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Cherry-picks for the 4.1 branch (future 4.1.3) - 1st batch #83901

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Oct 25, 2023
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c8bd125
Allow using floating-point bone sizes and outline widths in the 2D ed…
Calinou Jul 13, 2023
77f6d00
Updated Deprecated Method in C# Example Size to Region
DarthKitten2130 Jul 22, 2023
f7d1f9e
Improve and clarify paused Tweens
KoBeWi Jul 25, 2023
ff6229e
Support loading of translations on threads
RandomShaper Jun 27, 2023
8fab0ff
Add detail to NavigationAgent signal descriptions
smix8 Jul 12, 2023
188d904
Fix typo in ResourceImporterImageFont
timothyqiu Jul 21, 2023
cf1674c
Initialize MSDF parameters in BaseMaterial3D with default
detomon Jul 28, 2023
2192c71
Make indentation indicators translatable
timothyqiu Jul 12, 2023
3df5907
Mobile: Uncomment code required for fog rendering on clear color
LRFLEW Jul 22, 2023
06b777f
Fix "a number is required" error when printing RID
timothyqiu Aug 1, 2023
5cc85fb
Fix indentation in script templates
AThousandShips Jun 25, 2023
85ab269
C#: Fix line in OpenInExternalEditor
raulsntos Jul 13, 2023
eca105f
[Windows] Do not force redraw window background on mouse pass-through…
bruvzg Aug 2, 2023
d0b6529
Fix pathfinding funnel adding unwanted point
smix8 Jul 9, 2023
06f6ef8
Fix wrong example output of float*Color in classref
timothyqiu Aug 4, 2023
3d0c29c
Fix completion option location not found
ajreckof Aug 5, 2023
02c6d98
Fix native popups auto-closing when interacting with non-client area.
bruvzg Jul 14, 2023
1f4a5c2
Fix validation error when enabling SSIL alone
darksylinc Aug 5, 2023
7fa4478
Add description for SoftBody3D linear_stiffness property
SamDevelopsCode Jul 26, 2023
b027d00
Fix OptionButton min size when fit longest item is enabled
timothyqiu Aug 7, 2023
ed94e3e
Fix issue with four subpasses always been requested in mobile renderer
BastiaanOlij Aug 7, 2023
bede7fa
Fix `get_method` from named lambda
sepTN Aug 11, 2023
6664604
Clarify the behaviour of CSGMesh3D using ArrayMesh
mandryskowski Aug 12, 2023
7773e1e
docs: fix link to two's complement wiki page
emmanuel-ferdman Aug 14, 2023
35d622b
Fix particle shader deterministic random values
sepTN Aug 14, 2023
2e39550
Fix empty XML tag doc in XMLParser.xml
0xafbf Aug 16, 2023
3e9751a
Avoid emitting signals if the animation is not ready to be processed
garychia Aug 7, 2023
efa82d5
fix CollisionShape3D Shape Size handle will missing
jsjtxietian Aug 15, 2023
d5a11e1
GDScript: Check `get_node()` shorthand in static functions
dalexeev Jun 22, 2023
00d5da2
Clear the previously set state when configuring for a new scene root …
Rindbee Jul 8, 2023
67f5ec2
Make CSGShape follow curve's tilt in Path mode
pidogs Jul 11, 2023
f513050
Use EWMH for DisplayServerX11::_window_minimize_check() implementation
PorkrollPosadist Jul 30, 2023
1588eae
Ensure POINT_SIZE takes effect
garychia Aug 6, 2023
67e1849
Add missing tutorials to documentation classes
Calinou Aug 15, 2023
eaa2485
[bugfix] Fix reimporting scene withh default values selected
kdiduk Jul 25, 2023
3de5e5d
Fixes LSP connection error when launched in a separate thread
azuloo Aug 16, 2023
60b432a
Updated C# example for method AddPropertyInfo
vitormaduro Aug 18, 2023
1c0ffda
Document mouse-picking limit of 64 objects
Sauermann Aug 22, 2023
82846a7
Fix missing decal mask in mobile renderer
BastiaanOlij Aug 23, 2023
035fece
Fix GPUParticle2D offset stutter
MarcusElg Aug 25, 2023
560c52c
[MP] Fix watch properties not being correctly removed
Faless Aug 27, 2023
