Fix many untagged true/false/null in the documentation

This commit is contained in:
Micky 2024-08-18 20:27:23 +02:00
parent e65a23762b
commit 5c5460b026
37 changed files with 77 additions and 76 deletions

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@ -26,7 +26,7 @@
Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code. Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
</member> </member>
<member name="advance_mode" type="int" setter="set_advance_mode" getter="get_advance_mode" enum="AnimationNodeStateMachineTransition.AdvanceMode" default="1"> <member name="advance_mode" type="int" setter="set_advance_mode" getter="get_advance_mode" enum="AnimationNodeStateMachineTransition.AdvanceMode" default="1">
Determines whether the transition should disabled, enabled when using [method AnimationNodeStateMachinePlayback.travel], or traversed automatically if the [member advance_condition] and [member advance_expression] checks are true (if assigned). Determines whether the transition should be disabled, enabled when using [method AnimationNodeStateMachinePlayback.travel], or traversed automatically if the [member advance_condition] and [member advance_expression] checks are [code]true[/code] (if assigned).
</member> </member>
<member name="break_loop_at_end" type="bool" setter="set_break_loop_at_end" getter="is_loop_broken_at_end" default="false"> <member name="break_loop_at_end" type="bool" setter="set_break_loop_at_end" getter="is_loop_broken_at_end" default="false">
If [code]true[/code], breaks the loop at the end of the loop cycle for transition, even if the animation is looping. If [code]true[/code], breaks the loop at the end of the loop cycle for transition, even if the animation is looping.
@ -72,7 +72,7 @@
Only use this transition during [method AnimationNodeStateMachinePlayback.travel]. Only use this transition during [method AnimationNodeStateMachinePlayback.travel].
</constant> </constant>
<constant name="ADVANCE_MODE_AUTO" value="2" enum="AdvanceMode"> <constant name="ADVANCE_MODE_AUTO" value="2" enum="AdvanceMode">
Automatically use this transition if the [member advance_condition] and [member advance_expression] checks are true (if assigned). Automatically use this transition if the [member advance_condition] and [member advance_expression] checks are [code]true[/code] (if assigned).
</constant> </constant>
</constants> </constants>
</class> </class>

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@ -13,7 +13,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="stream" type="int" /> <param index="0" name="stream" type="int" />
<description> <description>
Return true whether the stream associated with an integer ID is still playing. Check [method play_stream] for information on when this ID becomes invalid. Returns [code]true[/code] if the stream associated with the given integer ID is still playing. Check [method play_stream] for information on when this ID becomes invalid.
</description> </description>
</method> </method>
<method name="play_stream"> <method name="play_stream">

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@ -993,8 +993,9 @@
Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does. Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
</member> </member>
<member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true"> <member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true">
When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box. When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP].
You should disable it on the root of your UI if you do not want scroll events to go to the [method Node._unhandled_input] processing. You should disable it on the root of your UI if you do not want scroll events to go to the [method Node._unhandled_input] processing.
[b]Note:[/b] Because this property defaults to [code]true[/code], this allows nested scrollable containers to work out of the box.
</member> </member>
<member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0"> <member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].

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@ -24,7 +24,7 @@
<method name="_query" qualifiers="virtual const"> <method name="_query" qualifiers="virtual const">
<return type="bool" /> <return type="bool" />
<description> <description>
Query support. Return false if import must not continue. Query support. Return [code]false[/code] if import must not continue.
</description> </description>
</method> </method>
</methods> </methods>

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@ -32,7 +32,7 @@
<param index="3" name="userdata" type="Variant" /> <param index="3" name="userdata" type="Variant" />
<description> <description>
Queue the [param resource] being edited for preview. Once the preview is ready, the [param receiver]'s [param receiver_func] will be called. The [param receiver_func] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [param userdata] can be anything, and will be returned when [param receiver_func] is called. Queue the [param resource] being edited for preview. Once the preview is ready, the [param receiver]'s [param receiver_func] will be called. The [param receiver_func] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [param userdata] can be anything, and will be returned when [param receiver_func] is called.
[b]Note:[/b] If it was not possible to create the preview the [param receiver_func] will still be called, but the preview will be null. [b]Note:[/b] If it was not possible to create the preview the [param receiver_func] will still be called, but the preview will be [code]null[/code].
</description> </description>
</method> </method>
<method name="queue_resource_preview"> <method name="queue_resource_preview">
@ -43,7 +43,7 @@
<param index="3" name="userdata" type="Variant" /> <param index="3" name="userdata" type="Variant" />
<description> <description>
Queue a resource file located at [param path] for preview. Once the preview is ready, the [param receiver]'s [param receiver_func] will be called. The [param receiver_func] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [param userdata] can be anything, and will be returned when [param receiver_func] is called. Queue a resource file located at [param path] for preview. Once the preview is ready, the [param receiver]'s [param receiver_func] will be called. The [param receiver_func] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [param userdata] can be anything, and will be returned when [param receiver_func] is called.
[b]Note:[/b] If it was not possible to create the preview the [param receiver_func] will still be called, but the preview will be null. [b]Note:[/b] If it was not possible to create the preview the [param receiver_func] will still be called, but the preview will be [code]null[/code].
</description> </description>
</method> </method>
<method name="remove_preview_generator"> <method name="remove_preview_generator">

