Replace Godot docs URL with $DOCS_URL in XML class reference

This commit is contained in:
Rémi Verschelde 2021-11-15 10:43:07 +01:00
parent 5341e6010e
commit 6c1bd4d227
No known key found for this signature in database
GPG Key ID: C3336907360768E1
175 changed files with 238 additions and 238 deletions

View File

@ -9,9 +9,9 @@
[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
</description> </description>
<tutorials> <tutorials>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> <link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> <link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
</tutorials> </tutorials>
<constructors> <constructors>
<constructor name="AABB"> <constructor name="AABB">

View File

@ -8,7 +8,7 @@
[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description> </description>
<tutorials> <tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
</description> </description>
<tutorials> <tutorials>
<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> <link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="is_playing" qualifiers="const"> <method name="is_playing" qualifiers="const">

View File

@ -28,7 +28,7 @@
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
</description> </description>
<tutorials> <tutorials>
<link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> <link title="Animation documentation index">$DOCS_URL/tutorials/animation/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_track"> <method name="add_track">

View File

@ -8,7 +8,7 @@
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_get_caption" qualifiers="virtual const"> <method name="_get_caption" qualifiers="virtual const">

View File

@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false"> <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">

View File

@ -11,7 +11,7 @@
- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<members> <members>

View File

@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>

View File

@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>

View File

@ -11,7 +11,7 @@
- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false"> <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">

View File

@ -10,7 +10,7 @@
You can set the extents of the axis using the [member min_space] and [member max_space]. You can set the extents of the axis using the [member min_space] and [member max_space].
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_blend_point"> <method name="add_blend_point">

View File

@ -9,7 +9,7 @@
You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_node"> <method name="add_node">

View File

@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -6,7 +6,7 @@
<description> <description>
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>

View File

@ -18,7 +18,7 @@
[/codeblocks] [/codeblocks]
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_node"> <method name="add_node">

View File

@ -18,7 +18,7 @@
[/codeblocks] [/codeblocks]
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_current_length" qualifiers="const"> <method name="get_current_length" qualifiers="const">

View File

@ -5,11 +5,11 @@
<description> <description>
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&amp;&quot;&quot;"> <member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&amp;&quot;&quot;">
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
[codeblocks] [codeblocks]
[gdscript] [gdscript]
$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))

View File

@ -7,7 +7,7 @@
Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
</tutorials> </tutorials>
</class> </class>

View File

@ -27,6 +27,6 @@
[/codeblocks] [/codeblocks]
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials> </tutorials>
</class> </class>

View File

@ -7,7 +7,7 @@
Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>

View File

@ -9,8 +9,8 @@
Updating the target properties of animations occurs at process time. Updating the target properties of animations occurs at process time.
</description> </description>
<tutorials> <tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
<link title="Animation documentation index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> <link title="Animation documentation index">$DOCS_URL/tutorials/animation/index.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -8,7 +8,7 @@
[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description> </description>
<tutorials> <tutorials>
<link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
</description> </description>
<tutorials> <tutorials>
<link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> <link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>

View File

@ -47,7 +47,7 @@
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description> </description>
<tutorials> <tutorials>
<link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html</link> <link title="Procedural geometry using the ArrayMesh">$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_blend_shape"> <method name="add_blend_shape">

View File

@ -9,7 +9,7 @@
By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
</description> </description>
<tutorials> <tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="drive" type="float" setter="set_drive" getter="get_drive" default="0.0"> <member name="drive" type="float" setter="set_drive" getter="get_drive" default="0.0">

View File

@ -7,7 +7,7 @@
Allows frequencies other than the [member cutoff_hz] to pass. Allows frequencies other than the [member cutoff_hz] to pass.
</description> </description>
<tutorials> <tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="cutoff_hz" type="float" setter="set_cutoff" getter="get_cutoff" default="2000.0"> <member name="cutoff_hz" type="float" setter="set_cutoff" getter="get_cutoff" default="2000.0">

View File

@ -6,6 +6,6 @@
<description> <description>
</description> </description>
<tutorials> <tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials> </tutorials>
</class> </class>

View File

@ -6,6 +6,6 @@
<description> <description>
</description> </description>
<tutorials> <tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials> </tutorials>
</class> </class>

View File

@ -7,7 +7,7 @@
Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
</description> </description>
<tutorials> <tutorials>
<link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> <link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.html</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
[AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
</description> </description>
<tutorials> <tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link> <link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>

View File

@ -7,7 +7,7 @@
Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
</description> </description>
<tutorials> <tutorials>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>

View File

@ -8,7 +8,7 @@
To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer]. To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer].
</description> </description>
<tutorials> <tutorials>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link> <link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
</description> </description>
<tutorials> <tutorials>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_playback_position"> <method name="get_playback_position">

