScrollBar], [Slider], etc. + + Vertical top alignment, usually for text-derived classes. - - Joystick Left Stick Horizontal Axis + + Vertical center alignment, usually for text-derived classes. - - Joystick Left Stick Horizontal Axis + + Vertical bottom alignment, usually for text-derived classes. - - Joystick Button 0 - - - - - SEGA controller A button - - - Super Nintendo Entertaiment System controller B button - - - DUALSHOCK X button - - - XBOX controller A button - - - Joystick Left Stick Vertical Axis - - - Joystick Left Stick Vertical Axis - - - Joystick Button 1 - - - - - SEGA controller B button - - - Super Nintendo Entertaiment System controller A button - - - DUALSHOCK circle button - - - XBOX controller B button - - - Joystick Button 10 - - - Joystick Button Select - - - Joystick Button 11 - - - Joystick Button Start - - - Joystick Button 12 - - - Joystick DPad Up - - - Joystick Button 13 - - - Joystick DPad Down - - - Joystick Button 14 - - - Joystick DPad Left - - - Joystick Button 15 - - - Joystick DPad Right - - - Joystick Button 16 - - - Joystick Right Stick Horizontal Axis - - - Joystick Right Stick Horizontal Axis - - - Joystick Button 2 - - - - - SEGA controller X button - - - Super Nintendo Entertaiment System controller Y button - - - DUALSHOCK square button - - - XBOX controller X button - - - Joystick Right Stick Vertical Axis - - - Joystick Right Stick Vertical Axis - - - Joystick Button 3 - - - - - SEGA controller Y button - - - Super Nintendo Entertaiment System controller X button - - - DUALSHOCK triangle button - - - XBOX controller Y button - - - - - - - Joystick Button 4 - - - Joystick Left Shoulder Button - - - - - - - Joystick Button 5 - - - Joystick Right Shoulder Button - - - - - Joystick Left Trigger Analog Axis - - - Joystick Button 6 - - - Joystick Left Trigger - - - - - Joystick Right Trigger Analog Axis - - - Joystick Button 7 - - - Joystick Right Trigger - - - - - Joystick Button 8 - - - Joystick Left Stick Click - - - Joystick Button 9 - - - Joystick Right Stick Click - - - - - - - { key - - - | key - - - } key - - - ~ key - - - - - - - - - ¢ key - - - - - - - - - ¦ key - - - § key + + Scancodes with this bit applied are non printable. Escape Key @@ -1232,6 +925,54 @@ F16 Key + + Enter Key on Numpad + + + Multiply Key on Numpad + + + Divide Key on Numpad + + + Subtract Key on Numpad + + + Period Key on Numpad + + + Add Key on Numpad + + + Number 0 on Numpad + + + Number 1 on Numpad + + + Number 2 on Numpad + + + Number 3 on Numpad + + + Number 4 on Numpad + + + Number 5 on Numpad + + + Number 6 on Numpad + + + Number 7 on Numpad + + + Number 8 on Numpad + + + Number 9 on Numpad + Super Left key (windows key) @@ -1347,53 +1088,232 @@ - - Enter Key on Numpad + - - Multiply Key on Numpad + + Space Key - - Divide Key on Numpad + + ! key - - Subtract Key on Numpad + + " key - - Period Key on Numpad + + # key - - Add Key on Numpad + + $ key - - Number 0 on Numpad + + % key - - Number 1 on Numpad + + & key - - Number 2 on Numpad + + ' key - - Number 3 on Numpad + + ( key - - Number 4 on Numpad + + ) key - - Number 5 on Numpad + + * key - - Number 6 on Numpad + + + key - - Number 7 on Numpad + + , key - - Number 8 on Numpad + + - key - - Number 9 on Numpad + + . key + + + / key + + + Number 0 + + + Number 1 + + + Number 2 + + + Number 3 + + + Number 4 + + + Number 5 + + + Number 6 + + + Number 7 + + + Number 8 + + + Number 9 + + + : key + + + ; key + + + Lower than key + + + = key + + + Greater than key + + + ? key + + + @ key + + + A Key + + + B Key + + + C Key + + + D Key + + + E Key + + + F Key + + + G Key + + + H Key + + + I Key + + + J Key + + + K Key + + + L Key + + + M Key + + + N Key + + + O Key + + + P Key + + + Q Key + + + R Key + + + S Key + + + T Key + + + U Key + + + V Key + + + W Key + + + X Key + + + Y Key + + + Z Key + + + [ key + + + \ key + + + ] key + + + ^ key + + + _ key + + + + + { key + + + | key + + + } key + + + ~ key + + + + + + + ¢ key + + + + + + + + + ¦ key + + + § key ¨ key @@ -1526,266 +1446,356 @@ - - - - - - Space Key - - - ! key - - + - - " key + - - # key + - - $ key + - - % key - - - & key - - - ' key - - - ( key - - - ) key - - - * key - - - + key - - - , key - - - - key - - - . key - - - / key - - - Number 0 - - - Number 1 - - - Number 2 - - - Number 3 - - - Number 4 - - - Number 5 + - - Number 6 + - - Number 7 + + Left Mouse Button - - Number 8 + + Right Mouse Button - - Number 9 + + Middle Mouse Button - - : key + + Mouse wheel up - - ; key + + Mouse wheel down - - Lower than key + + Mouse wheel left button - - = key + + Mouse wheel right button - - Greater than key + - - ? key + - - @ key + - - A Key + + Joystick Button 0 - - B Key + + Joystick Button 1 - - C Key + + Joystick Button 2 - + + Joystick Button 3 - - D Key + + Joystick Button 4 - - E Key + + Joystick Button 5 - - F Key + + Joystick Button 6 - - G Key + + Joystick Button 7 - - H Key + + Joystick Button 8 - - I Key + + Joystick Button 9 - - J Key + + Joystick Button 10 - - K Key + + Joystick Button 11 - - L Key + + Joystick Button 12 - - M Key + + Joystick Button 13 - - N Key + + Joystick Button 14 - - O Key + + Joystick Button 15 - - P Key + + Joystick Button 16 - - Q Key + + Super Nintendo Entertaiment System controller A button - - R Key + + Super Nintendo Entertaiment System controller B button - - S Key + + Super Nintendo Entertaiment System controller X button - - T Key + + Super Nintendo Entertaiment System controller Y button - - U Key + + DUALSHOCK circle button - - V Key + + DUALSHOCK X button - - W Key + + DUALSHOCK square button - - X Key + + DUALSHOCK triangle button - - Y Key + + SEGA controller B button - - Z Key + + SEGA controller A button - - [ key + + SEGA controller X button - - \ key + + SEGA controller Y button - - ] key + + XBOX controller B button - - ^ key + + XBOX controller A button - - _ key + + XBOX controller X button - + + XBOX controller Y button - - Left margin, used usually for [Control] or [StyleBox] derived classes. + - - Top margin, used usually for [Control] or [StyleBox] derived classes. + - - Right margin, used usually for [Control] or [StyleBox] derived classes. + - - Bottom margin, used usually for [Control] or [StyleBox] derived classes. + - + + Joystick Button Select - + + Joystick Button Start - + + Joystick DPad Up - + + Joystick DPad Down - + + Joystick DPad Left - + + Joystick DPad Right - + + Joystick Left Shoulder Button - + + Joystick Left Trigger + + + Joystick Left Stick Click + + + Joystick Right Shoulder Button + + + Joystick Right Trigger + + + Joystick Right Stick Click + + + Joystick Left Stick Horizontal Axis + + + Joystick Left Stick Vertical Axis + + + Joystick Right Stick Horizontal Axis + + + Joystick Right Stick Vertical Axis + + + + + + + Joystick Left Trigger Analog Axis + + + Joystick Right Trigger Analog Axis + + + + + Joystick Left Stick Horizontal Axis + + + Joystick Left Stick Vertical Axis + + + Joystick Right Stick Horizontal Axis + + + Joystick Right Stick Vertical Axis + + + + + + + + Functions that return Error return OK when everything went ok. Most functions don't return error anyway and/or just print errors to stdout. + + Generic fail return error. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + No hint for edited property. Hints that the string is a range, defined as "min,max" or "min,max,step". This is valid for integers and floats. - - Property will be used as storage (default). + + Hints that the string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats. + + + Property hint for an enumerated value, like "Hello,Something,Else". This is valid for integer, float and string properties. + + + + + + + + + Property hint for a bitmask description, for bits 0,1,2,3 and 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers. + + + Property hint for a bitmask description that covers all 32 bits. Valid only for integers. String property is a file (so pop up a file dialog when edited). Hint string can be a set of wildcards like "*.doc". - - String property is a directory (so pop up a file dialog when edited). - - @@ -1795,60 +1805,62 @@ - - - - Hints that the string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats. + + Property will be used as storage (default). Property will be visible in editor (default). - + - + - - Property hint for an enumerated value, like "Hello,Something,Else". This is valid for integer, float and string properties. + - + - + - - - - - + - + - + + + + + Default usage (storage and editor). - - Property hint for a bitmask description, for bits 0,1,2,3 and 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers. + - + - + - - Property hint for a bitmask description that covers all 32 bits. Valid only for integers. + - - Scancodes with this bit applied are non printable. + + + + + + + + + Variable is of type nil (only applied for null). @@ -1856,6 +1868,30 @@ Variable is of type [bool]. + + Variable is of type [int]. + + + Variable is of type [float]/real. + + + Variable is of type [String]. + + + Variable is of type [Vector2]. + + + Variable is of type [Rect2]. + + + Variable is of type [Vector3]. + + + Variable is of type [Matrix32]. + + + Variable is of type [Plane]. + Variable is of type [Quat]. @@ -1886,9 +1922,6 @@ Variable is of type [InputEvent]. - - Variable is of type [int]. - Variable is of type [Dictionary]. @@ -1911,39 +1944,6 @@ - - Variable is of type [float]/real. - - - Variable is of type [String]. - - - Variable is of type [Vector2]. - - - Variable is of type [Rect2]. - - - Variable is of type [Vector3]. - - - Variable is of type [Matrix32]. - - - Variable is of type [Plane]. - - - Vertical top alignment, usually for text-derived classes. - - - Vertical center alignment, usually for text-derived classes. - - - Vertical bottom alignment, usually for