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@ -28,7 +28,7 @@
<param index="0" name="category" type="int" /> <param index="0" name="category" type="int" />
<param index="1" name="option" type="String" /> <param index="1" name="option" type="String" />
<description> <description>
Return true whether updating the 3D view of the import dialog needs to be updated if an option has changed. Should return [code]true[/code] if the 3D view of the import dialog needs to update when changing the given option.
</description> </description>
</method> </method>
<method name="_get_internal_option_visibility" qualifiers="virtual const"> <method name="_get_internal_option_visibility" qualifiers="virtual const">
@ -37,7 +37,7 @@
<param index="1" name="for_animation" type="bool" /> <param index="1" name="for_animation" type="bool" />
<param index="2" name="option" type="String" /> <param index="2" name="option" type="String" />
<description> <description>
Return true or false whether a given option should be visible. Return null to ignore. Should return [code]true[/code] to show the given option, [code]false[/code] to hide the given option, or [code]null[/code] to ignore.
</description> </description>
</method> </method>
<method name="_get_option_visibility" qualifiers="virtual const"> <method name="_get_option_visibility" qualifiers="virtual const">
@ -46,7 +46,7 @@
<param index="1" name="for_animation" type="bool" /> <param index="1" name="for_animation" type="bool" />
<param index="2" name="option" type="String" /> <param index="2" name="option" type="String" />
<description> <description>
Return true or false whether a given option should be visible. Return null to ignore. Should return [code]true[/code] to show the given option, [code]false[/code] to hide the given option, or [code]null[/code] to ignore.
</description> </description>
</method> </method>
<method name="_internal_process" qualifiers="virtual"> <method name="_internal_process" qualifiers="virtual">

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@ -152,7 +152,7 @@
<param index="1" name="value" type="Variant" /> <param index="1" name="value" type="Variant" />
<param index="2" name="update_current" type="bool" /> <param index="2" name="update_current" type="bool" />
<description> <description>
Sets the initial value of the setting specified by [param name] to [param value]. This is used to provide a value for the Revert button in the Editor Settings. If [param update_current] is true, the current value of the setting will be set to [param value] as well. Sets the initial value of the setting specified by [param name] to [param value]. This is used to provide a value for the Revert button in the Editor Settings. If [param update_current] is [code]true[/code], the setting is reset to [param value] as well.
</description> </description>
</method> </method>
<method name="set_project_metadata"> <method name="set_project_metadata">

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@ -87,7 +87,7 @@
<return type="void" /> <return type="void" />
<param index="0" name="execute" type="bool" default="true" /> <param index="0" name="execute" type="bool" default="true" />
<description> <description>
Commit the action. If [param execute] is true (default), all "do" methods/properties are called/set when this function is called. Commits the action. If [param execute] is [code]true[/code] (default), all "do" methods/properties are called/set when this function is called.
</description> </description>
</method> </method>
<method name="create_action"> <method name="create_action">

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@ -154,7 +154,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="slot_index" type="int" /> <param index="0" name="slot_index" type="int" />
<description> <description>
Returns true if the background [StyleBox] of the slot with the given [param slot_index] is drawn. Returns [code]true[/code] if the background [StyleBox] of the slot with the given [param slot_index] is drawn.
</description> </description>
</method> </method>
<method name="is_slot_enabled_left" qualifiers="const"> <method name="is_slot_enabled_left" qualifiers="const">

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@ -510,7 +510,7 @@
<param index="1" name="lossy" type="bool" default="false" /> <param index="1" name="lossy" type="bool" default="false" />
<param index="2" name="quality" type="float" default="0.75" /> <param index="2" name="quality" type="float" default="0.75" />
<description> <description>
Saves the image as a WebP (Web Picture) file to the file at [param path]. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive). Lossless WebP offers more efficient compression than PNG. Saves the image as a WebP (Web Picture) file to the file at [param path]. By default it will save lossless. If [param lossy] is [code]true[/code], the image will be saved lossy, using the [param quality] setting between [code]0.0[/code] and [code]1.0[/code] (inclusive). Lossless WebP offers more efficient compression than PNG.
[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, while PNG can save larger images. [b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, while PNG can save larger images.
</description> </description>
</method> </method>
@ -519,7 +519,7 @@
<param index="0" name="lossy" type="bool" default="false" /> <param index="0" name="lossy" type="bool" default="false" />
<param index="1" name="quality" type="float" default="0.75" /> <param index="1" name="quality" type="float" default="0.75" />
<description> <description>
Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive). Lossless WebP offers more efficient compression than PNG. Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [param lossy] is [code]true[/code], the image will be saved lossy, using the [param quality] setting between [code]0.0[/code] and [code]1.0[/code] (inclusive). Lossless WebP offers more efficient compression than PNG.
[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, while PNG can save larger images. [b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, while PNG can save larger images.
</description> </description>
</method> </method>

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@ -65,7 +65,7 @@
<method name="is_server_relay_supported" qualifiers="const"> <method name="is_server_relay_supported" qualifiers="const">
<return type="bool" /> <return type="bool" />
<description> <description>
Returns true if the server can act as a relay in the current configuration (i.e. if the higher level [MultiplayerAPI] should notify connected clients of other peers, and implement a relay protocol to allow communication between them). Returns [code]true[/code] if the server can act as a relay in the current configuration. That is, if the higher level [MultiplayerAPI] should notify connected clients of other peers, and implement a relay protocol to allow communication between them.
</description> </description>
</method> </method>
<method name="poll"> <method name="poll">

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@ -133,7 +133,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="agent" type="RID" /> <param index="0" name="agent" type="RID" />
<description> <description>
Returns true if the map got changed the previous frame. Returns [code]true[/code] if the map got changed the previous frame.
</description> </description>
</method> </method>
<method name="agent_set_avoidance_callback"> <method name="agent_set_avoidance_callback">
@ -215,7 +215,7 @@
<param index="0" name="agent" type="RID" /> <param index="0" name="agent" type="RID" />
<param index="1" name="paused" type="bool" /> <param index="1" name="paused" type="bool" />
<description> <description>
If [param paused] is true the specified [param agent] will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks. If [param paused] is [code]true[/code] the specified [param agent] will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.
</description> </description>
</method> </method>
<method name="agent_set_position"> <method name="agent_set_position">
@ -573,7 +573,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="map" type="RID" /> <param index="0" name="map" type="RID" />
<description> <description>
Returns true if the map is active. Returns [code]true[/code] if the map is active.
</description> </description>
</method> </method>
<method name="map_set_active"> <method name="map_set_active">
@ -707,7 +707,7 @@
<param index="0" name="obstacle" type="RID" /> <param index="0" name="obstacle" type="RID" />
<param index="1" name="paused" type="bool" /> <param index="1" name="paused" type="bool" />
<description> <description>
If [param paused] is true the specified [param obstacle] will not be processed, e.g. affect avoidance velocities. If [param paused] is [code]true[/code] the specified [param obstacle] will not be processed, e.g. affect avoidance velocities.
</description> </description>
</method> </method>
<method name="obstacle_set_position"> <method name="obstacle_set_position">