4944a07
Windows: Always double-quote path when launching explorer.exe to browse
bgie Jul 2, 2023
22560c5
Convert TileSet Atlas Merge input images to RGBA8 to match output, if…
rakkarage Aug 23, 2023
7d76bcb
Fix Vulkan multithreaded compute list and GPU particle processing
bitsawer Jul 24, 2023
daa44c7
Fix VoxelGI CameraAttributes exposure normalization handling
bitsawer Aug 28, 2023
cfd8b3c
Improve MeshDataTool.get_face_vertex() method description
mateuseap Aug 28, 2023
ca6fba8
Add missing RenderingDevice method descriptions
ARez2 Aug 17, 2023
d3d5531
Fixup special case of cluster render
RandomShaper Aug 28, 2023
165c490
Fix grayscale dds loading
BlueCube3310 Aug 29, 2023
8d6493f
Initialize View Frame Time estimates to match 120 FPS
Calinou Aug 1, 2023
a9566c1
Fix comparison of `Callable`s with binds
AThousandShips Aug 29, 2023
9e7652c
Ensure the visibility is updated when entering the tree
garychia Aug 29, 2023
3c84e5a
Fix int's C# documentation
raulsntos Sep 1, 2023
90b8a2a
Add missing YEN, SECTION and OPENURL names to keycode mappings
AttackButton Aug 27, 2023
4d498e1
Remove nondeterminism in pck_packer
ogapo Sep 3, 2023
74506ce
Fix incorrect cast when animating `int`
AThousandShips Sep 4, 2023
e19f868
Fix go to parent folder in EditorFileDialog
Alex2782 Aug 20, 2023
a8e6728
Fix clear color's alpha value will affects 2D editor in Compatibility…
jsjtxietian Sep 7, 2023
d69359f
Fix description of dock slot usage in the documentation
timothyqiu Sep 8, 2023
48b9261
Ensure methods skipped by AnimationPlayer::seek are not called
garychia Aug 17, 2023
e0221d1
Fix Android input routing logic when using a hardware keyboard
m4gr3d Aug 23, 2023
2beec2b
GDScript: Add check for `super()` methods not being implemented
anvilfolk Sep 17, 2023
89325e8
Fix TileMap editor so that pressing control deselects cells correctly
groud Sep 19, 2023
b0c59de
Fix missing clear for some `set_exclude*` query parameter methods
AThousandShips Sep 21, 2023
3518801
Limit mesh complexity in LOD generation to prevent crashing
aaronfranke Aug 10, 2023
ba27e16
Fix animation keyframes being skipped sometimes when being played bac…
tcoxon Apr 11, 2022
b7498ae
Fix massive validation errors when enabling TAA + MSAA
darksylinc Sep 16, 2023
78713a4
fix incorrect GL format code for 16 bit float formats
chokomancarr Sep 21, 2023
2994131
Avoid crash when generating LODs on meshes with non-finite vertices.
lyuma Sep 25, 2023
4f04d31
Fix LightmapGI shading sometimes being unlit or black
bitsawer Sep 19, 2023
08bc357
Fix ImporterMesh bone weight handling during lightmap unwrap
bitsawer Sep 18, 2023
5bb54d3
Updated compiler version detection
MarioLiebisch Sep 25, 2023
ff59871
Fix compiler detection.
bruvzg Sep 26, 2023
3d47a36
Fix LightmapGI baking with GridMap
bitsawer Sep 11, 2023
eb41442
Make notify_dependency_error only defer calls if called from secondar…
SaracenOne Sep 24, 2023
314dac4
Fix dependency menu not showing up if scene failed to load.
SaracenOne Oct 9, 2023
55ae5b0
Fix JavaScript callback memory leak issue
SysError99 Aug 29, 2023
21e1148
Fix godot_js_wrapper_create_cb regression
adamscott Oct 3, 2023
fbc4ed8
mbedTLS: Update to version 2.18.5
Faless Oct 21, 2023
fb73281
Fix ZIPReader failing to open empty zip files
RedworkDE Feb 14, 2023
aa05918
zlib/minizip: Update to version 1.3
akien-mga Aug 29, 2023
e5c8d1e
Fix animated tile time-slice calculation accumulating float errors
kleonc Sep 26, 2023
61374c7
Clarify difference between surface material and surface override mate…
Calinou Sep 28, 2023
3bc614b
Fix conversion of hex color strings in project converter
