doc: Sync with current source

This commit is contained in:
Rémi Verschelde 2018-10-25 15:14:36 +02:00
parent 8e391c1e22
commit 7a42df3626
10 changed files with 32 additions and 35 deletions

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@ -385,6 +385,8 @@
<constant name="SPEAKER_MODE_STEREO" value="0" enum="SpeakerMode">
Two or fewer speakers are detected.
</constant>
<constant name="SPEAKER_SURROUND_31" value="1" enum="SpeakerMode">
</constant>
<constant name="SPEAKER_SURROUND_51" value="2" enum="SpeakerMode">
A 5.1 channel surround setup detected.
</constant>

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@ -11,16 +11,6 @@
<demos>
</demos>
<methods>
<method name="get_child_control_at_cell">
<return type="Control">
</return>
<argument index="0" name="row" type="int">
</argument>
<argument index="1" name="column" type="int">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="columns" type="int" setter="set_columns" getter="get_columns">

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@ -41,6 +41,12 @@
Returns the [Material] for a surface of the [Mesh] resource.
</description>
</method>
<method name="get_surface_material_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="set_surface_material">
<return type="void">
</return>

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@ -92,7 +92,7 @@
</signals>
<constants>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [code]TRANSFER_MODE_UNRELIABLE_ORDERED[/code]. Use for non-critical data, and always consider whether the order matters.
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [code]TRANSFER_MODE_UNRELIABLE_ORDERED[/code]. Use for non-critical data, and always consider whether the order matters.
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [code]TRANSFER_MODE_RELIABLE[/code]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.

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@ -179,6 +179,15 @@
If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through script, because those scenes don't have an owner.
</description>
</method>
<method name="find_parent" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="mask" type="String">
</argument>
<description>
Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
</description>
</method>
<method name="get_child" qualifiers="const">
<return type="Node">
</return>
@ -267,15 +276,6 @@
Returns the parent node of the current node, or an empty [code]Node[/code] if the node lacks a parent.
</description>
</method>
<method name="find_parent" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="mask" type="String">
</argument>
<description>
Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
</description>
</method>
<method name="get_path" qualifiers="const">
<return type="NodePath">
</return>

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@ -6,11 +6,7 @@
<description>
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). Note that the node doesn't need to own itself.
[b]Example of saving a node with different owners[/b]
The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
Example of saving a node with different owners: The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
[codeblock]
# create the objects
var node = Node2D.new()

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@ -213,6 +213,8 @@
<member name="audio/mix_rate" type="int" setter="" getter="">
Mix rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
</member>
<member name="audio/output_latency" type="int" setter="" getter="">
</member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@ -230,6 +232,8 @@
</member>
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="">
</member>
<member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="">
</member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="">
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="">
@ -372,7 +376,7 @@
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="">
Timer setting for incremental search in Tree, IntemList, etc. controls.
</member>
<member name="gui/timers/text_edit_idle_detect_sec" type="int" setter="" getter="">
<member name="gui/timers/text_edit_idle_detect_sec" type="float" setter="" getter="">
Timer for detecting idle in the editor.
</member>
<member name="input/ui_accept" type="Dictionary" setter="" getter="">
@ -604,9 +608,6 @@
<member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="">
Default size of packet peer stream for deserializing godot data. Over this size, data is dropped.
</member>
<member name="network/remote_fs/max_pages" type="int" setter="" getter="">
Maximum amount of pages used for remote filesystem (used by debugging).
</member>
<member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="">
Amount of read ahead used by remote filesystem. Improves latency.
</member>
@ -652,7 +653,7 @@
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not mesh themselves.
</member>
<member name="rendering/limits/time/time_rollover_secs" type="int" setter="" getter="">
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="">
Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">

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@ -47,5 +47,7 @@
</constant>
<constant name="FLAG_COMPRESS" value="32" enum="SaverFlags">
</constant>
<constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags">
</constant>
</constants>
</class>

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@ -149,7 +149,7 @@
<argument index="2" name="transform" type="Transform">
</argument>
<description>
Append vertices from a given [Mesh] surface onto the current vertex array with specified [Transform].
Append vertices from a given [Mesh] surface onto the current vertex array with specified [Transform].
</description>
</method>
<method name="begin">
@ -187,7 +187,7 @@
<argument index="1" name="surface" type="int">
</argument>
<description>
Creates a vertex array from an existing [Mesh].
Creates a vertex array from an existing [Mesh].
</description>
</method>
<method name="deindex">

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@ -17,6 +17,9 @@
<member name="as_normalmap" type="bool" setter="set_as_normalmap" getter="is_normalmap">
If true, the resulting texture contains a normal map created from the original noise interpreted as a bump map.
</member>
<member name="height" type="int" setter="set_height" getter="get_height">
Height of the generated texture.
</member>
<member name="noise" type="OpenSimplexNoise" setter="set_noise" getter="get_noise">
The [OpenSimplexNoise] instance used to generate the noise.
</member>
@ -26,9 +29,6 @@
<member name="width" type="int" setter="set_width" getter="get_width">
Width of the generated texture.
</member>
<member name="height" type="int" setter="set_height" getter="get_height">
Height of the generated texture.
</member>
</members>
<constants>
</constants>