View File

@ -10,7 +10,7 @@
[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
</description> </description>
<tutorials> <tutorials>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_playback_position"> <method name="get_playback_position">

View File

@ -7,7 +7,7 @@
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description> </description>
<tutorials> <tutorials>
<link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link> <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_feature" qualifiers="const"> <method name="get_feature" qualifiers="const">

View File

@ -10,9 +10,9 @@
For more information, read the "Matrices and transforms" documentation article. For more information, read the "Matrices and transforms" documentation article.
</description> </description>
<tutorials> <tutorials>
<link title="Math documentation index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> <link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> <link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>

View File

@ -8,7 +8,7 @@
See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description> </description>
<tutorials> <tutorials>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="convert_from_particles"> <method name="convert_from_particles">

View File

@ -12,8 +12,8 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
</description> </description>
<tutorials> <tutorials>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,8 +7,8 @@
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
</description> </description>
<tutorials> <tutorials>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
<link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> <link title="Canvas layers">$DOCS_URL/tutorials/2d/canvas_layers.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description> </description>
<tutorials> <tutorials>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html</link> <link title="BBCode in RichTextLabel">$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials> </tutorials>
<members> <members>

View File

@ -9,8 +9,8 @@
[b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path. [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path.
</description> </description>
<tutorials> <tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
<link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials> </tutorials>

View File

@ -9,7 +9,7 @@
[b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path.
</description> </description>
<tutorials> <tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> <link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>

View File

@ -198,11 +198,11 @@
<members> <members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member> </member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member> </member>
<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0"> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.

View File

@ -170,11 +170,11 @@
<members> <members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member> </member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member> </member>
<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0"> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.

View File

@ -7,7 +7,7 @@
Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>

View File

@ -7,7 +7,7 @@
Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

View File

@ -16,9 +16,9 @@
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
</description> </description>
<tutorials> <tutorials>
<link title="GUI documentation index">https://docs.godotengine.org/en/latest/tutorials/ui/index.html</link> <link title="GUI documentation index">$DOCS_URL/tutorials/ui/index.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Control node gallery">https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html</link> <link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link> <link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
</tutorials> </tutorials>
<methods> <methods>
@ -1043,7 +1043,7 @@
</member> </member>
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)"> <member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property.
</member> </member>
<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)"> <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">

View File

@ -177,7 +177,7 @@
[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
</description> </description>
<tutorials> <tutorials>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link> <link title="GDScript basics: Dictionary">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials> </tutorials>

View File

@ -7,7 +7,7 @@
A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
</description> </description>
<tutorials> <tutorials>
<link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> <link title="Lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false"> <member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">

View File

@ -54,7 +54,7 @@
[/codeblocks] [/codeblocks]
</description> </description>
<tutorials> <tutorials>
<link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link> <link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="change_dir"> <method name="change_dir">

View File

@ -901,7 +901,7 @@
</constant> </constant>
<constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode"> <constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode">
Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
</constant> </constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags"> <constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
</constant> </constant>

View File

@ -111,7 +111,7 @@
To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first.
</description> </description>
<tutorials> <tutorials>
<link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> <link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_get_import_options" qualifiers="virtual const"> <method name="_get_import_options" qualifiers="virtual const">

View File

@ -13,7 +13,7 @@
To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first. To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first.
</description> </description>
<tutorials> <tutorials>
<link title="Inspector plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/inspector_plugins.html</link> <link title="Inspector plugins">$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_can_handle" qualifiers="virtual const"> <method name="_can_handle" qualifiers="virtual const">

View File

@ -8,7 +8,7 @@
To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first.
</description> </description>
<tutorials> <tutorials>
<link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> <link title="Spatial gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_can_be_hidden" qualifiers="virtual const"> <method name="_can_be_hidden" qualifiers="virtual const">

View File

@ -7,7 +7,7 @@
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
</description> </description>
<tutorials> <tutorials>
<link title="Editor plugins documentation index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> <link title="Editor plugins documentation index">$DOCS_URL/tutorials/plugins/editor/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_apply_changes" qualifiers="virtual"> <method name="_apply_changes" qualifiers="virtual">

View File

@ -52,7 +52,7 @@
[/codeblocks] [/codeblocks]
</description> </description>
<tutorials> <tutorials>
<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html#custom-script</link> <link title="Importing 3D scenes: Custom script">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_post_import" qualifiers="virtual"> <method name="_post_import" qualifiers="virtual">

View File

@ -157,7 +157,7 @@
else: else:
simulate_physics() simulate_physics()
[/codeblock] [/codeblock]
See [url=https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information. See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project. [b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
</description> </description>
</method> </method>

