From 5d190f21d68d8396b4684beb453c912439df337d Mon Sep 17 00:00:00 2001 From: Relintai Date: Sun, 21 Apr 2024 15:39:49 +0200 Subject: [PATCH] Re-extracted class docs. --- doc/classes/@GlobalScope.xml | 4 ++-- doc/classes/EditorSettings.xml | 3 --- doc/classes/LOD.xml | 2 +- doc/classes/ProjectSettings.xml | 2 ++ doc/classes/SpatialMaterial.xml | 4 +++- doc/classes/Vector4.xml | 10 +++++----- modules/entity_spell_system/doc_classes/ESS.xml | 2 ++ .../doc_classes/LayeredTileMap.xml | 14 ++++++++++---- .../doc_classes/LayeredTileMapLayer.xml | 16 ++++++++++++---- 9 files changed, 37 insertions(+), 20 deletions(-) diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 59fff2775..6be5bbdb2 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -1587,11 +1587,11 @@ Hints that a vector property should allow linking values (e.g. to edit both [code]x[/code] and [code]y[/code] together). + + Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country. - - The property is serialized and saved in the scene file (default). diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index fb7a6d070..6af096793 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -836,9 +836,6 @@ If [code]true[/code], sorts the members outline (located at the left of the script editor) using alphabetical order. If [code]false[/code], sorts the members outline depending on the order in which members are found in the script. [b]Note:[/b] Only effective if [member text_editor/script_list/show_members_overview] is [code]true[/code]. - - Highlight the currently selected TileMapLayer by dimming the other ones in the scene. - diff --git a/doc/classes/LOD.xml b/doc/classes/LOD.xml index b7cd39a95..0062280bb 100644 --- a/doc/classes/LOD.xml +++ b/doc/classes/LOD.xml @@ -1,5 +1,5 @@ - + Provides discrete level of detail. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 59f90dcd5..7b02c0562 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -672,6 +672,8 @@ + + diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index b8b85fc7a..ec88e729f 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -247,6 +247,8 @@ [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively. [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + + Threshold at which the alpha scissor will discard values. @@ -435,7 +437,7 @@ Texture specifying per-pixel detail normal. - + Represents the size of the [enum TextureParam] enum. diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index e5938d475..ed0f98cb0 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -94,6 +94,11 @@ + + + + + @@ -101,11 +106,6 @@ This method is faster than using [method is_equal_approx] with one value as a zero vector. - - - - - diff --git a/modules/entity_spell_system/doc_classes/ESS.xml b/modules/entity_spell_system/doc_classes/ESS.xml index 6285cec80..fbd4c8d46 100644 --- a/modules/entity_spell_system/doc_classes/ESS.xml +++ b/modules/entity_spell_system/doc_classes/ESS.xml @@ -246,6 +246,8 @@ + + diff --git a/modules/layered_tile_map/doc_classes/LayeredTileMap.xml b/modules/layered_tile_map/doc_classes/LayeredTileMap.xml index 6e5f6bf6c..cd6e85546 100644 --- a/modules/layered_tile_map/doc_classes/LayeredTileMap.xml +++ b/modules/layered_tile_map/doc_classes/LayeredTileMap.xml @@ -1,5 +1,5 @@ - + Node for 2D tile-based maps. @@ -143,6 +143,12 @@ Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile. + + + + + + @@ -485,9 +491,6 @@ Show or hide the LayeredTileMap's navigation meshes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings. - - The [TileSet] used by this [TileMap]. The textures, collisions, and additional behavior of all available tiles are stored here. - @@ -499,6 +502,9 @@ The quadrant size does not apply on Y-sorted layers, as tiles are be grouped by Y position instead in that case. [b]Note:[/b] As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the LayeredTileMap's local coordinate system. + + The [TileSet] used by this [TileMap]. The textures, collisions, and additional behavior of all available tiles are stored here. + diff --git a/modules/layered_tile_map/doc_classes/LayeredTileMapLayer.xml b/modules/layered_tile_map/doc_classes/LayeredTileMapLayer.xml index e29d7d481..7f6404c24 100644 --- a/modules/layered_tile_map/doc_classes/LayeredTileMapLayer.xml +++ b/modules/layered_tile_map/doc_classes/LayeredTileMapLayer.xml @@ -1,5 +1,5 @@ - + Node for 2D tile-based maps. @@ -132,7 +132,7 @@ - + Returns a [Vector2i] array with the positions of all cells containing a tile. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]), or alternative id ([param alternative_tile]). @@ -189,7 +189,7 @@ - + Sets the tile identifiers for the cell at coordinates [param coords]. Each tile of the [LayeredTileSet] is identified using three parts: @@ -263,12 +263,18 @@ Show or hide the [LayeredTileMapLayer]'s navigation meshes. If set to [constant DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings. + + + + + + The [LayeredTileMapLayer]'s quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quandrant size groups together [code]16 * 16 = 256[/code] tiles. The quadrant size does not apply on a Y-sorted [LayeredTileMapLayer], as tiles are be grouped by Y position instead in that case. [b]Note:[/b] As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the [LayeredTileMapLayer]'s local coordinate system. - + The raw tile map data as a byte array. @@ -277,6 +283,8 @@ If [code]true[/code], this [LayeredTileMapLayer] collision shapes will be instantiated as kinematic bodies. This can be needed for moving [LayeredTileMapLayer] nodes (i.e. moving platforms). + + This Y-sort origin value is added to each tile's Y-sort origin value. This allows, for example, to fake a different height level. This can be useful for top-down view games.