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[pull] master from godotengine:master #72

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Dec 12, 2024
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c156331
Document `_process()` and `_physics_process()` delta behavior at low FPS
Calinou Jul 22, 2024
0c2296f
Fix C# boolean "Prints" comments in documentation
Mickeon Nov 11, 2024
9b8833d
Tweak warning/error formatting in EditorLog to be closer to console o…
Calinou Aug 2, 2024
fb75078
Changed some image error messages to print the file path
ChrisBase Nov 15, 2024
f03e081
Fix Lock and Group for canvas items not updated in editor after chang…
Giganzo Aug 9, 2024
ce512d3
Clarify Button's text clipping
KoBeWi Nov 16, 2024
7ecdfc8
Add `samplerExternalOES` type to shader globals
Chaosus Nov 24, 2024
d90f045
Update documentation's "Prints" comments after #47502
Mickeon Nov 11, 2024
ca12f35
`CompositorEffect` should use `GDVIRTUAL_CALL()` so it works with GDE…
dsnopek Dec 3, 2024
56922db
mbedtls: Update to upstream 3.6.2
akien-mga Dec 4, 2024
cec037b
GitHub Actions: Use quiet xmllint output to only print error lines
Calinou Dec 5, 2024
3866a7f
Add missing `GDVIRTUAL_BIND()` for `AudioStream::_has_loop()` and `::…
dsnopek Dec 6, 2024
a7bb85d
Fix shader crash when using varyings with non-`flat` integer type
Chaosus Aug 18, 2024
3aebcaf
Clarify limit_length() for infinite vectors
KoBeWi Dec 9, 2024
1e749f6
Fix user selection on top of `bgcolor` areas in a `RichTextLabel`
eviltrout Dec 9, 2024
2211b1b
Fix popup shows behind always_on_top parent.
zaevi Dec 9, 2024
6095a37
Tweak unknown annotation GDScript error for `@deprecated`/`@experimen…
Calinou Dec 8, 2024
65c28ed
Wayland: Add support for xdg-foreign-unstable-v2
Riteo Dec 2, 2024
e2ed286
Add measure mode to 3D
ryevdokimov Dec 8, 2024
4d6a6b2
Allow canceling drag-and-drop with right mouse button
Sauermann Dec 10, 2024
7c84eba
Add basic editor editing for ConvexPolygonShape2D and ConcavePolygonS…
smix8 Dec 8, 2024
11bf2da
Improve editor file dialog options
timoschwarzer Nov 13, 2024
3dfc832
Replace `textureSize()` with a uniform in BaseMaterial3D for MSDF ren…
Calinou Dec 11, 2024
acf439e
Keep processing Graphics if there are pending operations
darksylinc Dec 10, 2024
133471a
[Shader Language] Add missing token name.
bruvzg Dec 11, 2024
054891d
Implement buffer_get_data_async and texture_get_data_async.
DarioSamo Dec 6, 2024
4764794
Despaghettify NavigationServer path queries
smix8 Nov 29, 2024
61f2001
Merge pull request #99081 from Mickeon/documentation-floats-now-print…
Repiteo Dec 11, 2024
f20ab9b
Merge pull request #99338 from KoBeWi/consider_it_fixed
Repiteo Dec 11, 2024
1c4d12d
Merge pull request #99981 from dsnopek/fix-compositor-effects-gdexten…
Repiteo Dec 11, 2024
c5e6f62
Merge pull request #100110 from DarioSamo/rd-get-data-async
Repiteo Dec 11, 2024
4146bcc
Merge pull request #99089 from Mickeon/documentation-truth-csharp-rab…
Repiteo Dec 11, 2024
84da7c9
Merge pull request #99997 from akien-mga/mbedtls-3.6.2
Repiteo Dec 11, 2024
db2088b
Merge pull request #100126 from dsnopek/gdextension-missing-gdvirtual…
Repiteo Dec 11, 2024
23afda4
Merge pull request #100257 from darksylinc/matias-minimize-leak
Repiteo Dec 11, 2024
153ef23
Merge pull request #100129 from smix8/pathunspaghettification
Repiteo Dec 11, 2024
2b41a21
Merge pull request #100259 from Sauermann/proposal-right-click-cancel…
Repiteo Dec 11, 2024
b773fff
Merge pull request #99622 from Chaosus/shader_fix_global_empty_type
Repiteo Dec 11, 2024
e9d3438
Merge pull request #94636 from Calinou/doc-process-delta-low-fps
Repiteo Dec 11, 2024
4258008
Merge pull request #100280 from Calinou/basematerial3d-remove-texture…
Repiteo Dec 11, 2024
572e1d6
Merge pull request #100289 from bruvzg/token_name
Repiteo Dec 11, 2024
a5cf24c
Merge pull request #100162 from ryevdokimov/measure-mode-3d
Repiteo Dec 11, 2024
be65514
Merge pull request #100042 from Calinou/ci-xmllint-quiet
Repiteo Dec 11, 2024
ab208af
Merge pull request #100174 from Calinou/gdscript-add-deprecated-exper…
Repiteo Dec 11, 2024
4a1a7ad
Merge pull request #100179 from zaevi/fix_transient_topmost
Repiteo Dec 11, 2024
c4aaad6
Merge pull request #100183 from smix8/collision_polygon_shape_edit
Repiteo Dec 11, 2024
7ed6962
Merge pull request #95072 from Calinou/editor-log-tweak-warning-error…
Repiteo Dec 11, 2024
ef3086b
Merge pull request #94947 from ChrisBase/issue_94946
Repiteo Dec 11, 2024
08b5bf3
Merge pull request #95333 from Giganzo/lock-group-toggle
Repiteo Dec 11, 2024
dee79d5
Merge pull request #100204 from KoBeWi/nananananan
Repiteo Dec 11, 2024
e188cf6
Merge pull request #99182 from timoschwarzer/fix/editor-save-dialog-o…
Repiteo Dec 11, 2024
66dd289
Merge pull request #100208 from eviltrout/highlight-bg-fix
Repiteo Dec 11, 2024
3dacc5f
Merge pull request #95737 from Chaosus/shader_fix_varyings
Repiteo Dec 11, 2024
3877573
Merge pull request #99965 from Riteo/unstable-galore
Repiteo Dec 11, 2024
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2 changes: 1 addition & 1 deletion .github/workflows/static_checks.yml
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ jobs:

