Overhaul some "uncommon" wording in class reference

This commit is contained in:
Micky 2024-03-01 00:59:28 +01:00
parent 7d2ca2d8ac
commit c54e09a5a3
57 changed files with 128 additions and 121 deletions

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@ -999,7 +999,7 @@
<method name="randf">
<return type="float" />
<description>
Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
[codeblocks]
[gdscript]
randf() # Returns e.g. 0.375671
@ -1015,7 +1015,7 @@
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<description>
Returns a random floating point value between [param from] and [param to] (inclusive).
Returns a random floating-point value between [param from] and [param to] (inclusive).
[codeblocks]
[gdscript]
randf_range(0, 20.5) # Returns e.g. 7.45315
@ -1033,7 +1033,8 @@
<param index="0" name="mean" type="float" />
<param index="1" name="deviation" type="float" />
<description>
Returns a normally-distributed pseudo-random floating point value using Box-Muller transform with the specified [param mean] and a standard [param deviation]. This is also called Gaussian distribution.
Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url], pseudo-random floating-point value from the specified [param mean] and a standard [param deviation]. This is also known as a Gaussian distribution.
[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm.
</description>
</method>
<method name="randi">
@ -1261,7 +1262,7 @@
<param index="0" name="x" type="Variant" />
<param index="1" name="step" type="Variant" />
<description>
Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating-point number to an arbitrary number of decimals.
The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
snapped(100, 32) # Returns 96
@ -1278,7 +1279,7 @@
<param index="0" name="x" type="float" />
<param index="1" name="step" type="float" />
<description>
Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating-point number to an arbitrary number of decimals.
A type-safe version of [method snapped], returning a [float].
[codeblock]
snappedf(32.0, 2.5) # Returns 32.5

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@ -4,7 +4,7 @@
A 3×3 matrix for representing 3D rotation and scale.
</brief_description>
<description>
The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, and shear. It is frequently used within a [Transform3D].
The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, and shear. It is frequently used within a [Transform3D].
A [Basis] is composed by 3 axis vectors, each representing a column of the matrix: [member x], [member y], and [member z]. The length of each axis ([method Vector3.length]) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted.
A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A basis is [b]uniform[/b] if all axes share the same length (see [method get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and normalized, which allows it to only represent rotations. A basis is [b]conformal[/b] if it is both orthogonal and uniform, which ensures it is not distorted.
For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.

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@ -700,7 +700,7 @@
Texture will repeat normally.
</constant>
<constant name="TEXTURE_REPEAT_MIRROR" value="3" enum="TextureRepeat">
Texture will repeat in a 2x2 tiled mode, where elements at even positions are mirrored.
Texture will repeat in a 2×2 tiled mode, where elements at even positions are mirrored.
</constant>
<constant name="TEXTURE_REPEAT_MAX" value="4" enum="TextureRepeat">
Represents the size of the [enum TextureRepeat] enum.

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@ -62,9 +62,8 @@
<param index="1" name="end_key" type="String" />
<param index="2" name="line_only" type="bool" default="false" />
<description>
Adds a comment delimiter.
Both the start and end keys must be symbols. Only the start key has to be unique.
[param line_only] denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
Adds a comment delimiter from [param start_key] to [param end_key]. Both keys should be symbols, and [param start_key] must not be shared with other delimiters.
If [param line_only] is [code]true[/code] or [param end_key] is an empty [String], the region does not carry over to the next line.
</description>
</method>
<method name="add_string_delimiter">
@ -73,9 +72,8 @@
<param index="1" name="end_key" type="String" />
<param index="2" name="line_only" type="bool" default="false" />
<description>
Adds a string delimiter.
Both the start and end keys must be symbols. Only the start key has to be unique.
[param line_only] denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
Defines a string delimiter from [param start_key] to [param end_key]. Both keys should be symbols, and [param start_key] must not be shared with other delimiters.
If [param line_only] is [code]true[/code] or [param end_key] is an empty [String], the region does not carry over to the next line.
</description>
</method>
<method name="can_fold_line" qualifiers="const">
@ -623,7 +621,7 @@
The option is local to the location of the code completion query - e.g. a local variable. Subsequent value of location represent options from the outer class, the exact value represent how far they are (in terms of inner classes).
</constant>
<constant name="LOCATION_PARENT_MASK" value="256" enum="CodeCompletionLocation">
The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.
The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the parent, [code]2[/code] for the grandparent, etc.) to store the depth of an option in the class or a parent class.
</constant>
<constant name="LOCATION_OTHER_USER_CODE" value="512" enum="CodeCompletionLocation">
The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).