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@ -147,7 +147,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="agent" type="RID" /> <param index="0" name="agent" type="RID" />
<description> <description>
Returns true if the map got changed the previous frame. Returns [code]true[/code] if the map got changed the previous frame.
</description> </description>
</method> </method>
<method name="agent_set_avoidance_callback"> <method name="agent_set_avoidance_callback">
@ -237,7 +237,7 @@
<param index="0" name="agent" type="RID" /> <param index="0" name="agent" type="RID" />
<param index="1" name="paused" type="bool" /> <param index="1" name="paused" type="bool" />
<description> <description>
If [param paused] is true the specified [param agent] will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks. If [param paused] is [code]true[/code] the specified [param agent] will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.
</description> </description>
</method> </method>
<method name="agent_set_position"> <method name="agent_set_position">
@ -645,14 +645,14 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="map" type="RID" /> <param index="0" name="map" type="RID" />
<description> <description>
Returns true if the navigation [param map] allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin. Returns [code]true[/code] if the navigation [param map] allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
</description> </description>
</method> </method>
<method name="map_is_active" qualifiers="const"> <method name="map_is_active" qualifiers="const">
<return type="bool" /> <return type="bool" />
<param index="0" name="map" type="RID" /> <param index="0" name="map" type="RID" />
<description> <description>
Returns true if the map is active. Returns [code]true[/code] if the map is active.
</description> </description>
</method> </method>
<method name="map_set_active"> <method name="map_set_active">
@ -832,7 +832,7 @@
<param index="0" name="obstacle" type="RID" /> <param index="0" name="obstacle" type="RID" />
<param index="1" name="paused" type="bool" /> <param index="1" name="paused" type="bool" />
<description> <description>
If [param paused] is true the specified [param obstacle] will not be processed, e.g. affect avoidance velocities. If [param paused] is [code]true[/code] the specified [param obstacle] will not be processed, e.g. affect avoidance velocities.
</description> </description>
</method> </method>
<method name="obstacle_set_position"> <method name="obstacle_set_position">
@ -1023,7 +1023,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="region" type="RID" /> <param index="0" name="region" type="RID" />
<description> <description>
Returns true if the navigation [param region] is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin. Returns [code]true[/code] if the navigation [param region] is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
</description> </description>
</method> </method>
<method name="region_owns_point" qualifiers="const"> <method name="region_owns_point" qualifiers="const">

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@ -454,7 +454,7 @@
<return type="Variant" /> <return type="Variant" />
<param index="0" name="method" type="StringName" /> <param index="0" name="method" type="StringName" />
<description> <description>
Calls the [param method] on the object during idle time. Always returns null, [b]not[/b] the method's result. Calls the [param method] on the object during idle time. Always returns [code]null[/code], [b]not[/b] the method's result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they'll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly. Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they'll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
[codeblocks] [codeblocks]

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@ -469,10 +469,10 @@
If the [code]--log-file &lt;file&gt;[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used, log rotation is always disabled. If the [code]--log-file &lt;file&gt;[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used, log rotation is always disabled.
</member> </member>
<member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1"> <member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to false. When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]false[/code].
</member> </member>
<member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1"> <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true. When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]true[/code].
</member> </member>
<member name="debug/gdscript/warnings/confusable_capture_reassignment" type="int" setter="" getter="" default="1"> <member name="debug/gdscript/warnings/confusable_capture_reassignment" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable. When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable.
@ -3014,7 +3014,7 @@
Specify whether OpenXR should be configured for an HMD or a hand held device. Specify whether OpenXR should be configured for an HMD or a hand held device.
</member> </member>
<member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false"> <member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false">
If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level]. If [code]true[/code] and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
[b]Note:[/b] Only works on the Compatibility rendering method. [b]Note:[/b] Only works on the Compatibility rendering method.
</member> </member>
<member name="xr/openxr/foveation_level" type="int" setter="" getter="" default="&quot;0&quot;"> <member name="xr/openxr/foveation_level" type="int" setter="" getter="" default="&quot;0&quot;">

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@ -34,10 +34,10 @@
The method used for comparing the previous and current depth values. The method used for comparing the previous and current depth values.
</member> </member>
<member name="depth_range_max" type="float" setter="set_depth_range_max" getter="get_depth_range_max" default="0.0"> <member name="depth_range_max" type="float" setter="set_depth_range_max" getter="get_depth_range_max" default="0.0">
The maximum depth that returns true for [member enable_depth_range]. The maximum depth that returns [code]true[/code] for [member enable_depth_range].
</member> </member>
<member name="depth_range_min" type="float" setter="set_depth_range_min" getter="get_depth_range_min" default="0.0"> <member name="depth_range_min" type="float" setter="set_depth_range_min" getter="get_depth_range_min" default="0.0">
The minimum depth that returns true for [member enable_depth_range]. The minimum depth that returns [code]true[/code] for [member enable_depth_range].
</member> </member>
<member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false"> <member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false">
If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded. If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded.
@ -46,7 +46,7 @@
If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer). If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
</member> </member>
<member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false"> <member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false">
If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true. If [code]true[/code], writes to the depth buffer whenever the depth test returns [code]true[/code]. Only works when enable_depth_test is also [code]true[/code].
</member> </member>
<member name="enable_stencil" type="bool" setter="set_enable_stencil" getter="get_enable_stencil" default="false"> <member name="enable_stencil" type="bool" setter="set_enable_stencil" getter="get_enable_stencil" default="false">
If [code]true[/code], enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each. If [code]true[/code], enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each.