- name: Class reference schema checks
run: |
xmllint --noout --schema doc/class.xsd doc/classes/*.xml modules/*/doc_classes/*.xml platform/*/doc_classes/*.xml
xmllint --quiet --noout --schema doc/class.xsd doc/classes/*.xml modules/*/doc_classes/*.xml platform/*/doc_classes/*.xml

- name: Run C compiler on `gdextension_interface.h`
run: |
Expand Down
1 change: 1 addition & 0 deletions core/config/project_settings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1563,6 +1563,7 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/rendering_device/staging_buffer/block_size_kb", PROPERTY_HINT_RANGE, "4,2048,1,or_greater"), 256);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/rendering_device/staging_buffer/max_size_mb", PROPERTY_HINT_RANGE, "1,1024,1,or_greater"), 128);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/rendering_device/staging_buffer/texture_upload_region_size_px", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 64);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/rendering_device/staging_buffer/texture_download_region_size_px", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 64);
GLOBAL_DEF_RST(PropertyInfo(Variant::BOOL, "rendering/rendering_device/pipeline_cache/enable"), true);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/rendering_device/pipeline_cache/save_chunk_size_mb", PROPERTY_HINT_RANGE, "0.000001,64.0,0.001,or_greater"), 3.0);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/rendering_device/vulkan/max_descriptors_per_pool", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 64);
Expand Down
36 changes: 18 additions & 18 deletions doc/classes/AABB.xml
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,8 @@
[gdscript]
var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))
var absolute = box.abs()
print(absolute.position) # Prints (-15, -10, 0)
print(absolute.size) # Prints (20, 10, 5)
print(absolute.position) # Prints (-15.0, -10.0, 0.0)
print(absolute.size) # Prints (20.0, 10.0, 5.0)
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));
Expand Down Expand Up @@ -96,12 +96,12 @@
var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))