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@ -16,9 +16,8 @@
<param index="2" name="color" type="Color" />
<param index="3" name="line_only" type="bool" default="false" />
<description>
Adds a color region such as comments or strings.
Both the start and end keys must be symbols. Only the start key has to be unique.
[param line_only] denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to [code]true[/code].
Adds a color region (such as for comments or strings) from [param start_key] to [param end_key]. Both keys should be symbols, and [param start_key] must not be shared with other delimiters.
If [param line_only] is [code]true[/code] or [param end_key] is an empty [String], the region does not carry over to the next line.
</description>
</method>
<method name="add_keyword_color">

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Compositor" inherits="Resource" experimental="More customisation of the rendering pipeline will be added in the future." xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
The compositor resource holds the configuration with which rendering of a viewport can be customised.
Stores attributes used to customize how a Viewport is rendered.
</brief_description>
<description>
The compositor resource holds the configuration with which rendering of a viewport can be customised.
The compositor resource stores attributes used to customize how a [Viewport] is rendered.
</description>
<tutorials>
</tutorials>

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@ -4,10 +4,9 @@
An array of [Cubemap]s, stored together and with a single reference.
</brief_description>
<description>
[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>

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@ -77,8 +77,8 @@
<param index="1" name="shape" type="int" enum="DisplayServer.CursorShape" default="0" />
<param index="2" name="hotspot" type="Vector2" default="Vector2(0, 0)" />
<description>
Sets a custom mouse cursor image for the defined [param shape]. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance. The image must be [code]256x256[/code] or smaller for correct appearance. [param hotspot] can optionally be set to define the area where the cursor will click. By default, [param hotspot] is set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. See also [method cursor_set_shape].
[param cursor] can be either [Texture2D] or [Image].
Sets a custom mouse cursor image for the given [param shape]. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance.
[param cursor] can be either a [Texture2D] or an [Image], and it should not be larger than 256×256 to display correctly. Optionally, [param hotspot] can be set to offset the image's position relative to the click point. By default, [param hotspot] is set to the top-left corner of the image. See also [method cursor_set_shape].
</description>
</method>
<method name="cursor_set_shape">

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@ -239,7 +239,7 @@
<description>
Override this method in your plugin to return a [Texture2D] in order to give it an icon.
For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.
Ideally, the plugin icon should be white with a transparent background and 16×16 pixels in size.
[codeblocks]
[gdscript]
func _get_plugin_icon():
@ -410,7 +410,8 @@
<param index="0" name="control" type="Control" />
<param index="1" name="title" type="String" />
<description>
Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's up to you to manage the button's visibility as needed.
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_container">

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@ -27,13 +27,13 @@
<method name="get_selected_nodes">
<return type="Node[]" />
<description>
Gets the list of selected nodes.
Returns the list of selected nodes.
</description>
</method>
<method name="get_transformable_selected_nodes">
<return type="Node[]" />
<description>
Gets the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc). This list avoids situations where a node is selected and also child/grandchild.
Returns the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc.). This list can be used to avoid situations where a node is selected and is also a child/grandchild.
</description>
</method>
<method name="remove_node">

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@ -311,13 +311,13 @@
</methods>
<members>
<member name="max_fps" type="int" setter="set_max_fps" getter="get_max_fps" default="0">
The maximum number of frames per second (FPS) that can be rendered. A value of [code]0[/code] means the framerate is uncapped.
The maximum number of frames that can be rendered every second (FPS). A value of [code]0[/code] means the framerate is uncapped.
Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/code] or [code]Adaptive[/code], the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate.
If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate.
If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps].
[b]Note:[/b] The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project's logic and rendering.
[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Disabled[/b], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
</member>
<member name="max_physics_steps_per_frame" type="int" setter="set_max_physics_steps_per_frame" getter="get_max_physics_steps_per_frame" default="8">
The maximum number of physics steps that can be simulated each rendered frame.