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@ -224,7 +224,7 @@
<param index="0" name="item" type="RID" /> <param index="0" name="item" type="RID" />
<param index="1" name="ignore" type="bool" /> <param index="1" name="ignore" type="bool" />
<description> <description>
If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to false. If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to [code]false[/code].
</description> </description>
</method> </method>
<method name="canvas_item_add_lcd_texture_rect_region"> <method name="canvas_item_add_lcd_texture_rect_region">
@ -2957,7 +2957,7 @@
<param index="0" name="particles" type="RID" /> <param index="0" name="particles" type="RID" />
<param index="1" name="emitting" type="bool" /> <param index="1" name="emitting" type="bool" />
<description> <description>
If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting]. If [code]true[/code], particles will emit over time. Setting to [code]false[/code] does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting].
</description> </description>
</method> </method>
<method name="particles_set_explosiveness_ratio"> <method name="particles_set_explosiveness_ratio">

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@ -31,8 +31,8 @@
<return type="Array" /> <return type="Array" />
<param index="0" name="get_groups" type="bool" default="false" /> <param index="0" name="get_groups" type="bool" default="false" />
<description> <description>
Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list]. Returns the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list].
If argument [param get_groups] is true, parameter grouping hints will be provided. If argument [param get_groups] is [code]true[/code], parameter grouping hints are also included in the list.
</description> </description>
</method> </method>
<method name="inspect_native_shader_code"> <method name="inspect_native_shader_code">

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@ -31,7 +31,7 @@
<method name="get_parent_skeleton" qualifiers="const"> <method name="get_parent_skeleton" qualifiers="const">
<return type="Skeleton3D" /> <return type="Skeleton3D" />
<description> <description>
Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node when SkeletonIK3D entered the [SceneTree]. Returns the parent [Skeleton3D] node that was present when SkeletonIK entered the scene tree. Returns [code]null[/code] if the parent node was not a [Skeleton3D] node when SkeletonIK3D entered the scene tree.
</description> </description>
</method> </method>
<method name="is_running"> <method name="is_running">

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@ -28,12 +28,12 @@
<signal name="drag_ended"> <signal name="drag_ended">
<param index="0" name="value_changed" type="bool" /> <param index="0" name="value_changed" type="bool" />
<description> <description>
Emitted when dragging stops. If [param value_changed] is true, [member Range.value] is different from the value when you started the dragging. Emitted when the grabber stops being dragged. If [param value_changed] is [code]true[/code], [member Range.value] is different from the value when the dragging was started.
</description> </description>
</signal> </signal>
<signal name="drag_started"> <signal name="drag_started">
<description> <description>
Emitted when dragging is started. This is emitted before the corresponding [signal Range.value_changed] signal. Emitted when the grabber starts being dragged. This is emitted before the corresponding [signal Range.value_changed] signal.
</description> </description>
</signal> </signal>
</signals> </signals>

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@ -380,7 +380,7 @@
<param index="4" name="ignore_empty_terrains" type="bool" default="true" /> <param index="4" name="ignore_empty_terrains" type="bool" default="true" />
<description> <description>
Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions.
If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. If [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If [param layer] is negative, the layers are accessed from the last one. If [param layer] is negative, the layers are accessed from the last one.
[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. [b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
</description> </description>
@ -394,7 +394,7 @@
<param index="4" name="ignore_empty_terrains" type="bool" default="true" /> <param index="4" name="ignore_empty_terrains" type="bool" default="true" />
<description> <description>
Update all the cells in the [param path] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions. Update all the cells in the [param path] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions.
If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. If [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
If [param layer] is negative, the layers are accessed from the last one. If [param layer] is negative, the layers are accessed from the last one.
[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. [b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
</description> </description>

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@ -228,7 +228,7 @@
<param index="3" name="ignore_empty_terrains" type="bool" default="true" /> <param index="3" name="ignore_empty_terrains" type="bool" default="true" />
<description> <description>
Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions.
If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. If [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. [b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
</description> </description>
</method> </method>
@ -240,7 +240,7 @@
<param index="3" name="ignore_empty_terrains" type="bool" default="true" /> <param index="3" name="ignore_empty_terrains" type="bool" default="true" />
<description> <description>
Update all the cells in the [param path] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions. Update all the cells in the [param path] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions.
If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. If [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
[b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. [b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
</description> </description>
</method> </method>

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@ -267,7 +267,7 @@
<method name="get_next" qualifiers="const"> <method name="get_next" qualifiers="const">
<return type="TreeItem" /> <return type="TreeItem" />
<description> <description>
Returns the next sibling TreeItem in the tree or a null object if there is none. Returns the next sibling TreeItem in the tree or a [code]null[/code] object if there is none.
</description> </description>
</method> </method>
<method name="get_next_in_tree"> <method name="get_next_in_tree">
@ -289,13 +289,13 @@
<method name="get_parent" qualifiers="const"> <method name="get_parent" qualifiers="const">
<return type="TreeItem" /> <return type="TreeItem" />
<description> <description>
Returns the parent TreeItem or a null object if there is none. Returns the parent TreeItem or a [code]null[/code] object if there is none.
</description> </description>
</method> </method>
<method name="get_prev"> <method name="get_prev">
<return type="TreeItem" /> <return type="TreeItem" />
<description> <description>
Returns the previous sibling TreeItem in the tree or a null object if there is none. Returns the previous sibling TreeItem in the tree or a [code]null[/code] object if there is none.
</description> </description>
</method> </method>
<method name="get_prev_in_tree"> <method name="get_prev_in_tree">