text-derived classes. - - - General vertical alignment, used usually for [Separator], [ScrollBar], [Slider], etc. - @@ -2819,15 +2819,6 @@ - - No interpolation (nearest value). - - - Linear interpolation. - - - Cubic interpolation. - Value tracks set values in node properties, but only those which can be Interpolated. @@ -2837,6 +2828,15 @@ Method tracks call functions with given arguments per key. + + No interpolation (nearest value). + + + Linear interpolation. + + + Cubic interpolation. + @@ -5111,6 +5111,24 @@ + + Sample format is 8 bits, signed. + + + Sample format is 16 bits, little-endian, signed. + + + Sample format is IMA-ADPCM compressed. + + + Sample does not loop. + + + Sample loops in forward mode. + + + Sample loops in a bidirectional way. + Filter is disabled. @@ -5141,24 +5159,6 @@ Large reverb room with long decay. - - Sample format is 8 bits, signed. - - - Sample does not loop. - - - Sample format is 16 bits, little-endian, signed. - - - Sample loops in forward mode. - - - Sample format is IMA-ADPCM compressed. - - - Sample loops in a bidirectional way. - @@ -5669,6 +5669,10 @@ + + + + @@ -5679,10 +5683,6 @@ - - - - @@ -6648,16 +6648,16 @@ - - - - Perspective Projection (object's size on the screen becomes smaller when far away). Orthogonal Projection (objects remain the same size on the screen no matter how far away they are). + + + + @@ -6863,10 +6863,10 @@ - - + + @@ -6919,7 +6919,7 @@ - + @@ -6945,7 +6945,7 @@ - + @@ -7373,9 +7373,6 @@ Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value. - - Canvas item transform has changed. Only received if requested. - CanvasItem is requested to draw. @@ -7388,6 +7385,9 @@ Canvas item has exited the canvas. + + Canvas item transform has changed. Only received if requested. + @@ -9858,40 +9858,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Control can't acquire focus. @@ -9922,6 +9888,40 @@ Modal control was closed. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -10066,13 +10066,11 @@ - + - + - - - + @@ -10086,11 +10084,13 @@ - + - + - + + + @@ -10663,18 +10663,18 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - + + + + + + @@ -11129,12 +11129,6 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - @@ -11145,6 +11139,12 @@ This approximation makes straight segments between each point, then subdivides t + + + + + + @@ -12070,48 +12070,84 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + @@ -12132,20 +12168,12 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - + - - @@ -12156,34 +12184,6 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -12763,12 +12763,12 @@ This approximation makes straight segments between each point, then subdivides t Open the file for reading. - - Open the file for reading and writing, without truncating the file. - Open the file for writing. Create it if the file not exists and truncate if it exists. + + Open the file for reading and writing, without truncating the file. + Open the file for reading and writing. Create it if the file not exists and truncate if it exists. @@ -12915,15 +12915,6 @@ This approximation makes straight segments between each point, then subdivides t - - The dialog allows the selection of file and directory. - - - The dialog allows ascess files under [Resource] path(res://) . - - - The dialog allows ascess files in whole file system. - The dialog allows the selection of one, and only one file. @@ -12939,6 +12930,15 @@ This approximation makes straight segments between each point, then subdivides t The dialog will warn when a file exists. + + The dialog allows the selection of file and directory. + + + The dialog allows ascess files under [Resource] path(res://) . + + + The dialog allows ascess files in whole file system. + @@ -13065,22 +13065,6 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - - - - - - - Diffuse Lighting (light scattered from surface). @@ -13107,6 +13091,8 @@ This approximation makes straight segments between each point, then subdivides t Maximum amount of parameters. + + Read texture coordinates from the UV array. @@ -13116,7 +13102,21 @@ This approximation makes straight segments between each point, then subdivides t Read texture coordinates from the UV2 array. - + + + + + + + + + + + + + + + @@ -13409,28 +13409,10 @@ This approximation makes straight segments between each point, then subdivides t - - - - - - - - - - - - - - - - - - @@ -13447,6 +13429,24 @@ This approximation makes straight segments between each point, then subdivides t + + + + + + + + + + + + + + + + + + @@ -13771,14 +13771,14 @@ This approximation makes straight segments between each point, then subdivides t - - - - + + + + @@ -15044,6 +15044,26 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + + + + + @@ -15142,26 +15162,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - - - - - @@ -15232,7 +15232,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + @@ -15292,12 +15292,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - HTTPRequest couldn't write to the download file. - - - Request reached it's maximum redirect limit, see [method set_max_redirects]. - Request failed while connecting. @@ -15322,6 +15316,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) HTTPRequest couldn't open the download file. + + HTTPRequest couldn't write to the download file. + + + Request reached it's maximum redirect limit, see [method set_max_redirects]. + @@ -15364,12 +15364,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - @@ -15388,6 +15382,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + @@ -15449,8 +15449,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - @@ -15461,6 +15459,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + @@ -15682,6 +15682,22 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + @@ -15702,28 +15718,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - @@ -16236,13 +16236,8 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - Joystick motion event. - - - Joystick button event. + + Empty input event. Key event. @@ -16253,13 +16248,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Mouse button event. - - Empty input event. + + Joystick motion event. + + + Joystick button event. + + @@ -16322,11 +16322,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16334,12 +16330,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16408,11 +16408,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16420,12 +16416,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16492,11 +16492,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16504,12 +16500,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16588,11 +16588,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16600,12 +16596,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16696,11 +16696,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16708,12 +16704,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16810,11 +16810,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16822,12 +16818,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -16910,11 +16910,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -16922,12 +16918,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -17000,11 +17000,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - + @@ -17012,12 +17008,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - + + + + + @@ -18555,6 +18555,24 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + + + + + + + @@ -18563,24 +18581,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - - - - - - - - - @@ -18973,6 +18973,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + + + @@ -19040,6 +19052,18 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Set the maximum amount of characters the [LineEdit] can edit, and cropping existing text in case it exceeds that limit. Setting 0 removes the limit. + + + + + + + + + + + + @@ -19494,27 +19518,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - Use the regular alpha blending equation (source and dest colors are faded) (default). - - - Use additive blending equation, often used for particle effects such as fire or light decals. - - - Use subtractive blending equation, often used for some smoke effects or types of glass. - - - - - - - - - - - - - Geometry is visible when this flag is enabled (default). @@ -19536,6 +19539,27 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Maximum amount of flags. + + + + + + + + + + Use the regular alpha blending equation (source and dest colors are faded) (default). + + + Use additive blending equation, often used for particle effects such as fire or light decals. + + + Use subtractive blending equation, often used for some smoke effects or types of glass. + + + + + @@ -20089,65 +20113,65 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + Default value used for index_array_len when no indices are present. + + + Amount of weights/bone indices per vertex (always 4). + Vertex array (array of [Vector3] vertices). - - Array format will include vertices (mandatory). - Normal array (array of [Vector3] normals). - - Array format will include bone weights. - - - Array format will include UVs. - - - Array format will include normals - Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. - - Index array will be used. - Vertex array (array of [Color] colors). - - Array format will include another set of UVs. - - - Array format will include tangents - UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)). - - Amount of weights/bone indices per vertex (always 4). - Second UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)). Array of bone indices, as a float array. Each element in groups of 4 floats. - - Array format will include bone indices. - Array of bone weights, as a float array. Each element in groups of 4 floats. - - Array format will include a color array. - Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size. - - Default