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@ -705,13 +705,13 @@
The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] texture format also known as Block Compression 3 or BC3, which compresses RA data and interprets it as two channels (red and green). See also [constant FORMAT_DXT5].
</constant>
<constant name="FORMAT_ASTC_4x4" value="35" enum="Format">
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 4x4 (high quality) mode.
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 4×4 (high quality) mode.
</constant>
<constant name="FORMAT_ASTC_4x4_HDR" value="36" enum="Format">
Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU know it is used for HDR.
</constant>
<constant name="FORMAT_ASTC_8x8" value="37" enum="Format">
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 8x8 (low quality) mode.
[url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 8×8 (low quality) mode.
</constant>
<constant name="FORMAT_ASTC_8x8_HDR" value="38" enum="Format">
Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU know it is used for HDR.
@ -793,10 +793,10 @@
Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels).
</constant>
<constant name="ASTC_FORMAT_4x4" value="0" enum="ASTCFormat">
Hint to indicate that the high quality 4x4 ASTC compression format should be used.
Hint to indicate that the high quality 4×4 ASTC compression format should be used.
</constant>
<constant name="ASTC_FORMAT_8x8" value="1" enum="ASTCFormat">
Hint to indicate that the low quality 8x8 ASTC compression format should be used.
Hint to indicate that the low quality 8×8 ASTC compression format should be used.
</constant>
</constants>
</class>

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@ -469,10 +469,10 @@
Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread).
Wait cursor. Indicates that the application is busy performing an operation, and that it cannot be used during the operation (e.g. something is blocking its main thread).
</constant>
<constant name="CURSOR_BUSY" value="5" enum="CursorShape">
Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation.
Busy cursor. Indicates that the application is busy performing an operation, and that it is still usable during the operation.
</constant>
<constant name="CURSOR_DRAG" value="6" enum="CursorShape">
Drag cursor. Usually displayed when dragging something.

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@ -10,7 +10,7 @@
</tutorials>
<members>
<member name="convex_hull_approximation" type="bool" setter="set_convex_hull_approximation" getter="get_convex_hull_approximation" default="true">
If enabled uses approximation for computing convex hulls.
If [code]true[/code], uses approximation for computing convex hulls.
</member>
<member name="convex_hull_downsampling" type="int" setter="set_convex_hull_downsampling" getter="get_convex_hull_downsampling" default="4">
Controls the precision of the convex-hull generation process during the clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code].
@ -31,13 +31,13 @@
Mode for the approximate convex decomposition.
</member>
<member name="normalize_mesh" type="bool" setter="set_normalize_mesh" getter="get_normalize_mesh" default="false">
If enabled normalizes the mesh before applying the convex decomposition.
If [code]true[/code], normalizes the mesh before applying the convex decomposition.
</member>
<member name="plane_downsampling" type="int" setter="set_plane_downsampling" getter="get_plane_downsampling" default="4">
Controls the granularity of the search for the "best" clipping plane. Ranges from [code]1[/code] to [code]16[/code].
</member>
<member name="project_hull_vertices" type="bool" setter="set_project_hull_vertices" getter="get_project_hull_vertices" default="true">
If enabled projects output convex hull vertices onto original source mesh to increase floating point accuracy of the results.
If [code]true[/code], projects output convex hull vertices onto the original source mesh to increase floating-point accuracy of the results.
</member>
<member name="resolution" type="int" setter="set_resolution" getter="get_resolution" default="10000">
Maximum number of voxels generated during the voxelization stage.

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@ -158,8 +158,7 @@
<method name="get_format" qualifiers="const">
<return type="int" />
<description>
Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format flags combined together. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code].
See [enum Mesh.ArrayFormat] for a list of format flags.
Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] flags. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code].
</description>
</method>
<method name="get_material" qualifiers="const">

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@ -65,7 +65,7 @@
<param index="0" name="instance" type="int" />
<param index="1" name="custom_data" type="Color" />
<description>
Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers.
Sets custom data for a specific instance. [param custom_data] is a [Color] type only to contain 4 floating-point numbers.
For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code].
</description>

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@ -168,7 +168,7 @@
The height of the avoidance agent. Agents will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.
</member>
<member name="keep_y_velocity" type="bool" setter="set_keep_y_velocity" getter="get_keep_y_velocity" default="true">
If [code]true[/code], and the agent uses 2D avoidance, it will remember the set y-axis velocity and reapply it after the avoidance step. While 2D avoidance has no y-axis and simulates on a flat plane this setting can help mitigate the most obvious clipping on uneven 3D geometry.
If [code]true[/code], and the agent uses 2D avoidance, it will remember the set y-axis velocity and reapply it after the avoidance step. While 2D avoidance has no y-axis and simulates on a flat plane this setting can help to soften the most obvious clipping on uneven 3D geometry.
</member>
<member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10">
The maximum number of neighbors for the agent to consider.

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@ -5,7 +5,7 @@
</brief_description>
<description>
This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse.
The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations.
The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very slow and performance-intensive operations.
Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total number of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area.
The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.
[b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh.