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@ -54,7 +54,7 @@
<method name="_play" qualifiers="virtual"> <method name="_play" qualifiers="virtual">
<return type="void" /> <return type="void" />
<description> <description>
Called in response to [member VideoStreamPlayer.autoplay] or [method VideoStreamPlayer.play]. Note that manual playback may also invoke [method _stop] multiple times before this method is called. [method _is_playing] should return true once playing. Called in response to [member VideoStreamPlayer.autoplay] or [method VideoStreamPlayer.play]. Note that manual playback may also invoke [method _stop] multiple times before this method is called. [method _is_playing] should return [code]true[/code] once playing.
</description> </description>
</method> </method>
<method name="_seek" qualifiers="virtual"> <method name="_seek" qualifiers="virtual">
@ -81,14 +81,14 @@
<method name="_stop" qualifiers="virtual"> <method name="_stop" qualifiers="virtual">
<return type="void" /> <return type="void" />
<description> <description>
Stops playback. May be called multiple times before [method _play], or in response to [method VideoStreamPlayer.stop]. [method _is_playing] should return false once stopped. Stops playback. May be called multiple times before [method _play], or in response to [method VideoStreamPlayer.stop]. [method _is_playing] should return [code]false[/code] once stopped.
</description> </description>
</method> </method>
<method name="_update" qualifiers="virtual"> <method name="_update" qualifiers="virtual">
<return type="void" /> <return type="void" />
<param index="0" name="delta" type="float" /> <param index="0" name="delta" type="float" />
<description> <description>
Ticks video playback for [param delta] seconds. Called every frame as long as [method _is_paused] and [method _is_playing] return true. Ticks video playback for [param delta] seconds. Called every frame as long as both [method _is_paused] and [method _is_playing] return [code]true[/code].
</description> </description>
</method> </method>
<method name="mix_audio"> <method name="mix_audio">

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@ -48,7 +48,7 @@
<method name="get_camera_2d" qualifiers="const"> <method name="get_camera_2d" qualifiers="const">
<return type="Camera2D" /> <return type="Camera2D" />
<description> <description>
Returns the currently active 2D camera. Returns null if there are no active cameras. Returns the currently active 2D camera. Returns [code]null[/code] if there are no active cameras.
</description> </description>
</method> </method>
<method name="get_camera_3d" qualifiers="const"> <method name="get_camera_3d" qualifiers="const">
@ -144,13 +144,13 @@
<method name="gui_get_focus_owner" qualifiers="const"> <method name="gui_get_focus_owner" qualifiers="const">
<return type="Control" /> <return type="Control" />
<description> <description>
Returns the [Control] having the focus within this viewport. If no [Control] has the focus, returns null. Returns the currently focused [Control] within this viewport. If no [Control] is focused, returns [code]null[/code].
</description> </description>
</method> </method>
<method name="gui_get_hovered_control" qualifiers="const"> <method name="gui_get_hovered_control" qualifiers="const">
<return type="Control" /> <return type="Control" />
<description> <description>
Returns the [Control] that the mouse is currently hovering over in this viewport. If no [Control] has the cursor, returns null. Returns the [Control] that the mouse is currently hovering over in this viewport. If no [Control] has the cursor, returns [code]null[/code].
Typically the leaf [Control] node or deepest level of the subtree which claims hover. This is very useful when used together with [method Node.is_ancestor_of] to find if the mouse is within a control tree. Typically the leaf [Control] node or deepest level of the subtree which claims hover. This is very useful when used together with [method Node.is_ancestor_of] to find if the mouse is within a control tree.
</description> </description>
</method> </method>

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@ -69,10 +69,10 @@
Represents the size of the [enum Function] enum. Represents the size of the [enum Function] enum.
</constant> </constant>
<constant name="COND_ALL" value="0" enum="Condition"> <constant name="COND_ALL" value="0" enum="Condition">
The result will be true if all of component in vector satisfy the comparison condition. The result will be [code]true[/code] if all components in the vector satisfy the comparison condition.
</constant> </constant>
<constant name="COND_ANY" value="1" enum="Condition"> <constant name="COND_ANY" value="1" enum="Condition">
The result will be true if any of component in vector satisfy the comparison condition. The result will be [code]true[/code] if any component in the vector satisfies the comparison condition.
</constant> </constant>
<constant name="COND_MAX" value="2" enum="Condition"> <constant name="COND_MAX" value="2" enum="Condition">
Represents the size of the [enum Condition] enum. Represents the size of the [enum Condition] enum.

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@ -13,7 +13,7 @@
<param index="0" name="extension_name" type="StringName" /> <param index="0" name="extension_name" type="StringName" />
<description> <description>
Gets additional arbitrary data in this [GLTFAnimation] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless. Gets additional arbitrary data in this [GLTFAnimation] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is null. The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is [code]null[/code].
</description> </description>
</method> </method>
<method name="set_additional_data"> <method name="set_additional_data">

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@ -34,10 +34,10 @@
The stride, in bytes, between interleaved data. If [code]-1[/code], this buffer view is not interleaved. The stride, in bytes, between interleaved data. If [code]-1[/code], this buffer view is not interleaved.
</member> </member>
<member name="indices" type="bool" setter="set_indices" getter="get_indices" default="false"> <member name="indices" type="bool" setter="set_indices" getter="get_indices" default="false">
True if the GLTFBufferView's OpenGL GPU buffer type is an [code]ELEMENT_ARRAY_BUFFER[/code] used for vertex indices (integer constant [code]34963[/code]). False if the buffer type is any other value. See [url=https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_005_BuffersBufferViewsAccessors.md]Buffers, BufferViews, and Accessors[/url] for possible values. This property is set on import and used on export. [code]true[/code] if the GLTFBufferView's OpenGL GPU buffer type is an [code]ELEMENT_ARRAY_BUFFER[/code] used for vertex indices (integer constant [code]34963[/code]). [code]false[/code] if the buffer type is any other value. See [url=https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_005_BuffersBufferViewsAccessors.md]Buffers, BufferViews, and Accessors[/url] for possible values. This property is set on import and used on export.
</member> </member>
<member name="vertex_attributes" type="bool" setter="set_vertex_attributes" getter="get_vertex_attributes" default="false"> <member name="vertex_attributes" type="bool" setter="set_vertex_attributes" getter="get_vertex_attributes" default="false">
True if the GLTFBufferView's OpenGL GPU buffer type is an [code]ARRAY_BUFFER[/code] used for vertex attributes (integer constant [code]34962[/code]). False if the buffer type is any other value. See [url=https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_005_BuffersBufferViewsAccessors.md]Buffers, BufferViews, and Accessors[/url] for possible values. This property is set on import and used on export. [code]true[/code] if the GLTFBufferView's OpenGL GPU buffer type is an [code]ARRAY_BUFFER[/code] used for vertex attributes (integer constant [code]34962[/code]). [code]false[/code] if the buffer type is any other value. See [url=https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_005_BuffersBufferViewsAccessors.md]Buffers, BufferViews, and Accessors[/url] for possible values. This property is set on import and used on export.
</member> </member>
</members> </members>
</class> </class>