box = box.expand(Vector3(10, 0, 0))
print(box.position) # Prints (0, 0, 0)
print(box.size) # Prints (10, 2, 5)
print(box.position) # Prints (0.0, 0.0, 0.0)
print(box.size) # Prints (10.0, 2.0, 5.0)

box = box.expand(Vector3(-5, 0, 5))
print(box.position) # Prints (-5, 0, 0)
print(box.size) # Prints (15, 2, 5)
print(box.position) # Prints (-5.0, 0.0, 0.0)
print(box.size) # Prints (15.0, 2.0, 5.0)
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));
Expand Down Expand Up @@ -138,15 +138,15 @@
[gdscript]
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))

print(box.get_longest_axis()) # Prints (0, 0, 1)
print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)
print(box.get_longest_axis_index()) # Prints 2
print(box.get_longest_axis_size()) # Prints 8
print(box.get_longest_axis_size()) # Prints 8.0
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));

GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)
GD.Print(box.GetLongestAxisIndex()); // Prints 2
GD.Print(box.GetLongestAxisIndex()); // Prints Z
GD.Print(box.GetLongestAxisSize()); // Prints 8
[/csharp]
[/codeblocks]
Expand Down Expand Up @@ -175,15 +175,15 @@
[gdscript]
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))

print(box.get_shortest_axis()) # Prints (1, 0, 0)
print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)
print(box.get_shortest_axis_index()) # Prints 0
print(box.get_shortest_axis_size()) # Prints 2
print(box.get_shortest_axis_size()) # Prints 2.0
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));

GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)
GD.Print(box.GetShortestAxisIndex()); // Prints 0
GD.Print(box.GetShortestAxisIndex()); // Prints X
GD.Print(box.GetShortestAxisSize()); // Prints 2
[/csharp]
[/codeblocks]
Expand Down Expand Up @@ -225,12 +225,12 @@
[codeblocks]
[gdscript]
var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)
print(a.position) # Prints (0, 0, 0)
print(a.size) # Prints (16, 16, 16)
print(a.position) # Prints (0.0, 0.0, 0.0)
print(a.size) # Prints (16.0, 16.0, 16.0)

var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)
print(b.position) # Prints (-2, -2, -2)
print(b.size) # Prints (12, 8, 6)
print(b.position) # Prints (-2.0, -2.0, -2.0)
print(b.size) # Prints (12.0, 8.0, 6.0)
[/gdscript]
[csharp]
var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);
Expand Down Expand Up @@ -275,8 +275,8 @@
var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))

var intersection = box1.intersection(box2)
print(intersection.position) # Prints (2, 0, 2)
print(intersection.size) # Prints (3, 2, 4)
print(intersection.position) # Prints (2.0, 0.0, 2.0)
print(intersection.size) # Prints (3.0, 2.0, 4.0)
[/gdscript]
[csharp]
var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));
Expand Down
4 changes: 2 additions & 2 deletions doc/classes/AStarGrid2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,8 @@
astar_grid.region = Rect2i(0, 0, 32, 32)
astar_grid.cell_size = Vector2(16, 16)
astar_grid.update()
print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints [(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]
print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]
[/gdscript]
[csharp]
AStarGrid2D astarGrid = new AStarGrid2D();
Expand Down
18 changes: 9 additions & 9 deletions doc/classes/Array.xml
Original file line number Diff line number Diff line change
Expand Up @@ -183,17 +183,17 @@

public override void _Ready()
{
// Prints true (3/3 elements evaluate to true).
// Prints True (3/3 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(GreaterThan5));
// Prints false (1/3 elements evaluate to true).
// Prints False (1/3 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }.All(GreaterThan5));
// Prints false (0/3 elements evaluate to true).
// Prints False (0/3 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }.All(GreaterThan5));
// Prints true (0/0 elements evaluate to true).
// Prints True (0/0 elements evaluate to true).
GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));