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@ -5,7 +5,7 @@
</brief_description>
<description>
NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].
Maps are made up of regions, which are made of navigation polygons. Together, they define the traversable areas in the 2D world.
Maps are divided into regions, which are composed of navigation polygons. Together, they define the traversable areas in the 2D world.
[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer2D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This can be used to allow or deny certain areas for some objects.
@ -175,7 +175,7 @@
<param index="1" name="priority" type="float" />
<description>
Set the agent's [code]avoidance_priority[/code] with a [param priority] between 0.0 (lowest priority) to 1.0 (highest priority).
The specified [param agent] does not adjust the velocity for other agents that would match the [code]avoidance_mask[/code] but have a lower [code] avoidance_priority[/code]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
The specified [param agent] does not adjust the velocity for other agents that would match the [code]avoidance_mask[/code] but have a lower [code]avoidance_priority[/code]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
</description>
</method>
<method name="agent_set_map">

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@ -5,7 +5,7 @@
</brief_description>
<description>
NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar3D].
Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.
Maps are divided into regions, which are composed of navigation meshes. Together, they define the navigable areas in the 3D world.
[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer3D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This can be used to allow or deny certain areas for some objects.
@ -189,7 +189,7 @@
<param index="1" name="priority" type="float" />
<description>
Set the agent's [code]avoidance_priority[/code] with a [param priority] between 0.0 (lowest priority) to 1.0 (highest priority).
The specified [param agent] does not adjust the velocity for other agents that would match the [code]avoidance_mask[/code] but have a lower [code] avoidance_priority[/code]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
The specified [param agent] does not adjust the velocity for other agents that would match the [code]avoidance_mask[/code] but have a lower [code]avoidance_priority[/code]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
</description>
</method>
<method name="agent_set_height">

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@ -271,7 +271,7 @@
</methods>
<members>
<member name="basis" type="Basis" setter="set_basis" getter="get_basis">
Direct access to the 3x3 basis of the [member transform] property.
Basis of the [member transform] property. Represents the rotation, scale, and shear of this node.
</member>
<member name="global_basis" type="Basis" setter="set_global_basis" getter="get_global_basis">
Global basis of this node. This is equivalent to [code]global_transform.basis[/code].

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@ -488,7 +488,7 @@
<description>
Returns a string that is unique to the device.
[b]Note:[/b] This string may change without notice if the user reinstalls their operating system, upgrades it, or modifies their hardware. This means it should generally not be used to encrypt persistent data, as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by this method for security purposes.
[b]Note:[/b] On Web, returns an empty string and generates an error, as this method cannot be implemented for security concerns.
[b]Note:[/b] On Web, returns an empty string and generates an error, as this method cannot be implemented for security reasons.
</description>
</method>
<method name="get_user_data_dir" qualifiers="const">

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@ -79,21 +79,21 @@
<return type="float" />
<param index="0" name="byte_offset" type="int" />
<description>
Decodes a 64-bit floating point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
Decodes a 64-bit floating-point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
</description>
</method>
<method name="decode_float" qualifiers="const">
<return type="float" />
<param index="0" name="byte_offset" type="int" />
<description>
Decodes a 32-bit floating point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
Decodes a 32-bit floating-point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
</description>
</method>
<method name="decode_half" qualifiers="const">
<return type="float" />
<param index="0" name="byte_offset" type="int" />
<description>
Decodes a 16-bit floating point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
Decodes a 16-bit floating-point number from the bytes starting at [param byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/code] if a valid number can't be decoded.
</description>
</method>
<method name="decode_s8" qualifiers="const">
@ -199,7 +199,7 @@
<param index="0" name="byte_offset" type="int" />
<param index="1" name="value" type="float" />
<description>
Encodes a 64-bit floating point number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of allocated space, starting at the offset.
Encodes a 64-bit floating-point number as bytes at the index of [param byte_offset] bytes. The array must have at least 8 bytes of allocated space, starting at the offset.
</description>
</method>
<method name="encode_float">
@ -207,7 +207,7 @@
<param index="0" name="byte_offset" type="int" />
<param index="1" name="value" type="float" />
<description>
Encodes a 32-bit floating point number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset.
Encodes a 32-bit floating-point number as bytes at the index of [param byte_offset] bytes. The array must have at least 4 bytes of space, starting at the offset.
</description>
</method>
<method name="encode_half">
@ -215,7 +215,7 @@
<param index="0" name="byte_offset" type="int" />
<param index="1" name="value" type="float" />
<description>
Encodes a 16-bit floating point number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
Encodes a 16-bit floating-point number as bytes at the index of [param byte_offset] bytes. The array must have at least 2 bytes of space, starting at the offset.
</description>
</method>
<method name="encode_s8">