value used for index_array_len when no indices are present. + + Array format will include vertices (mandatory). + + + Array format will include normals + + + Array format will include tangents + + + Array format will include a color array. + + + Array format will include UVs. + + + Array format will include another set of UVs. + + + Array format will include bone indices. + + + Array format will include bone weights. + + + Index array will be used. Render array as points (one vertex equals one point). @@ -21631,6 +21655,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Return [i]true[/i] if the "node" argument is a direct or indirect child of the current node, otherwise return [i]false[/i]. + + + + + + @@ -21750,6 +21780,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost. + + + + + + @@ -21842,10 +21878,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - @@ -21857,6 +21889,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Notification received when a node is unparented (parent removed it from the list of children). + + + + @@ -22903,12 +22939,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - @@ -22925,6 +22955,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + @@ -23330,6 +23366,12 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + Called right when the object is initialized. Not available in script. + + + Called before the object is about to be deleted. + Connect a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time. @@ -23339,12 +23381,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) One short connections disconnect themselves after emission. - - Called right when the object is initialized. Not available in script. - - - Called before the object is about to be deleted. - @@ -24404,16 +24440,6 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - - - - - - - - - @@ -24428,6 +24454,16 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) + + + + + + + + + + @@ -24782,30 +24818,11 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) - - Direction in radians at which the particles will be launched, Notice that when the direction is set to 0 the particles will be launched to the negative - - Initial angle in radians at which each particle will be spawned - - - Initial size of each particle - - - Final size of each particle, the particle size will interpolate to this value during its lifetime. - - - - - - - - - Velocity at which the particles will be launched. @@ -24828,6 +24845,25 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8) Amount of damping for each particle + + Initial angle in radians at which each particle will be spawned + + + Initial size of each particle + + + Final size of each particle, the particle size will interpolate to this value during its lifetime. + + + + + + + + + + + @@ -25271,6 +25307,12 @@ A similar effect may be achieved moving this node's descendants. + + + + + + @@ -25281,25 +25323,11 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - + @@ -25313,19 +25341,27 @@ A similar effect may be achieved moving this node's descendants. + + - + - + - + - + + + + + + + @@ -25678,12 +25714,6 @@ A similar effect may be achieved moving this node's descendants. Check for collisions with static bodies. - - Check for collisions with any kind of bodies (but not areas). - - - Check for collisions with areas. - Check for collisions with kinematic bodies. @@ -25693,6 +25723,12 @@ A similar effect may be achieved moving this node's descendants. Check for collisions with rigid bodies in character mode. + + Check for collisions with areas. + + + Check for collisions with any kind of bodies (but not areas). + @@ -26562,137 +26598,26 @@ A similar effect may be achieved moving this node's descendants. - - The value of the first parameter and area callback function receives, when an object enters one of its shapes. + + Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated. - - Constant to set/get gravity strength in an area. + + Constant to set/get the maximum distance a shape can be from another before they are considered separated. - - This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. + + Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. - - The value of the first parameter and area callback function receives, when an object exits one of its shapes. + + Constant to set/get the linear velocity threshold. Bodies slower than this will be marked as potentially inactive. - - Constant to set/get gravity vector/center in an area. + + Constant to set/get the angular velocity threshold. Bodies slower than this will be marked as potentially inactive. - - This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. + + Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time. - - Constant to set/get whether the gravity vector of an area is a direction, or a center