ericliu206 Sep 29, 2023
f220aaa
Fix TreeItem range slider not working
BlueCube3310 Aug 30, 2023
2d82ab7
Fix can not set process priority of node if not any process is proces…
jsjtxietian Sep 26, 2023
ced93eb
Omit quotes from completion if triggered with quote
0x4448 Sep 17, 2023
3c3fad8
AssetLib: Fix long plugin names breaking the UI
GrammAcc Sep 30, 2023
fdfa59e
[Windows] Fix not applying NVIDIA profile to new executables
aitorciki Sep 2, 2023
426e528
[macOS] Fix borderless mode on macOS 13.6+.
bruvzg Sep 26, 2023
ecd0983
Fog Shader bugfix: 'global_variables' : undeclared identifier
tomissj2 Oct 5, 2023
c9e5f90
Fixes spotlight's cluster artifacts and negative light.
viksl Sep 29, 2023
ee6bdce
Instead of Vector2() start volumetric fog at frustum_near_size to avo…
viksl Aug 25, 2023
75671b7
Fix GLES3 instanced rendering color and custom data defaults
bitsawer Sep 28, 2023
efe99e5
Fix VoxelGI static light pairing
bitsawer Aug 29, 2023
27b0e5a
Fix BoneAttachment3D signal connection
bitsawer Sep 15, 2023
1ebfd2f
Fix garbled text in editor toasters
timothyqiu Oct 6, 2023
51fd443
Avoid default fallback material when using world_vertex_coords
clayjohn Oct 6, 2023
e65f985
Fix VoxelGI bake memory leak
bitsawer Oct 9, 2023
d7fc080
[iOS] Fix build on Xcode 14 and older.
bruvzg Oct 10, 2023
15eaedd
Fix `RefCounted.unreference()` documentation providing wrong info.
RadiantUwU Oct 11, 2023
dac7049
Fix errors when freeing GPUParticles
bitsawer Sep 27, 2023
11f9e35
Fixed an error in Vector3.BezierDerivative in mono module
hackerzhuli Oct 2, 2023
de6e7c0
Fixing incorrect swapchain release timing
decacis Oct 3, 2023
2b8dbbc
Fix scrolling popup_menu On keyboard/controller input
Ymanawat Aug 4, 2023
82ad6a3
Update joypad_windows.cpp
floatingpointer Sep 28, 2023
27d4724
Fix ShaderGlobalsOverride property handling
bitsawer Sep 22, 2023
ac57043
Don't auto translate theme type list
timothyqiu Oct 12, 2023
d56a6ad
Make error suggestion less ambiguous
AThousandShips Oct 14, 2023
471af30
Fix disabling depth prepass breaks opaque material
Lunarisnia Oct 15, 2023
e37eb47
Docs: Fix link to Android Gradle build tutorial
mhilbrunner Oct 16, 2023
34811c1
Fix `GDScriptCache::get_full_script` eating parsing errors because of…
mattbork Oct 18, 2023
0b3c182
Sync controller mappings DB with SDL2 community repo
akien-mga Sep 24, 2023
4c8ee43
Sync controller mappings DB with SDL2 community repo
akien-mga Oct 23, 2023
578fa86
[Audio] Fix pausing stream on entering tree
AThousandShips Oct 22, 2023
c93d74a
Update blender export flags for 3.6.
rcorre Aug 31, 2023
c148398
Fix incorrect virtual function in `VideoStream.set_paused`
AThousandShips Jul 20, 2023
10eafe2
Fix `GPUParticles3D` on the Meta Quest 2 with OpenGL renderer
dsnopek Oct 21, 2023
93becd4
SCons: Use CXXFLAGS to disable exceptions, it's only for C++
akien-mga Oct 19, 2023
7f2ebc2
Fix _set example
KoBeWi Aug 10, 2023
f2dd408
Change return type of "_Set" method in csharp code example
copytime Oct 19, 2023
d73b76d
Fix Object class C# syntax error
k0T0z Oct 19, 2023
3d8c77d
Fix Android logic for deferred window input events being inverted
Alex2782 Oct 14, 2023
5abac84
Fix paste value emptying an array on some right click location
ajreckof Aug 25, 2023
9e315e7
Make SkeletonIk3D node usable
warriormaster12 Sep 26, 2023
9a32273
GDExtension: Fix `variant_iter_get()` actually calling `iter_next()`
dsnopek Oct 20, 2023
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2 changes: 1 addition & 1 deletion COPYRIGHT.txt
Original file line number Diff line number Diff line change
Expand Up @@ -487,7 +487,7 @@ License: Expat