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@ -19,7 +19,7 @@
Binds this [PacketPeerUDP] to the specified [param port] and [param bind_address] with a buffer size [param recv_buf_size], allowing it to receive incoming packets.
If [param bind_address] is set to [code]"*"[/code] (default), the peer will be bound on all available addresses (both IPv4 and IPv6).
If [param bind_address] is set to [code]"0.0.0.0"[/code] (for IPv4) or [code]"::"[/code] (for IPv6), the peer will be bound to all available addresses matching that IP type.
If [param bind_address] is set to any valid address (e.g. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc), the peer will only be bound to the interface with that addresses (or fail if no interface with the given address exists).
If [param bind_address] is set to any valid address (e.g. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc.), the peer will only be bound to the interface with that address (or fail if no interface with the given address exists).
</description>
</method>
<method name="close">

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@ -532,7 +532,7 @@
When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs.
</member>
<member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). These return values are sometimes used to indicate possible errors using the [enum Error] enum.
</member>
<member name="debug/gdscript/warnings/shadowed_global_identifier" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
@ -626,7 +626,7 @@
If [code]true[/code], enables specific shader warnings (see [code]debug/shader_language/warnings/*[/code] settings). If [code]false[/code], disables all shader warnings.
</member>
<member name="debug/shader_language/warnings/float_comparison" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when two floating point numbers are compared directly with the [code]==[/code] operator or the [code]!=[/code] operator.
When set to [code]true[/code], produces a warning when two floating-point numbers are compared directly with the [code]==[/code] operator or the [code]!=[/code] operator.
</member>
<member name="debug/shader_language/warnings/formatting_error" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning upon encountering certain formatting errors. Currently this only checks for empty statements. More formatting errors may be added over time.
@ -1426,7 +1426,7 @@
</member>
<member name="internationalization/rendering/text_driver" type="String" setter="" getter="" default="&quot;&quot;">
Specifies the [TextServer] to use. If left empty, the default will be used.
"ICU / HarfBuzz / Graphite" is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc). The "Fallback" text driver does not support right-to-left typesetting and complex scripts.
"ICU / HarfBuzz / Graphite" is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc.). The "Fallback" text driver does not support right-to-left typesetting and complex scripts.
[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, which disables all text rendering and font-related functionality. This driver is not listed in the project settings, but it can be enabled when running the editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
@ -2797,7 +2797,7 @@
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size).
[b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
@ -2825,16 +2825,16 @@
If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image.
The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
[codeblock]
- 1x1 = rgb(0, 0, 0) - #000000
- 1x2 = rgb(0, 85, 0) - #005500
- 2x1 = rgb(85, 0, 0) - #550000
- 2x2 = rgb(85, 85, 0) - #555500
- 2x4 = rgb(85, 170, 0) - #55aa00
- 4x2 = rgb(170, 85, 0) - #aa5500
- 4x4 = rgb(170, 170, 0) - #aaaa00
- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
- 1×1 = rgb(0, 0, 0) - #000000
- 1×2 = rgb(0, 85, 0) - #005500
- 2×1 = rgb(85, 0, 0) - #550000
- 2×2 = rgb(85, 85, 0) - #555500
- 2×4 = rgb(85, 170, 0) - #55aa00
- 4×2 = rgb(170, 85, 0) - #aa5500
- 4×4 = rgb(170, 170, 0) - #aaaa00
- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
[/codeblock]
</member>
<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">

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@ -4,7 +4,7 @@
A 4×4 matrix for 3D projective transformations.
</brief_description>
<description>
A 4x4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns.
A 4×4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns.
For purely linear transformations (translation, rotation, and scale), it is recommended to use [Transform3D], as it is more performant and requires less memory.
Used internally as [Camera3D]'s projection matrix.
</description>

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@ -36,7 +36,8 @@
<param index="0" name="mean" type="float" default="0.0" />
<param index="1" name="deviation" type="float" default="1.0" />
<description>
Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url] pseudo-random number, using Box-Muller transform with the specified [param mean] and a standard [param deviation]. This is also called Gaussian distribution.
Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-distributed[/url], pseudo-random floating-point number from the specified [param mean] and a standard [param deviation]. This is also known as a Gaussian distribution.
[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm.
</description>
</method>
<method name="randi">