// Same as the first line above, but using a lambda function.
GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => element > 5)); // Prints true
GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => element > 5)); // Prints True
}
[/csharp]
[/codeblocks]
Expand Down Expand Up @@ -462,10 +462,10 @@
[csharp]
var arr = new Godot.Collections.Array { "inside", 7 };
// By C# convention, this method is renamed to `Contains`.
GD.Print(arr.Contains("inside")); // Prints true
GD.Print(arr.Contains("outside")); // Prints false
GD.Print(arr.Contains(7)); // Prints true
GD.Print(arr.Contains("7")); // Prints false
GD.Print(arr.Contains("inside")); // Prints True
GD.Print(arr.Contains("outside")); // Prints False
GD.Print(arr.Contains(7)); // Prints True
GD.Print(arr.Contains("7")); // Prints False
[/csharp]
[/codeblocks]
In GDScript, this is equivalent to the [code]in[/code] operator:
Expand Down
12 changes: 12 additions & 0 deletions doc/classes/AudioStream.xml
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,12 @@
<link title="Audio Spectrum Visualizer Demo">https://godotengine.org/asset-library/asset/2762</link>
</tutorials>
<methods>
<method name="_get_bar_beats" qualifiers="virtual const">
<return type="int" />
<description>
Override this method to return the bar beats of this stream.
</description>
</method>
<method name="_get_beat_count" qualifiers="virtual const">
<return type="int" />
<description>
Expand Down Expand Up @@ -45,6 +51,12 @@
Override this method to customize the name assigned to this audio stream. Unused by the engine.
</description>
</method>
<method name="_has_loop" qualifiers="virtual const">
<return type="bool" />
<description>
Override this method to return [code]true[/code] if this stream has a loop.
</description>
</method>
<method name="_instantiate_playback" qualifiers="virtual const">
<return type="AudioStreamPlayback" />
<description>
Expand Down
24 changes: 12 additions & 12 deletions doc/classes/Basis.xml
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@
# Creates a Basis whose z axis points down.
var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))

print(my_basis.z) # Prints (0, -1, 0)
print(my_basis.z) # Prints (0.0, -1.0, 0.0)
[/gdscript]
[csharp]
// Creates a Basis whose z axis points down.
Expand All @@ -112,9 +112,9 @@
[gdscript]
var my_basis = Basis.from_scale(Vector3(2, 4, 8))

print(my_basis.x) # Prints (2, 0, 0)
print(my_basis.y) # Prints (0, 4, 0)
print(my_basis.z) # Prints (0, 0, 8)
print(my_basis.x) # Prints (2.0, 0.0, 0.0)
print(my_basis.y) # Prints (0.0, 4.0, 0.0)
print(my_basis.z) # Prints (0.0, 0.0, 8.0)
[/gdscript]
[csharp]
var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));
Expand Down Expand Up @@ -163,7 +163,7 @@
my_basis = my_basis.rotated(Vector3.UP, TAU / 2)
my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)

print(my_basis.get_scale()) # Prints (2, 4, 8)
print(my_basis.get_scale()) # Prints (2.0, 4.0, 8.0)
[/gdscript]
[csharp]
var myBasis = new Basis(
Expand Down Expand Up @@ -285,9 +285,9 @@
)
my_basis = my_basis.scaled(Vector3(0, 2, -2))