Files: ./thirdparty/zlib/
Comment: zlib
Copyright: 1995-2022, Jean-loup Gailly and Mark Adler
Copyright: 1995-2023, Jean-loup Gailly and Mark Adler
License: Zlib

Files: ./thirdparty/zstd/
Expand Down
4 changes: 2 additions & 2 deletions SConstruct
Original file line number Diff line number Diff line change
Expand Up @@ -707,9 +707,9 @@ if selected_platform in platform_list:
if env.msvc:
env.Append(CPPDEFINES=[("_HAS_EXCEPTIONS", 0)])
else:
env.Append(CCFLAGS=["-fno-exceptions"])
env.Append(CXXFLAGS=["-fno-exceptions"])
elif env.msvc:
env.Append(CCFLAGS=["/EHsc"])
env.Append(CXXFLAGS=["/EHsc"])

# Configure compiler warnings
if env.msvc: # MSVC
Expand Down
8 changes: 4 additions & 4 deletions core/core_constants.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -420,6 +420,10 @@ void register_global_constants() {
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, LAUNCHD);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, LAUNCHE);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, LAUNCHF);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, GLOBE);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, KEYBOARD);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, JIS_EISU);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, JIS_KANA);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, UNKNOWN);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, SPACE);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, EXCLAM);
Expand Down Expand Up @@ -492,10 +496,6 @@ void register_global_constants() {
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, ASCIITILDE);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, YEN);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, SECTION);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, GLOBE);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, KEYBOARD);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, JIS_EISU);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, JIS_KANA);

BIND_CORE_BITFIELD_CLASS_FLAG_CUSTOM(KeyModifierMask, KEY_CODE_MASK, CODE_MASK);
BIND_CORE_BITFIELD_CLASS_FLAG_CUSTOM(KeyModifierMask, KEY_MODIFIER_MASK, MODIFIER_MASK);
Expand Down
2 changes: 1 addition & 1 deletion core/extension/gdextension_interface.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -253,7 +253,7 @@ static void gdextension_variant_iter_get(GDExtensionConstVariantPtr p_self, GDEx
Variant *iter = (Variant *)r_iter;

bool valid;
memnew_placement(r_ret, Variant(self->iter_next(*iter, valid)));
memnew_placement(r_ret, Variant(self->iter_get(*iter, valid)));
*r_valid = valid;
}

Expand Down
211 changes: 163 additions & 48 deletions core/input/gamecontrollerdb.txt

Large diffs are not rendered by default.