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@ -8,7 +8,7 @@
Unlike other [Object] types, [RefCounted]s keep an internal reference counter so that they are automatically released when no longer in use, and only then. [RefCounted]s therefore do not need to be freed manually with [method Object.free].
[RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed automatically. For example, if a node holds a reference to instance [code]A[/code], which directly or indirectly holds a reference back to [code]A[/code], [code]A[/code]'s reference count will be 2. Destruction of the node will leave [code]A[/code] dangling with a reference count of 1, and there will be a memory leak. To prevent this, one of the references in the cycle can be made weak with [method @GlobalScope.weakref].
In the vast majority of use cases, instantiating and using [RefCounted]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.
[b]Note:[/b] In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will linger on for a while before being removed.
[b]Note:[/b] In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will remain in memory for a while before being removed.
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>

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@ -2385,7 +2385,7 @@
<return type="PackedFloat32Array" />
<param index="0" name="multimesh" type="RID" />
<description>
Returns the MultiMesh data (such as instance transforms, colors, etc). See [method multimesh_set_buffer] for a description of the returned data.
Returns the MultiMesh data (such as instance transforms, colors, etc.). See [method multimesh_set_buffer] for details on the returned data.
[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means [method multimesh_get_buffer] is potentially a slow operation and should be avoided whenever possible.
</description>
</method>
@ -3605,7 +3605,7 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="canvas" type="RID" />
<description>
Detaches a viewport from a canvas and vice versa.
Detaches a viewport from a canvas.
</description>
</method>
<method name="viewport_set_active">

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@ -7,7 +7,7 @@
Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. [PackedScene], one of the most common [Object]s in a Godot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired.
In GDScript, resources can loaded from disk by their [member resource_path] using [method @GDScript.load] or [method @GDScript.preload].
The engine keeps a global cache of all loaded resources, referenced by paths (see [method ResourceLoader.has_cached]). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference.
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will remain in memory for a while before being removed.
</description>
<tutorials>
<link title="Resources">$DOCS_URL/tutorials/scripting/resources.html</link>

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@ -66,7 +66,7 @@
Unimplemented. This currently has no effect when changed.
</member>
<member name="process/fix_alpha_border" type="bool" setter="" getter="" default="true">
If [code]true[/code], puts pixels of the same surrounding color in transition from transparent to opaque areas. For textures displayed with bilinear filtering, this helps mitigate the outline effect when exporting images from an image editor.
If [code]true[/code], puts pixels of the same surrounding color in transition from transparent to opaque areas. For textures displayed with bilinear filtering, this helps to reduce the outline effect when exporting images from an image editor.
It's recommended to leave this enabled (as it is by default), unless this causes issues for a particular image.
</member>
<member name="process/hdr_as_srgb" type="bool" setter="" getter="" default="false">

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@ -310,7 +310,7 @@
</signal>
<signal name="tree_changed">
<description>
Emitted any time the tree's hierarchy changes (nodes being moved, renamed, etc).
Emitted any time the tree's hierarchy changes (nodes being moved, renamed, etc.).
</description>
</signal>
<signal name="tree_process_mode_changed">

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@ -378,7 +378,7 @@
The option is local to the location of the code completion query - e.g. a local variable. Subsequent value of location represent options from the outer class, the exact value represent how far they are (in terms of inner classes).
</constant>
<constant name="LOCATION_PARENT_MASK" value="256" enum="CodeCompletionLocation">
The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.
The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the parent, [code]2[/code] for the grandparent, etc.) to store the depth of an option in the class or a parent class.
</constant>
<constant name="LOCATION_OTHER_USER_CODE" value="512" enum="CodeCompletionLocation">
The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).

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@ -323,7 +323,7 @@
<signal name="bone_pose_changed">
<param index="0" name="bone_idx" type="int" />
<description>
This signal is emitted when one of the bones in the Skeleton3D node have changed their pose. This is used to inform nodes that rely on bone positions that one of the bones in the Skeleton3D have changed their transform/pose.
Emitted when the bone at [param bone_idx] changes its transform/pose. This can be used to update other nodes that rely on bone positions.
</description>
</signal>
<signal name="pose_updated">

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@ -4,7 +4,7 @@
An input field for numbers.
</brief_description>
<description>
[SpinBox] is a numerical input text field. It allows entering integers and floating point numbers.
[SpinBox] is a numerical input text field. It allows entering integers and floating-point numbers.
[b]Example:[/b]
[codeblocks]
[gdscript]

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@ -36,7 +36,7 @@
Listen on the [param port] binding to [param bind_address].
If [param bind_address] is set as [code]"*"[/code] (default), the server will listen on all available addresses (both IPv4 and IPv6).
If [param bind_address] is set as [code]"0.0.0.0"[/code] (for IPv4) or [code]"::"[/code] (for IPv6), the server will listen on all available addresses matching that IP type.
If [param bind_address] is set to any valid address (e.g. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc), the server will only listen on the interface with that addresses (or fail if no interface with the given address exists).
If [param bind_address] is set to any valid address (e.g. [code]"192.168.1.101"[/code], [code]"::1"[/code], etc.), the server will only listen on the interface with that address (or fail if no interface with the given address exists).
</description>
</method>
<method name="stop">