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@ -47,13 +47,13 @@
The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to glTF's [code]znear[/code] property. The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to glTF's [code]znear[/code] property.
</member> </member>
<member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.309"> <member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.309">
The FOV of the camera. This class and glTF define the camera FOV in radians, while Godot uses degrees. This maps to glTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is true. The FOV of the camera. This class and glTF define the camera FOV in radians, while Godot uses degrees. This maps to glTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is [code]true[/code].
</member> </member>
<member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true"> <member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
Whether or not the camera is in perspective mode. If false, the camera is in orthographic/orthogonal mode. This maps to glTF's camera [code]type[/code] property. See [member Camera3D.projection] and the glTF spec for more information. If [code]true[/code], the camera is in perspective mode. Otherwise, the camera is in orthographic/orthogonal mode. This maps to glTF's camera [code]type[/code] property. See [member Camera3D.projection] and the glTF spec for more information.
</member> </member>
<member name="size_mag" type="float" setter="set_size_mag" getter="get_size_mag" default="0.5"> <member name="size_mag" type="float" setter="set_size_mag" getter="get_size_mag" default="0.5">
The size of the camera. This class and glTF define the camera size magnitude as a radius in meters, while Godot defines it as a diameter in meters. This maps to glTF's [code]ymag[/code] property. This value is only used for orthographic/orthogonal cameras, when [member perspective] is false. The size of the camera. This class and glTF define the camera size magnitude as a radius in meters, while Godot defines it as a diameter in meters. This maps to glTF's [code]ymag[/code] property. This value is only used for orthographic/orthogonal cameras, when [member perspective] is [code]false[/code].
</member> </member>
</members> </members>
</class> </class>

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@ -93,7 +93,7 @@
<param index="0" name="extension" type="GLTFDocumentExtension" /> <param index="0" name="extension" type="GLTFDocumentExtension" />
<param index="1" name="first_priority" type="bool" default="false" /> <param index="1" name="first_priority" type="bool" default="false" />
<description> <description>
Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [param first_priority] is true, this extension will be run first. Otherwise, it will be run last. Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [param first_priority] is [code]true[/code], this extension will be run first. Otherwise, it will be run last.
[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode]. [b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode].
</description> </description>
</method> </method>

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@ -30,7 +30,7 @@
<param index="3" name="node" type="Node" /> <param index="3" name="node" type="Node" />
<description> <description>
Part of the export process. This method is run after [method _get_saveable_image_formats] and before [method _export_post]. If this [GLTFDocumentExtension] is used for exporting images, this runs after [method _serialize_texture_json]. Part of the export process. This method is run after [method _get_saveable_image_formats] and before [method _export_post]. If this [GLTFDocumentExtension] is used for exporting images, this runs after [method _serialize_texture_json].
This method can be used to modify the final JSON of each node. Data should be primarily stored in [param gltf_node] prior to serializing the JSON, but the original Godot [param node] is also provided if available. The node may be null if not available, such as when exporting glTF data not generated from a Godot scene. This method can be used to modify the final JSON of each node. Data should be primarily stored in [param gltf_node] prior to serializing the JSON, but the original Godot [Node] is also provided if available. [param node] may be [code]null[/code] if not available, such as when exporting glTF data not generated from a Godot scene.
</description> </description>
</method> </method>
<method name="_export_object_model_property" qualifiers="virtual"> <method name="_export_object_model_property" qualifiers="virtual">
@ -43,7 +43,7 @@
<param index="5" name="target_depth" type="int" /> <param index="5" name="target_depth" type="int" />
<description> <description>
Part of the export process. Allows GLTFDocumentExtension classes to provide mappings for properties of nodes in the Godot scene tree, to JSON pointers to glTF properties, as defined by the glTF object model. Part of the export process. Allows GLTFDocumentExtension classes to provide mappings for properties of nodes in the Godot scene tree, to JSON pointers to glTF properties, as defined by the glTF object model.
Returns a [GLTFObjectModelProperty] instance that defines how the property should be mapped. If your extension can't handle the property, return null, or an instance without any JSON pointers (see [method GLTFObjectModelProperty.has_json_pointers]). You should use [method GLTFObjectModelProperty.set_types] to set the types, and set the JSON pointer(s) using the [member GLTFObjectModelProperty.json_pointers] property. Returns a [GLTFObjectModelProperty] instance that defines how the property should be mapped. If your extension can't handle the property, return [code]null[/code] or an instance without any JSON pointers (see [method GLTFObjectModelProperty.has_json_pointers]). You should use [method GLTFObjectModelProperty.set_types] to set the types, and set the JSON pointer(s) using the [member GLTFObjectModelProperty.json_pointers] property.
The parameters provide context for the property, including the NodePath, the Godot node, the GLTF node index, and the target object. The [param target_object] will be equal to [param godot_node] if no sub-object can be found, otherwise it will point to a sub-object. For example, if the path is [code]^"A/B/C/MeshInstance3D:mesh:surface_0/material:emission_intensity"[/code], it will get the node, then the mesh, and then the material, so [param target_object] will be the [Material] resource, and [param target_depth] will be 2 because 2 levels were traversed to get to the target. The parameters provide context for the property, including the NodePath, the Godot node, the GLTF node index, and the target object. The [param target_object] will be equal to [param godot_node] if no sub-object can be found, otherwise it will point to a sub-object. For example, if the path is [code]^"A/B/C/MeshInstance3D:mesh:surface_0/material:emission_intensity"[/code], it will get the node, then the mesh, and then the material, so [param target_object] will be the [Material] resource, and [param target_depth] will be 2 because 2 levels were traversed to get to the target.
</description> </description>
</method> </method>
@ -89,7 +89,7 @@
<description> <description>
Part of the import process. This method is run after [method _import_pre_generate] and before [method _import_node]. Part of the import process. This method is run after [method _import_pre_generate] and before [method _import_node].
Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node. Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.
[b]Note:[/b] The [param scene_parent] parameter may be null if this is the single root node. [b]Note:[/b] The [param scene_parent] parameter may be [code]null[/code] if this is the single root node.
</description> </description>
</method> </method>
<method name="_get_image_file_extension" qualifiers="virtual"> <method name="_get_image_file_extension" qualifiers="virtual">
@ -130,7 +130,7 @@
<param index="2" name="partial_paths" type="NodePath[]" /> <param index="2" name="partial_paths" type="NodePath[]" />
<description> <description>
Part of the import process. Allows GLTFDocumentExtension classes to provide mappings for JSON pointers to glTF properties, as defined by the glTF object model, to properties of nodes in the Godot scene tree. Part of the import process. Allows GLTFDocumentExtension classes to provide mappings for JSON pointers to glTF properties, as defined by the glTF object model, to properties of nodes in the Godot scene tree.
Returns a [GLTFObjectModelProperty] instance that defines how the property should be mapped. If your extension can't handle the property, return null, or an instance without any NodePaths (see [method GLTFObjectModelProperty.has_node_paths]). You should use [method GLTFObjectModelProperty.set_types] to set the types, and [method GLTFObjectModelProperty.append_path_to_property] function is useful for most simple cases. Returns a [GLTFObjectModelProperty] instance that defines how the property should be mapped. If your extension can't handle the property, return [code]null[/code] or an instance without any NodePaths (see [method GLTFObjectModelProperty.has_node_paths]). You should use [method GLTFObjectModelProperty.set_types] to set the types, and [method GLTFObjectModelProperty.append_path_to_property] function is useful for most simple cases.
In many cases, [param partial_paths] will contain the start of a path, allowing the extension to complete the path. For example, for [code]/nodes/3/extensions/MY_ext/prop[/code], Godot will pass you a NodePath that leads to node 3, so the GLTFDocumentExtension class only needs to resolve the last [code]MY_ext/prop[/code] part of the path. In this example, the extension should check [code]split.size() &gt; 4 and split[0] == "nodes" and split[2] == "extensions" and split[3] == "MY_ext"[/code] at the start of the function to check if this JSON pointer applies to it, then it can use [param partial_paths] and handle [code]split[4][/code]. In many cases, [param partial_paths] will contain the start of a path, allowing the extension to complete the path. For example, for [code]/nodes/3/extensions/MY_ext/prop[/code], Godot will pass you a NodePath that leads to node 3, so the GLTFDocumentExtension class only needs to resolve the last [code]MY_ext/prop[/code] part of the path. In this example, the extension should check [code]split.size() &gt; 4 and split[0] == "nodes" and split[2] == "extensions" and split[3] == "MY_ext"[/code] at the start of the function to check if this JSON pointer applies to it, then it can use [param partial_paths] and handle [code]split[4][/code].
</description> </description>
</method> </method>