4 changes: 2 additions & 2 deletions core/io/pck_packer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -205,7 +205,7 @@ Error PCKPacker::flush(bool p_verbose) {

int header_padding = _get_pad(alignment, file->get_position());
for (int i = 0; i < header_padding; i++) {
file->store_8(Math::rand() % 256);
file->store_8(0);
}

int64_t file_base = file->get_position();
Expand Down Expand Up @@ -244,7 +244,7 @@ Error PCKPacker::flush(bool p_verbose) {

int pad = _get_pad(alignment, file->get_position());
for (int j = 0; j < pad; j++) {
file->store_8(Math::rand() % 256);
file->store_8(0);
}

count += 1;
Expand Down
5 changes: 5 additions & 0 deletions core/io/resource.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -226,6 +226,7 @@ void Resource::configure_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource
List<PropertyInfo> plist;
get_property_list(&plist);

reset_local_to_scene();
local_scene = p_for_scene;

for (const PropertyInfo &E : plist) {
Expand Down Expand Up @@ -386,6 +387,10 @@ void Resource::setup_local_to_scene() {
emit_signal(SNAME("setup_local_to_scene_requested"));
}

void Resource::reset_local_to_scene() {
// Restores the state as if setup_local_to_scene() hadn't been called.
}

Node *(*Resource::_get_local_scene_func)() = nullptr;
void (*Resource::_update_configuration_warning)() = nullptr;

Expand Down
2 changes: 2 additions & 0 deletions core/io/resource.h
Original file line number Diff line number Diff line change
Expand Up @@ -86,6 +86,8 @@ class Resource : public RefCounted {
void _set_path(const String &p_path);
void _take_over_path(const String &p_path);

virtual void reset_local_to_scene();

public:
static Node *(*_get_local_scene_func)(); //used by editor
static void (*_update_configuration_warning)(); //used by editor
Expand Down
6 changes: 5 additions & 1 deletion core/io/resource_loader.h
Original file line number Diff line number Diff line change
Expand Up @@ -231,7 +231,11 @@ class ResourceLoader {
// Loaders can safely use this regardless which thread they are running on.
static void notify_dependency_error(const String &p_path, const String &p_dependency, const String &p_type) {
if (dep_err_notify) {
callable_mp_static(dep_err_notify).bind(p_path, p_dependency, p_type).call_deferred();
if (Thread::get_caller_id() == Thread::get_main_id()) {
dep_err_notify(p_path, p_dependency, p_type);
} else {
callable_mp_static(dep_err_notify).bind(p_path, p_dependency, p_type).call_deferred();
}
}
}
static void set_dependency_error_notify_func(DependencyErrorNotify p_err_notify) {
Expand Down
3 changes: 3 additions & 0 deletions core/os/keyboard.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -146,6 +146,7 @@ static const _KeyCodeText _keycodes[] = {
{Key::FAVORITES ,"Favorites"},
{Key::SEARCH ,"Search"},
{Key::STANDBY ,"StandBy"},
{Key::OPENURL ,"OpenURL"},
{Key::LAUNCHMAIL ,"LaunchMail"},
{Key::LAUNCHMEDIA ,"LaunchMedia"},
{Key::LAUNCH0 ,"Launch0"},
Expand Down Expand Up @@ -238,6 +239,8 @@ static const _KeyCodeText _keycodes[] = {
{Key::BAR ,"Bar"},
{Key::BRACERIGHT ,"BraceRight"},
{Key::ASCIITILDE ,"AsciiTilde"},
{Key::YEN ,"Yen"},
{Key::SECTION ,"Section"},
{Key::NONE ,nullptr}
/* clang-format on */
};
Expand Down
2 changes: 2 additions & 0 deletions core/os/keyboard.h
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,8 @@