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@ -375,7 +375,7 @@
<param index="0" name="layer" type="int" />
<param index="1" name="enabled" type="bool" />
<description>
Enables or disables the layer [param layer]. A disabled layer is not processed at all (no rendering, no physics, etc...).
Enables or disables the layer [param layer]. A disabled layer is not processed at all (no rendering, no physics, etc.).
If [param layer] is negative, the layers are accessed from the last one.
</description>
</method>

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@ -4,9 +4,15 @@
A countdown timer.
</brief_description>
<description>
Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.
[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher scale means quicker timeouts, and vice versa.
The [Timer] node is a countdown timer and is the simplest way to handle time-based logic in the engine. When a timer reaches the end of its [member wait_time], it will emit the [signal timeout] signal.
After a timer enters the tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Node dock in the editor:
[codeblock]
func _on_timer_timeout():
print("Time to attack!")
[/codeblock]
[b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or [member Engine.physics_ticks_per_second].
</description>
<tutorials>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 2D vector using floating point coordinates.
A 2D vector using floating-point coordinates.
</brief_description>
<description>
A 2-element structure that can be used to represent 2D coordinates or any other pair of numeric values.

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 3D vector using floating point coordinates.
A 3D vector using floating-point coordinates.
</brief_description>
<description>
A 3-element structure that can be used to represent 3D coordinates or any other triplet of numeric values.

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Vector4" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 4D vector using floating point coordinates.
A 4D vector using floating-point coordinates.
</brief_description>
<description>
A 4-element structure that can be used to represent 4D coordinates or any other quadruplet of numeric values.

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@ -390,16 +390,16 @@
Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
[codeblock]
- 1x1 = rgb(0, 0, 0) - #000000
- 1x2 = rgb(0, 85, 0) - #005500
- 2x1 = rgb(85, 0, 0) - #550000
- 2x2 = rgb(85, 85, 0) - #555500
- 2x4 = rgb(85, 170, 0) - #55aa00
- 4x2 = rgb(170, 85, 0) - #aa5500
- 4x4 = rgb(170, 170, 0) - #aaaa00
- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
- 1×1 = rgb(0, 0, 0) - #000000
- 1×2 = rgb(0, 85, 0) - #005500
- 2×1 = rgb(85, 0, 0) - #550000
- 2×2 = rgb(85, 85, 0) - #555500
- 2×4 = rgb(85, 170, 0) - #55aa00
- 4×2 = rgb(170, 85, 0) - #aa5500
- 4×4 = rgb(170, 170, 0) - #aaaa00
- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
[/codeblock]
</member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">

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@ -245,10 +245,10 @@
Represents the size of the [enum VaryingType] enum.
</constant>
<constant name="NODE_ID_INVALID" value="-1">
Denotes invalid [VisualShader] node.
Indicates an invalid [VisualShader] node.
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
Denotes output node of [VisualShader].
Indicates an output node of [VisualShader].
</constant>
</constants>
</class>

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@ -1,10 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeIf" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Outputs a 3D vector based on the result of a floating point comparison within the visual shader graph.
Outputs a 3D vector based on the result of a floating-point comparison within the visual shader graph.
</brief_description>
<description>
This visual shader node has six input ports. Port 1 and 2 provide the two floating point numbers [code]a[/code] and [code]b[/code] that will be compared. Port 3 is the tolerance, which allows similar floating point number to be considered equal. Ports 4 to 6 are the possible outputs, returned if [code]a == b[/code], [code]a &gt; b[/code], or [code]a &lt; b[/code] respectively.
This visual shader node has six input ports:
- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/code] and [code]b[/code] that will be compared.
- Port [b]3[/b] is the tolerance, which allows similar floating-point numbers to be considered equal.
- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned if [code]a == b[/code], [code]a &gt; b[/code], or [code]a &lt; b[/code] respectively.
</description>
<tutorials>
</tutorials>

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@ -18,7 +18,7 @@
Comparison with [code]INF[/code] (Infinity).
</constant>
<constant name="FUNC_IS_NAN" value="1" enum="Function">
Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric results, e.g. division by zero).
Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric results, such as division by zero).
</constant>
<constant name="FUNC_MAX" value="2" enum="Function">
Represents the size of the [enum Function] enum.