print(my_basis.x) # Prints (0, 2, -2)
print(my_basis.y) # Prints (0, 4, -4)
print(my_basis.z) # Prints (0, 6, -6)
print(my_basis.x) # Prints (0.0, 2.0, -2.0)
print(my_basis.y) # Prints (0.0, 4.0, -4.0)
print(my_basis.z) # Prints (0.0, 6.0, -6.0)
[/gdscript]
[csharp]
var myBasis = new Basis(
Expand Down Expand Up @@ -360,9 +360,9 @@
)
my_basis = my_basis.transposed()

print(my_basis.x) # Prints (1, 4, 7)
print(my_basis.y) # Prints (2, 5, 8)
print(my_basis.z) # Prints (3, 6, 9)
print(my_basis.x) # Prints (1.0, 4.0, 7.0)
print(my_basis.y) # Prints (2.0, 5.0, 8.0)
print(my_basis.z) # Prints (3.0, 6.0, 9.0)
[/gdscript]
[csharp]
var myBasis = new Basis(
Expand Down Expand Up @@ -454,7 +454,7 @@
[gdscript]
# Basis that swaps the X/Z axes and doubles the scale.
var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))
print(my_basis * Vector3(1, 2, 3)) # Prints (4, 2, 6)
print(my_basis * Vector3(1, 2, 3)) # Prints (4.0, 2.0, 6.0)
[/gdscript]
[csharp]
// Basis that swaps the X/Z axes and doubles the scale.
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/Button.xml
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@
If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle.
</member>
<member name="clip_text" type="bool" setter="set_clip_text" getter="get_clip_text" default="false">
When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.
If [code]true[/code], text that is too large to fit the button is clipped horizontally. If [code]false[/code], the button will always be wide enough to hold the text. The text is not vertically clipped, and the button's height is not affected by this property.
</member>
<member name="expand_icon" type="bool" setter="set_expand_icon" getter="is_expand_icon" default="false">
When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect. See also [theme_item icon_max_width].
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/Callable.xml
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@
func test():
var callable = Callable(self, "print_args")
callable.call("hello", "world") # Prints "hello world ".
callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(node.gd)::print_args".
callable.call(Vector2.UP, 42, callable) # Prints "(0.0, -1.0) 42 Node(node.gd)::print_args".
callable.call("invalid") # Invalid call, should have at least 2 arguments.
[/gdscript]
[csharp]
Expand Down
8 changes: 4 additions & 4 deletions doc/classes/Dictionary.xml
Original file line number Diff line number Diff line change
Expand Up @@ -281,9 +281,9 @@
{ 210, default },
};

GD.Print(myDict.ContainsKey("Godot")); // Prints true
GD.Print(myDict.ContainsKey(210)); // Prints true
GD.Print(myDict.ContainsKey(4)); // Prints false
GD.Print(myDict.ContainsKey("Godot")); // Prints True
GD.Print(myDict.ContainsKey(210)); // Prints True
GD.Print(myDict.ContainsKey(4)); // Prints False
[/csharp]
[/codeblocks]
In GDScript, this is equivalent to the [code]in[/code] operator:
Expand Down Expand Up @@ -321,7 +321,7 @@
var dict2 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};

// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.
GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true
GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints True
[/csharp]
[/codeblocks]
[b]Note:[/b] Dictionaries with the same entries but in a different order will not have the same hash.
Expand Down
8 changes: 4 additions & 4 deletions doc/classes/Engine.xml
Original file line number Diff line number Diff line change
Expand Up @@ -209,10 +209,10 @@
print(Engine.has_singleton("Unknown")) # Prints false
[/gdscript]
[csharp]
GD.Print(Engine.HasSingleton("OS")); // Prints true
GD.Print(Engine.HasSingleton("Engine")); // Prints true
GD.Print(Engine.HasSingleton("AudioServer")); // Prints true
GD.Print(Engine.HasSingleton("Unknown")); // Prints false
GD.Print(Engine.HasSingleton("OS")); // Prints True
GD.Print(Engine.HasSingleton("Engine")); // Prints True
GD.Print(Engine.HasSingleton("AudioServer")); // Prints True
GD.Print(Engine.HasSingleton("Unknown")); // Prints False
[/csharp]
[/codeblocks]
[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
Expand Down
4 changes: 2 additions & 2 deletions doc/classes/Geometry2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -201,13 +201,13 @@
var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)])
var offset = Vector2(50, 50)
polygon = Transform2D(0, offset) * polygon
print(polygon) # prints [(50, 50), (150, 50), (150, 150), (50, 150)]
print(polygon) # Prints [(50.0, 50.0), (150.0, 50.0), (150.0, 150.0), (50.0, 150.0)]
[/gdscript]
[csharp]
var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new Vector2(100, 100), new Vector2(0, 100) };
var offset = new Vector2(50, 50);
polygon = new Transform2D(0, offset) * polygon;
GD.Print((Variant)polygon); // prints [(50, 50), (150, 50), (150, 150), (50, 150)]
GD.Print((Variant)polygon); // Prints [(50, 50), (150, 50), (150, 150), (50, 150)]
[/csharp]
[/codeblocks]
</description>
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2 changes: 2 additions & 0 deletions doc/classes/MainLoop.xml
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<description>
Called each physics frame with the time since the last physics frame as argument ([param delta], in seconds). Equivalent to [method Node._physics_process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
</description>
</method>
<method name="_process" qualifiers="virtual">
Expand All @@ -86,6 +87,7 @@
<description>
Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to [method Node._process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
</description>
</method>
</methods>
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3 changes: 3 additions & 0 deletions doc/classes/NavigationPathQueryParameters2D.xml
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<constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
</constant>
<constant name="PATH_POSTPROCESSING_NONE" value="2" enum="PathPostProcessing">
Applies no postprocessing and returns the raw path corridor as found by the pathfinding algorithm.
</constant>
<constant name="PATH_METADATA_INCLUDE_NONE" value="0" enum="PathMetadataFlags" is_bitfield="true">
Don't include any additional metadata about the returned path.
</constant>
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3 changes: 3 additions & 0 deletions doc/classes/NavigationPathQueryParameters3D.xml
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Expand Up @@ -49,6 +49,9 @@
<constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
</constant>
<constant name="PATH_POSTPROCESSING_NONE" value="2" enum="PathPostProcessing">
Applies no postprocessing and returns the raw path corridor as found by the pathfinding algorithm.
</constant>
<constant name="PATH_METADATA_INCLUDE_NONE" value="0" enum="PathMetadataFlags" is_bitfield="true">
Don't include any additional metadata about the returned path.
</constant>
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7 changes: 4 additions & 3 deletions doc/classes/NavigationServer2D.xml
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Expand Up @@ -533,7 +533,7 @@
Returns all navigation obstacle [RID]s that are currently assigned to the requested navigation [param map].
</description>
</method>
<method name="map_get_path" qualifiers="const">
<method name="map_get_path">
<return type="PackedVector2Array" />
<param index="0" name="map" type="RID" />
<param index="1" name="origin" type="Vector2" />
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[b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
</description>
</method>
<method name="query_path" qualifiers="const">
<method name="query_path">
<return type="void" />
<param index="0" name="parameters" type="NavigationPathQueryParameters2D" />
<param index="1" name="result" type="NavigationPathQueryResult2D" />
<param index="2" name="callback" type="Callable" default="Callable()" />
<description>
Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters2D]. Updates the provided [NavigationPathQueryResult2D] result object with the path among other results requested by the query.
Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters2D]. Updates the provided [NavigationPathQueryResult2D] result object with the path among other results requested by the query. After the process is finished the optional [param callback] will be called.
</description>
</method>
<method name="region_create">
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