#include "core/string/ustring.h"

// Keep the values in this enum in sync with `_keycodes` in `keyboard.cpp`,
// and the bindings in `core_constants.cpp`.
enum class Key {
NONE = 0,
// Special key: The strategy here is similar to the one used by toolkits,
Expand Down
9 changes: 9 additions & 0 deletions core/string/translation.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -82,6 +82,15 @@ void Translation::_set_messages(const Dictionary &p_messages) {
void Translation::set_locale(const String &p_locale) {
locale = TranslationServer::get_singleton()->standardize_locale(p_locale);

if (Thread::is_main_thread()) {
_notify_translation_changed_if_applies();
} else {
// Avoid calling non-thread-safe functions here.
callable_mp(this, &Translation::_notify_translation_changed_if_applies).call_deferred();
}
}

void Translation::_notify_translation_changed_if_applies() {
if (OS::get_singleton()->get_main_loop() && TranslationServer::get_singleton()->get_loaded_locales().has(get_locale())) {
OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_TRANSLATION_CHANGED);
}
Expand Down
2 changes: 2 additions & 0 deletions core/string/translation.h
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,8 @@ class Translation : public Resource {
virtual Dictionary _get_messages() const;
virtual void _set_messages(const Dictionary &p_messages);

void _notify_translation_changed_if_applies();

protected:
static void _bind_methods();

Expand Down
4 changes: 2 additions & 2 deletions core/variant/callable_bind.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ ObjectID CallableCustomBind::get_object() const {
}

const Callable *CallableCustomBind::get_base_comparator() const {
return &callable;
return callable.get_base_comparator();
}

int CallableCustomBind::get_bound_arguments_count() const {
Expand Down Expand Up @@ -222,7 +222,7 @@ ObjectID CallableCustomUnbind::get_object() const {
}

const Callable *CallableCustomUnbind::get_base_comparator() const {
return &callable;
return callable.get_base_comparator();
}