View File

@ -11,8 +11,8 @@
- Adjustments - Adjustments
</description> </description>
<tutorials> <tutorials>
<link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> <link title="Environment and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.html</link>
<link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> <link title="Light transport in game engines">$DOCS_URL/tutorials/3d/high_dynamic_range.html</link>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
<link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link> <link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

View File

@ -40,12 +40,12 @@
} }
[/csharp] [/csharp]
[/codeblocks] [/codeblocks]
In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation.
[b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
</description> </description>
<tutorials> <tutorials>
<link title="File system">https://docs.godotengine.org/en/latest/tutorials/scripting/filesystem.html</link> <link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description> </description>
<tutorials> <tutorials>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> <link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description> </description>
<tutorials> <tutorials>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link> <link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -15,8 +15,8 @@
[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period. [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
</description> </description>
<tutorials> <tutorials>
<link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> <link title="HTTP client class">$DOCS_URL/tutorials/networking/http_client_class.html</link>
<link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="close"> <method name="close">

View File

@ -153,8 +153,8 @@
[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes. [b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
</description> </description>
<tutorials> <tutorials>
<link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> <link title="Making HTTP requests">$DOCS_URL/tutorials/networking/http_request_class.html</link>
<link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="cancel_request"> <method name="cancel_request">

View File

@ -9,7 +9,7 @@
[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
</description> </description>
<tutorials> <tutorials>
<link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link> <link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="adjust_bcs"> <method name="adjust_bcs">
@ -278,7 +278,7 @@
<return type="int" enum="Error" /> <return type="int" enum="Error" />
<argument index="0" name="path" type="String" /> <argument index="0" name="path" type="String" />
<description> <description>
Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. Loads an image from file [code]path[/code]. See [url=$DOCS_URL/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
[b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects.
See also [ImageTexture] description for usage examples. See also [ImageTexture] description for usage examples.
</description> </description>

View File

@ -28,7 +28,7 @@
[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
</description> </description>
<tutorials> <tutorials>
<link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link> <link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="create_from_image"> <method name="create_from_image">

View File

@ -7,7 +7,7 @@
A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class. A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
</description> </description>
<tutorials> <tutorials>
<link title="Inputs documentation index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> <link title="Inputs documentation index">$DOCS_URL/tutorials/inputs/index.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials> </tutorials>

View File

@ -7,8 +7,8 @@
Base class of all sort of input event. See [method Node._input]. Base class of all sort of input event. See [method Node._input].
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> <link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials> </tutorials>

View File

@ -7,7 +7,7 @@
Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input]. Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> <link title="InputEvent: Actions">$DOCS_URL/tutorials/inputs/inputevent.html#actions</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials> </tutorials>

View File

@ -7,7 +7,7 @@
Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="JoyButton" default="0"> <member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="JoyButton" default="0">

View File

@ -7,7 +7,7 @@
Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="JoyAxis" default="0"> <member name="axis" type="int" setter="set_axis" getter="get_axis" enum="JoyAxis" default="0">

View File

@ -7,7 +7,7 @@
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_keycode_with_modifiers" qualifiers="const"> <method name="get_keycode_with_modifiers" qualifiers="const">

View File

@ -7,7 +7,7 @@
Stores general mouse events information. Stores general mouse events information.
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="0"> <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="0">

View File

@ -7,7 +7,7 @@
Contains mouse click information. See [method Node._input]. Contains mouse click information. See [method Node._input].
</description> </description>
<tutorials> <tutorials>
<link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> <link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="MouseButton" default="0"> <member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="MouseButton" default="0">

View File

@ -8,7 +8,7 @@
[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
</description> </description>
<tutorials> <tutorials>
<link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> <link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials> </tutorials>
<members> <members>

View File

@ -7,7 +7,7 @@
Contains screen drag information. See [method Node._input]. Contains screen drag information. See [method Node._input].
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="index" type="int" setter="set_index" getter="get_index" default="0"> <member name="index" type="int" setter="set_index" getter="get_index" default="0">

View File

@ -8,7 +8,7 @@
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="index" type="int" setter="set_index" getter="get_index" default="0"> <member name="index" type="int" setter="set_index" getter="get_index" default="0">

View File

@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> <link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="alt_pressed" type="bool" setter="set_alt_pressed" getter="is_alt_pressed" default="false"> <member name="alt_pressed" type="bool" setter="set_alt_pressed" getter="is_alt_pressed" default="false">

View File

@ -7,7 +7,7 @@
Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description> </description>
<tutorials> <tutorials>
<link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> <link title="InputEvent: InputMap">$DOCS_URL/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="action_add_event"> <method name="action_add_event">

View File

@ -7,6 +7,6 @@
The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information.
</description> </description>
<tutorials> <tutorials>
<link title="Creating Android plugins">https://docs.godotengine.org/en/latest/tutorials/platform/android/android_plugin.html#doc-android-plugin</link> <link title="Creating Android plugins">$DOCS_URL/tutorials/platform/android/android_plugin.html#doc-android-plugin</link>
</tutorials> </tutorials>
</class> </class>