point. - - - This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. - - - Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance. - - - This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. - - - This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE. - - - This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. - - - Constant to set/get the linear dampening factor of an area. - - - Constant to set/get the angular dampening factor of an area. - - - Constant to set/get the priority (order of processing) of an area. - - - Constant for static bodies. - - - Constant to set/get a body's bounce factor. - - - Constant to set/get the current transform matrix of the body. - - - Constant for kinematic bodies. - - - Constant to set/get a body's friction. - - - Constant to set/get the current linear velocity of the body. - - - Constant for rigid bodies. - - - Constant to set/get a body's mass. - - - Constant to set/get the current angular velocity of the body. - - - Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics. - - - Constant to set/get a body's inertia. - - - Constant to sleep/wake up a body, or to get whether it is sleeping. - - - Constant to set/get a body's gravity multiplier. - - - Constant to set/get whether the body can sleep. - - - Constant to set/get a body's linear dampening factor. - - - Constant to set/get a body's angular dampening factor. - - - This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0. - - - Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. - - - Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise. - - - Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise. - - - Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. - - - Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. - - - Set the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). - - - Constant to get the number of objects that are not sleeping. - - - Constant to get the number of possible collisions. - - - Constant to get the number of space regions where a collision could occur. - - - Constant to create pin joints. - - - Constant to create groove joints. - - - Constant to create damped spring joints. + + Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks. @@ -26718,26 +26643,137 @@ A similar effect may be achieved moving this node's descendants. This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. - - Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated. + + Constant to set/get gravity strength in an area. - - Constant to set/get the maximum distance a shape can be from another before they are considered separated. + + Constant to set/get gravity vector/center in an area. - - Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. + + Constant to set/get whether the gravity vector of an area is a direction, or a center point. - - Constant to set/get the linear velocity threshold. Bodies slower than this will be marked as potentially inactive. + + Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance. - - Constant to set/get the angular velocity threshold. Bodies slower than this will be marked as potentially inactive. + + This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE. - - Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time. + + Constant to set/get the linear dampening factor of an area. - - Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. + + Constant to set/get the angular dampening factor of an area. + + + Constant to set/get the priority (order of processing) of an area. + + + This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. + + + This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. + + + This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. + + + This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. + + + This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. + + + Constant for static bodies. + + + Constant for kinematic bodies. + + + Constant for rigid bodies. + + + Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics. + + + Constant to set/get a body's bounce factor. + + + Constant to set/get a body's friction. + + + Constant to set/get a body's mass. + + + Constant to set/get a body's inertia. + + + Constant to set/get a body's gravity multiplier. + + + Constant to set/get a body's linear dampening factor. + + + Constant to set/get a body's angular dampening factor. + + + This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0. + + + Constant to set/get the current transform matrix of the body. + + + Constant to set/get the current linear velocity of the body. + + + Constant to set/get the current angular velocity of the body. + + + Constant to sleep/wake up a body, or to get whether it is sleeping. + + + Constant to set/get whether the body can sleep. + + + Constant to create pin joints. + + + Constant to create groove joints. + + + Constant to create damped spring joints. + + + Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. + + + Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. + + + Set