int CallableCustomUnbind::get_bound_arguments_count() const {
Expand Down
24 changes: 12 additions & 12 deletions doc/classes/@GlobalScope.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2032,6 +2032,18 @@
<constant name="KEY_LAUNCHF" value="4194415" enum="Key">
Launch Shortcut F key.
</constant>
<constant name="KEY_GLOBE" value="4194416" enum="Key">
"Globe" key on Mac / iPad keyboard.
</constant>
<constant name="KEY_KEYBOARD" value="4194417" enum="Key">
"On-screen keyboard" key on iPad keyboard.
</constant>
<constant name="KEY_JIS_EISU" value="4194418" enum="Key">
英数 key on Mac keyboard.
</constant>
<constant name="KEY_JIS_KANA" value="4194419" enum="Key">
かな key on Mac keyboard.
</constant>
<constant name="KEY_UNKNOWN" value="8388607" enum="Key">
Unknown key.
</constant>
Expand Down Expand Up @@ -2248,18 +2260,6 @@
<constant name="KEY_SECTION" value="167" enum="Key">
§ key.
</constant>
<constant name="KEY_GLOBE" value="4194416" enum="Key">
"Globe" key on Mac / iPad keyboard.
</constant>
<constant name="KEY_KEYBOARD" value="4194417" enum="Key">
"On-screen keyboard" key iPad keyboard.
</constant>
<constant name="KEY_JIS_EISU" value="4194418" enum="Key">
英数 key on Mac keyboard.
</constant>
<constant name="KEY_JIS_KANA" value="4194419" enum="Key">
かな key on Mac keyboard.
</constant>
<constant name="KEY_CODE_MASK" value="8388607" enum="KeyModifierMask" is_bitfield="true">
Key Code mask.
</constant>
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/AStarGrid2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@
[/gdscript]
[csharp]
AStarGrid2D astarGrid = new AStarGrid2D();
astarGrid.Size = new Vector2I(32, 32);
astarGrid.Region = new Rect2I(0, 0, 32, 32);
astarGrid.CellSize = new Vector2I(16, 16);
astarGrid.Update();
GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
Expand Down
1 change: 1 addition & 0 deletions doc/classes/ArrayOccluder3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<methods>
<method name="set_arrays">
Expand Down
1 change: 1 addition & 0 deletions doc/classes/AudioStreamMicrophone.xml
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
</description>
<tutorials>
<link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.html</link>
<link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link>
</tutorials>
</class>
2 changes: 1 addition & 1 deletion doc/classes/BaseMaterial3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -269,7 +269,7 @@
Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="msdf_outline_size" type="float" setter="set_msdf_outline_size" getter="get_msdf_outline_size" default="0.0">
The width of the shape outine.
The width of the shape outline.
</member>
<member name="msdf_pixel_range" type="float" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="4.0">
The width of the range around the shape between the minimum and maximum representable signed distance.
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1 change: 1 addition & 0 deletions doc/classes/BoxOccluder3D.xml
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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<members>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
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1 change: 1 addition & 0 deletions doc/classes/CPUParticles3D.xml
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See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
<link title="Particle systems (3D)">$DOCS_URL/tutorials/3d/particles/index.html</link>
</tutorials>
<methods>
<method name="convert_from_particles">
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2 changes: 1 addition & 1 deletion doc/classes/Callable.xml
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Expand Up @@ -138,7 +138,7 @@
<method name="get_method" qualifiers="const">
<return type="StringName" />
<description>
Returns the name of the method represented by this [Callable]. If the callable is a lambda function, returns the function's name.
Returns the name of the method represented by this [Callable]. If the callable is a GDScript lambda function, returns the function's name or [code]"&lt;anonymous lambda&gt;"[/code].
</description>
</method>
<method name="get_object" qualifiers="const">
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1 change: 1 addition & 0 deletions doc/classes/CameraAttributesPhysical.xml
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Expand Up @@ -10,6 +10,7 @@
[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</description>
<tutorials>
<link title="Physical light and camera units">$DOCS_URL/tutorials/3d/physical_light_and_camera_units.html</link>
</tutorials>
<methods>
<method name="get_fov" qualifiers="const">
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1 change: 1 addition & 0 deletions doc/classes/Control.xml
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Expand Up @@ -19,6 +19,7 @@
<link title="GUI documentation index">$DOCS_URL/tutorials/ui/index.html</link>
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.html</link>
<link title="Multiple resolutions">$DOCS_URL/tutorials/rendering/multiple_resolutions.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
</tutorials>
<methods>
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1 change: 1 addition & 0 deletions doc/classes/CryptoKey.xml
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Expand Up @@ -8,6 +8,7 @@
They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerTLS.accept_stream] along with the appropriate certificate.
</description>
<tutorials>
<link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="is_public_only" qualifiers="const">
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3 changes: 2 additions & 1 deletion doc/classes/DirectionalLight3D.xml
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Expand Up @@ -7,7 +7,8 @@