View File

@ -5,10 +5,10 @@
</brief_description> </brief_description>
<description> <description>
The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
</description> </description>
<tutorials> <tutorials>
<link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link> <link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="create_callback"> <method name="create_callback">

View File

@ -8,7 +8,7 @@
[b]Note:[/b] Light2D can also be used as a mask. [b]Note:[/b] Light2D can also be used as a mask.
</description> </description>
<tutorials> <tutorials>
<link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_height" qualifiers="const"> <method name="get_height" qualifiers="const">

View File

@ -7,7 +7,7 @@
Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
</description> </description>
<tutorials> <tutorials>
<link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description> </description>
<tutorials> <tutorials>
<link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon"> <member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">

View File

@ -7,7 +7,7 @@
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description> </description>
<tutorials> <tutorials>
<link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> <link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">

View File

@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user. Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description> </description>
<tutorials> <tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link> <link title="Optimization using MultiMeshes">$DOCS_URL/tutorials/performance/using_multimesh.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_aabb" qualifiers="const"> <method name="get_aabb" qualifiers="const">

View File

@ -8,9 +8,9 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
</description> </description>
<tutorials> <tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link> <link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> <link title="Using MultiMeshInstance">$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/performance/using_multimesh.html</link> <link title="Optimization using MultiMeshes">$DOCS_URL/tutorials/performance/using_multimesh.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh"> <member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">

View File

@ -9,7 +9,7 @@
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description> </description>
<tutorials> <tutorials>
<link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> <link title="High-level multiplayer">$DOCS_URL/tutorials/networking/high_level_multiplayer.html</link>
<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link> <link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
</description> </description>
<tutorials> <tutorials>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link> <link title="Using multiple threads">$DOCS_URL/tutorials/performance/using_multiple_threads.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="lock"> <method name="lock">

View File

@ -17,7 +17,7 @@
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description> </description>
<tutorials> <tutorials>
<link title="Nodes and scenes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml</link> <link title="Nodes and scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link>
<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link> <link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -7,7 +7,7 @@
A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
</description> </description>
<tutorials> <tutorials>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> <link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -9,7 +9,7 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
</description> </description>
<tutorials> <tutorials>
<link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> <link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link>
<link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link>
</tutorials> </tutorials>
<methods> <methods>

View File

@ -142,7 +142,7 @@
<method name="get_cache_dir" qualifiers="const"> <method name="get_cache_dir" qualifiers="const">
<return type="String" /> <return type="String" />
<description> <description>
Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description> </description>
</method> </method>
@ -179,7 +179,7 @@
<method name="get_config_dir" qualifiers="const"> <method name="get_config_dir" qualifiers="const">
<return type="String" /> <return type="String" />
<description> <description>
Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description> </description>
</method> </method>
@ -194,7 +194,7 @@
<method name="get_data_dir" qualifiers="const"> <method name="get_data_dir" qualifiers="const">
<return type="String" /> <return type="String" />
<description> <description>
Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description> </description>
</method> </method>
@ -332,7 +332,7 @@
<return type="bool" /> <return type="bool" />
<argument index="0" name="tag_name" type="String" /> <argument index="0" name="tag_name" type="String" />
<description> <description>
Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive. [b]Note:[/b] Tag names are case-sensitive.
</description> </description>
</method> </method>

View File

@ -29,7 +29,7 @@
[b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object]. [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object].
</description> </description>
<tutorials> <tutorials>
<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/tutorials/best_practices/node_alternatives.html</link> <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_get" qualifiers="virtual"> <method name="_get" qualifiers="virtual">
@ -567,7 +567,7 @@
<description> <description>
Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation]. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].
See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method.
</description> </description>
</method> </method>
<method name="tr_n" qualifiers="const"> <method name="tr_n" qualifiers="const">
@ -581,7 +581,7 @@
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation].
The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
[b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr].
See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method.
</description> </description>
</method> </method>
</methods> </methods>

View File

@ -7,7 +7,7 @@
An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
</description> </description>
<tutorials> <tutorials>
<link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> <member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">

View File

@ -7,7 +7,7 @@
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_collision_exception_with"> <method name="add_collision_exception_with">

View File

@ -7,7 +7,7 @@
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_collision_exception_with"> <method name="add_collision_exception_with">

View File

@ -7,8 +7,8 @@
Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces].
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_central_force"> <method name="add_central_force">

View File

@ -7,8 +7,8 @@
Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces].
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_central_force"> <method name="add_central_force">

View File

@ -7,8 +7,8 @@
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description> </description>
<tutorials> <tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="cast_motion"> <method name="cast_motion">

Some files were not shown because too many files have changed in this diff Show More