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@ -15,7 +15,7 @@
<param index="0" name="extension_name" type="StringName" /> <param index="0" name="extension_name" type="StringName" />
<description> <description>
Gets additional arbitrary data in this [GLTFMesh] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless. Gets additional arbitrary data in this [GLTFMesh] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is null. The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is [code]null[/code].
</description> </description>
</method> </method>
<method name="set_additional_data"> <method name="set_additional_data">

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@ -24,7 +24,7 @@
<param index="0" name="extension_name" type="StringName" /> <param index="0" name="extension_name" type="StringName" />
<description> <description>
Gets additional arbitrary data in this [GLTFNode] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless. Gets additional arbitrary data in this [GLTFNode] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is null. The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is [code]null[/code].
</description> </description>
</method> </method>
<method name="get_scene_node_path"> <method name="get_scene_node_path">
@ -33,7 +33,7 @@
<param index="1" name="handle_skeletons" type="bool" default="true" /> <param index="1" name="handle_skeletons" type="bool" default="true" />
<description> <description>
Returns the [NodePath] that this GLTF node will have in the Godot scene tree after being imported. This is useful when importing glTF object model pointers with [GLTFObjectModelProperty], for handling extensions such as [code]KHR_animation_pointer[/code] or [code]KHR_interactivity[/code]. Returns the [NodePath] that this GLTF node will have in the Godot scene tree after being imported. This is useful when importing glTF object model pointers with [GLTFObjectModelProperty], for handling extensions such as [code]KHR_animation_pointer[/code] or [code]KHR_interactivity[/code].
If [param handle_skeletons] is true, paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be [code]^"A/B/C/Bone1/Bone2/Bone3"[/code] if false will become [code]^"A/B/C/Skeleton3D:Bone3"[/code]. If [param handle_skeletons] is [code]true[/code], paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be [code]^"A/B/C/Bone1/Bone2/Bone3"[/code] if [code]false[/code] will become [code]^"A/B/C/Skeleton3D:Bone3"[/code].
</description> </description>
</method> </method>
<method name="set_additional_data"> <method name="set_additional_data">

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@ -81,7 +81,7 @@
Unknown or not set object model type. If the object model type is set to this value, the real type still needs to be determined. Unknown or not set object model type. If the object model type is set to this value, the real type still needs to be determined.
</constant> </constant>
<constant name="GLTF_OBJECT_MODEL_TYPE_BOOL" value="1" enum="GLTFObjectModelType"> <constant name="GLTF_OBJECT_MODEL_TYPE_BOOL" value="1" enum="GLTFObjectModelType">
Object model type "bool". Represented in the glTF JSON as a boolean, and encoded in a [GLTFAccessor] as "SCALAR". When encoded in an accessor, a value of 0 is false, and any other value is true. Object model type "bool". Represented in the glTF JSON as a boolean, and encoded in a [GLTFAccessor] as "SCALAR". When encoded in an accessor, a value of [code]0[/code] is [code]false[/code], and any other value is [code]true[/code].
</constant> </constant>
<constant name="GLTF_OBJECT_MODEL_TYPE_FLOAT" value="2" enum="GLTFObjectModelType"> <constant name="GLTF_OBJECT_MODEL_TYPE_FLOAT" value="2" enum="GLTFObjectModelType">
Object model type "float". Represented in the glTF JSON as a number, and encoded in a [GLTFAccessor] as "SCALAR". Object model type "float". Represented in the glTF JSON as a number, and encoded in a [GLTFAccessor] as "SCALAR".

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@ -17,7 +17,7 @@
<param index="0" name="extension_name" type="String" /> <param index="0" name="extension_name" type="String" />
<param index="1" name="required" type="bool" /> <param index="1" name="required" type="bool" />
<description> <description>
Appends an extension to the list of extensions used by this glTF file during serialization. If [param required] is true, the extension will also be added to the list of required extensions. Do not run this in [method GLTFDocumentExtension._export_post], as that stage is too late to add extensions. The final list is sorted alphabetically. Appends an extension to the list of extensions used by this glTF file during serialization. If [param required] is [code]true[/code], the extension will also be added to the list of required extensions. Do not run this in [method GLTFDocumentExtension._export_post], as that stage is too late to add extensions. The final list is sorted alphabetically.
</description> </description>
</method> </method>
<method name="append_data_to_buffers"> <method name="append_data_to_buffers">
@ -25,7 +25,7 @@
<param index="0" name="data" type="PackedByteArray" /> <param index="0" name="data" type="PackedByteArray" />
<param index="1" name="deduplication" type="bool" /> <param index="1" name="deduplication" type="bool" />
<description> <description>
Appends the given byte array data to the buffers and creates a [GLTFBufferView] for it. The index of the destination [GLTFBufferView] is returned. If [param deduplication] is true, the buffers will first be searched for duplicate data, otherwise new bytes will always be appended. Appends the given byte array data to the buffers and creates a [GLTFBufferView] for it. The index of the destination [GLTFBufferView] is returned. If [param deduplication] is [code]true[/code], the buffers will first be searched for duplicate data, otherwise new bytes will always be appended.
</description> </description>
</method> </method>
<method name="append_gltf_node"> <method name="append_gltf_node">
@ -35,7 +35,7 @@
<param index="2" name="parent_node_index" type="int" /> <param index="2" name="parent_node_index" type="int" />
<description> <description>
Append the given [GLTFNode] to the state, and return its new index. This can be used to export one Godot node as multiple glTF nodes, or inject new glTF nodes at import time. On import, this must be called before [method GLTFDocumentExtension._generate_scene_node] finishes for the parent node. On export, this must be called before [method GLTFDocumentExtension._export_node] runs for the parent node. Append the given [GLTFNode] to the state, and return its new index. This can be used to export one Godot node as multiple glTF nodes, or inject new glTF nodes at import time. On import, this must be called before [method GLTFDocumentExtension._generate_scene_node] finishes for the parent node. On export, this must be called before [method GLTFDocumentExtension._export_node] runs for the parent node.
The [param godot_scene_node] parameter is the Godot scene node that corresponds to this glTF node. This is highly recommended to be set to a valid node, but may be null if there is no corresponding Godot scene node. One Godot scene node may be used for multiple glTF nodes, so if exporting multiple glTF nodes for one Godot scene node, use the same Godot scene node for each. The [param godot_scene_node] parameter is the Godot scene node that corresponds to this glTF node. This is highly recommended to be set to a valid node, but may be [code]null[/code] if there is no corresponding Godot scene node. One Godot scene node may be used for multiple glTF nodes, so if exporting multiple glTF nodes for one Godot scene node, use the same Godot scene node for each.
The [param parent_node_index] parameter is the index of the parent [GLTFNode] in the state. If [code]-1[/code], the node will be a root node, otherwise the new node will be added to the parent's list of children. The index will also be written to the [member GLTFNode.parent] property of the new node. The [param parent_node_index] parameter is the index of the parent [GLTFNode] in the state. If [code]-1[/code], the node will be a root node, otherwise the new node will be added to the parent's list of children. The index will also be written to the [member GLTFNode.parent] property of the new node.
</description> </description>
</method> </method>
@ -49,7 +49,7 @@
<param index="0" name="extension_name" type="StringName" /> <param index="0" name="extension_name" type="StringName" />
<description> <description>
Gets additional arbitrary data in this [GLTFState] instance. This can be used to keep per-file state data in [GLTFDocumentExtension] classes, which is important because they are stateless. Gets additional arbitrary data in this [GLTFState] instance. This can be used to keep per-file state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is null. The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the glTF file), and the return value can be anything you set. If nothing was set, the return value is [code]null[/code].
</description> </description>
</method> </method>
<method name="get_animation_player"> <method name="get_animation_player">

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@ -119,7 +119,7 @@
<param index="0" name="from_clip" type="int" /> <param index="0" name="from_clip" type="int" />
<param index="1" name="to_clip" type="int" /> <param index="1" name="to_clip" type="int" />
<description> <description>
Return true if a given transition exists (was added via [method add_transition]). Returns [code]true[/code] if a given transition exists (was added via [method add_transition]).
</description> </description>
</method> </method>
<method name="is_transition_holding_previous" qualifiers="const"> <method name="is_transition_holding_previous" qualifiers="const">

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@ -29,7 +29,7 @@
<method name="is_natively_supported" qualifiers="const"> <method name="is_natively_supported" qualifiers="const">
<return type="bool" /> <return type="bool" />
<description> <description>
Returns true if the OpenXR runtime natively supports this composition layer type. Returns [code]true[/code] if the OpenXR runtime natively supports this composition layer type.
[b]Note:[/b] This will only return an accurate result after the OpenXR session has started. [b]Note:[/b] This will only return an accurate result after the OpenXR session has started.
</description> </description>
</method> </method>