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>
<tutorials>
<link title="Lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
</tutorials>
<members>
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">
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1 change: 1 addition & 0 deletions doc/classes/EditorExportPlatform.xml
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Used in scripting by [EditorExportPlugin] to configure platform-specific customization of scenes and resources. See [method EditorExportPlugin._begin_customize_scenes] and [method EditorExportPlugin._begin_customize_resources] for more details.
</description>
<tutorials>
<link title="$DOCS_URL/tutorials/platform/consoles.html">Console support in Godot</link>
</tutorials>
</class>
5 changes: 3 additions & 2 deletions doc/classes/EditorPlugin.xml
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Expand Up @@ -5,6 +5,7 @@
</brief_description>
<description>
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.
[b]Note:[/b] Some names in this class contain "left" or "right" (e.g. [constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.
</description>
<tutorials>
<link title="Editor plugins documentation index">$DOCS_URL/tutorials/plugins/editor/index.html</link>
Expand Down Expand Up @@ -787,13 +788,13 @@
Dock slot, left side, bottom-right (in default layout includes FileSystem dock).
</constant>
<constant name="DOCK_SLOT_RIGHT_UL" value="4" enum="DockSlot">
Dock slot, right side, upper-left (empty in default layout).
Dock slot, right side, upper-left (in default layout includes Inspector, Node, and History docks).
</constant>
<constant name="DOCK_SLOT_RIGHT_BL" value="5" enum="DockSlot">
Dock slot, right side, bottom-left (empty in default layout).
</constant>
<constant name="DOCK_SLOT_RIGHT_UR" value="6" enum="DockSlot">
Dock slot, right side, upper-right (in default layout includes Inspector, Node and History docks).
Dock slot, right side, upper-right (empty in default layout).
</constant>
<constant name="DOCK_SLOT_RIGHT_BR" value="7" enum="DockSlot">
Dock slot, right side, bottom-right (empty in default layout).
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6 changes: 4 additions & 2 deletions doc/classes/EditorSettings.xml
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Expand Up @@ -232,14 +232,16 @@
<member name="editors/2d/bone_outline_color" type="Color" setter="" getter="">
The outline color to use for non-selected bones in the 2D skeleton editor. See also [member editors/2d/bone_selected_color].
</member>
<member name="editors/2d/bone_outline_size" type="int" setter="" getter="">
<member name="editors/2d/bone_outline_size" type="float" setter="" getter="">
The outline size in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_width].
[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node in any way, or closing and reopening the scene.
</member>
<member name="editors/2d/bone_selected_color" type="Color" setter="" getter="">
The color to use for selected bones in the 2D skeleton editor. See also [member editors/2d/bone_outline_color].
</member>
<member name="editors/2d/bone_width" type="int" setter="" getter="">
<member name="editors/2d/bone_width" type="float" setter="" getter="">
The bone width in the 2D skeleton editor (in pixels). See also [member editors/2d/bone_outline_size].
[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node in any way, or closing and reopening the scene.
</member>
<member name="editors/2d/grid_color" type="Color" setter="" getter="">
The grid color to use in the 2D editor.
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1 change: 1 addition & 0 deletions doc/classes/EditorVCSInterface.xml
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Expand Up @@ -7,6 +7,7 @@
Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are GDExtension plugins that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override each of these virtual functions.
</description>
<tutorials>
<link title="Version control systems">$DOCS_URL/tutorials/best_practices/version_control_systems.html</link>
</tutorials>
<methods>
<method name="_checkout_branch" qualifiers="virtual">
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2 changes: 1 addition & 1 deletion doc/classes/Environment.xml
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Expand Up @@ -12,7 +12,7 @@
</description>
<tutorials>
<link title="Environment and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.html</link>
<link title="Light transport in game engines">$DOCS_URL/tutorials/3d/high_dynamic_range.html</link>
<link title="High dynamic range lighting">$DOCS_URL/tutorials/3d/high_dynamic_range.html</link>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
<link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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1 change: 1 addition & 0 deletions doc/classes/FogVolume.xml
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Expand Up @@ -9,6 +9,7 @@
[b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code].
</description>
<tutorials>
<link title="Volumetric fog and fog volumes">$DOCS_URL/tutorials/3d/volumetric_fog.html</link>
</tutorials>
<members>
<member name="material" type="Material" setter="set_material" getter="get_material">
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1 change: 1 addition & 0 deletions doc/classes/GPUParticles3D.xml
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Expand Up @@ -8,6 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
<link title="Particle systems (3D)">$DOCS_URL/tutorials/3d/particles/index.html</link>
<link title="Controlling thousands of fish with Particles">$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>
</tutorials>
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