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@ -4,7 +4,7 @@
Composes a [Transform3D] from four [Vector3]s within the visual shader graph.
</brief_description>
<description>
Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code].
Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code].
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Decomposes a [Transform3D] into four [Vector3]s within the visual shader graph.
</brief_description>
<description>
Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix.
Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
A [Transform3D] operator to be used within the visual shader graph.
</brief_description>
<description>
Applies [member operator] to two transform (4x4 matrices) inputs.
Applies [member operator] to two transform (4×4 matrices) inputs.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Multiplies a [Transform3D] and a [Vector3] within the visual shader graph.
</brief_description>
<description>
A multiplication operation on a transform (4x4 matrix) and a vector, with support for different multiplication operators.
A multiplication operation on a transform (4×4 matrix) and a vector, with support for different multiplication operators.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
An anchor point in AR space.
</brief_description>
<description>
The [XRAnchor3D] point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
The [XRAnchor3D] point is an [XRNode3D] that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc.) and create anchors for them.
This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
</description>

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@ -26,13 +26,13 @@
<method name="get_name" qualifiers="const">
<return type="StringName" />
<description>
Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc).
Returns the name of this interface ([code]"OpenXR"[/code], [code]"OpenVR"[/code], [code]"OpenHMD"[/code], [code]"ARKit"[/code], etc.).
</description>
</method>
<method name="get_play_area" qualifiers="const">
<return type="PackedVector3Array" />
<description>
Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
Returns an array of vectors that represent the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
</description>
</method>
<method name="get_projection_for_view">

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@ -61,7 +61,7 @@
<method name="_get_play_area" qualifiers="virtual const">
<return type="PackedVector3Array" />
<description>
Returns an [PackedVector3Array] that denotes the play areas boundaries (if applicable).
Returns a [PackedVector3Array] that represents the play areas boundaries (if applicable).
</description>
</method>
<method name="_get_play_area_mode" qualifiers="virtual const">

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@ -50,7 +50,7 @@
Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured.
</constant>
<constant name="XR_TRACKING_CONFIDENCE_HIGH" value="2" enum="TrackingConfidence">
Tracking information is deemed accurate and up to date.
Tracking information is considered accurate and up to date.
</constant>
</constants>
</class>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="float" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A built-in type for floating point numbers.
A built-in type for floating-point numbers.
</brief_description>
<description>
The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code].

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@ -6,7 +6,7 @@
<description>
Signed 64-bit integer type. This means that it can take values from [code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from [code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When it exceeds these bounds, it will wrap around.
[int]s can be automatically converted to [float]s when necessary, for example when passing them as arguments in functions. The [float] will be as close to the original integer as possible.
Likewise, [float]s can be automatically converted into [int]s. This will truncate the [float], discarding anything after the floating point.
Likewise, [float]s can be automatically converted into [int]s. This will truncate the [float], discarding anything after the floating-point.
[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/code] if it equals [code]0[/code], and to [code]true[/code] otherwise.
[codeblocks]
[gdscript]

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@ -4,7 +4,7 @@
An OpenXR action.
</brief_description>
<description>
This resource defines an OpenXR action. Actions can be used both for inputs (buttons/joystick/trigger/etc) and outputs (haptics).
This resource defines an OpenXR action. Actions can be used both for inputs (buttons, joysticks, triggers, etc.) and outputs (haptics).
OpenXR performs automatic conversion between action type and input type whenever possible. An analog trigger bound to a boolean action will thus return [code]false[/code] if the trigger is depressed and [code]true[/code] if pressed fully.
Actions are not directly bound to specific devices, instead OpenXR recognizes a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the [url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in the OpenXR specification[/url] for more info on the top level paths.
Note that the name of the resource is used to register the action with.

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@ -83,8 +83,8 @@
If [code]true[/code] enables [GDExtension] support for this web build.
</member>
<member name="variant/thread_support" type="bool" setter="" getter="">
If enabled, the exported game will support threads. It requires [url=https://web.dev/articles/coop-coep]a "cross-origin isolated" website[/url], which can be difficult to setup and brings some limitations (e.g. not being able to communicate with third-party websites).
If disabled, the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on a HTTPS website.
If [code]true[/code], the exported game will support threads. It requires [url=https://web.dev/articles/coop-coep]a "cross-origin isolated" website[/url], which may be difficult to set up and is limited for security reasons (such as not being able to communicate with third-party websites).
If [code]false[/code], the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on a HTTPS website.
</member>
<member name="vram_texture_compression/for_desktop" type="bool" setter="" getter="">
If [code]true[/code], allows textures to be optimized for desktop through the S3TC algorithm.