the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). + + + Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. + + + Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise. + + + Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise. + + + The value of the first parameter and area callback function receives, when an object enters one of its shapes. + + + The value of the first parameter and area callback function receives, when an object exits one of its shapes. + + + Constant to get the number of objects that are not sleeping. + + + Constant to get the number of possible collisions. + + + Constant to get the number of space regions where a collision could occur. @@ -27454,16 +27490,16 @@ A similar effect may be achieved moving this node's descendants. - - - - + + + + @@ -28380,143 +28416,6 @@ A similar effect may be achieved moving this node's descendants. - - - - - - This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. - - - - - - - This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. - - - - - This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. - - - - - This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. - - - - - This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -28533,28 +28432,46 @@ A similar effect may be achieved moving this node's descendants. - + - + - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + @@ -28575,27 +28492,146 @@ A similar effect may be achieved moving this node's descendants. - - - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. + + + This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. + + + This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. + + + This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. + + + This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -31452,16 +31488,16 @@ A similar effect may be achieved moving this node's descendants. - - - - + + + + @@ -31706,12 +31742,16 @@ A similar effect may be achieved moving this node's descendants. + + + + + + - - @@ -31728,11 +31768,7 @@ A similar effect may be achieved moving this node's descendants. - - - - - + @@ -32091,18 +32127,18 @@ A similar effect may be achieved moving this node's descendants. - - Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. - Static mode. The body behaves like a [StaticBody], and can only move by user code. - - Character body. This behaves like a rigid body, but can not rotate. - Kinematic body. The body behaves like a [KinematicBody], and can only move by user code. + + Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. + + + Character body. This behaves like a rigid body, but can not rotate. + @@ -32486,6 +32522,18 @@ A similar effect may be achieved moving this node's descendants. + + Static mode. The body behaves like a [StaticBody2D], and can only move by user code. + + + Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code. + + + Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. + + + Character body. This behaves like a rigid body, but can not rotate. + Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. @@ -32495,18 +32543,6 @@ A similar effect may be achieved moving this node's descendants. Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise. - - Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. - - - Static mode. The body behaves like a [StaticBody2D], and can only move by user code. - - - Character body. This behaves like a rigid body, but can not rotate. - - - Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code. - @@ -33287,9 +33323,6 @@ A similar effect may be achieved moving this node's descendants. High-shelf filter is used for voice. - - Value returned if the voice ID is invalid. - Small reverberation room (house room). @@ -33302,6 +33335,9 @@ A similar effect may be achieved moving this node's descendants. Huge reverberation room (cathedral, warehouse). + + Value returned if the voice ID is invalid. + @@ -33834,18 +33870,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -34801,16 +34837,26 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + + + + + + + + + + + @@ -34831,12 +34877,10 @@ A similar effect may be achieved moving this node's descendants. - + - - @@ -34853,8 +34897,6 @@ A similar effect may be achieved moving this node's descendants. - - @@ -34867,17 +34909,81 @@ A similar effect may be achieved moving this node's descendants. - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -34901,11 +35007,23 @@ A similar effect may be achieved moving this node's descendants. - - - + + + + + + + + + + + + + + + @@ -34927,104 +35045,22 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -35470,6 +35506,22 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + + + + + + + @@ -35490,28 +35542,12 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - @@ -36763,18 +36799,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -38574,13 +38610,13 @@ A similar effect may be achieved moving this node's descendants. - + - + - + @@ -38671,7 +38707,7 @@ A similar effect may be achieved moving this node's descendants. - + Listen on a port, alternatively give a white-list of accepted hosts. @@ -38983,12 +39019,12 @@ A similar effect may be achieved moving this node's descendants. - - + + @@ -39359,6 +39395,15 @@ A similar effect may be achieved moving this node's descendants. + + Match case when searching. + + + Match whole words when searching. + + + Search from end to beginning. + @@ -39373,15 +39418,6 @@ A similar effect may be achieved moving this node's descendants. - - Match case when searching. - - - Match whole words when searching. - - - Search from end to beginning. - @@ -39531,24 +39567,24 @@ A similar effect may be achieved moving this node's descendants. Generate mipmaps, to enable smooth zooming out of the texture. - - Repeat (instead of clamp to edge). - - Turn on magnifying filter, to enable smooth zooming in of the texture. Texture is a video surface. - - Default flags. Generate mipmaps, repeat, and filter are enabled. + + + + + + @@ -40539,15 +40575,6 @@ A similar effect may be achieved moving this node's descendants. - - Half offset on the X coordinate. - - - Half offset on the Y coordinate. - - - Half offset disabled. - Returned when a cell doesn't exist. @@ -40560,6 +40587,15 @@ A similar effect may be achieved moving this node's descendants. Custom orientation mode. + + Half offset on the X coordinate. + + + Half offset on the Y coordinate. + + + Half offset disabled. + Tile origin at its top-left corner. @@ -41638,18 +41674,18 @@ A similar effect may be achieved moving this node's descendants. - - - - - - + + + + + + @@ -42523,17 +42559,11 @@ A similar effect may be achieved moving this node's descendants. - - Signifies that the interpolation should be focused in the beginning. + + The [Tween] should use [code]_fixed_process[/code] for timekeeping when this is enabled. - - Signifies that the interpolation should be focused in the end. - - - Signifies that the interpolation should be focused in both ends. - - - Signifies that the interpolation should be focused in both ends, but they should be switched (a bit hard to explain, try it for yourself to be sure). + + The [Tween] should use [code]_process[/code] for timekeeping when this is enabled (default). Means that the animation is interpolated linearly. @@ -42541,9 +42571,6 @@ A similar effect may be achieved moving this node's descendants. Means that the animation is interpolated using a sine wave. - - Means that the animation is interpolated backing out at edges. - Means that the animation is interpolated with a quinary (to the power of 5) function. @@ -42568,11 +42595,20 @@ A similar effect may be achieved moving this node's descendants. Means that the animation is interpolated by bouncing at, but never surpassing, the end. - - The [Tween] should use [code]_fixed_process[/code] for timekeeping when this is enabled. + + Means that the animation is interpolated backing out at edges. - - The [Tween] should use [code]_process[/code] for timekeeping when this is enabled (default). + + Signifies that the interpolation should be focused in the beginning. + + + Signifies that the interpolation should be focused in the end. + + + Signifies that the interpolation should be focused in both ends. + + + Signifies that the interpolation should be focused in both ends, but they should be switched (a bit hard to explain, try it for yourself to be sure). @@ -42860,6 +42896,16 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + Vector used for 2D Math. @@ -44333,12 +44379,12 @@ A similar effect may be achieved moving this node's descendants. - - This enabler will pause [AnimationPlayer] nodes. - This enabler will freeze [RigidBody] nodes. + + This enabler will pause [AnimationPlayer] nodes. + @@ -44371,23 +44417,23 @@ A similar effect may be achieved moving this node's descendants. - - This enabler will pause [AnimationPlayer] nodes. - This enabler will freeze [RigidBody2D] nodes. + + This enabler will pause [AnimationPlayer] nodes. + This enabler will stop [Particles2D] nodes. + + This enabler will stop the parent's _process function. This enabler will stop the parent's _fixed_process function. - - @@ -45947,41 +45993,27 @@ A similar effect may be achieved moving this node's descendants. - + - - - - - - - - - - - - - - - - - - - + - + - + - + - + - + - + + + + + @@ -45995,24 +46027,38 @@ A similar effect may be achieved moving this node's descendants. - + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - @@ -46023,6 +46069,134 @@ A similar effect may be achieved moving this node's descendants. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -46043,134 +46217,6 @@ A similar effect may be achieved moving this node's descendants. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -