mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-02-06 08:05:54 +01:00
Updated the links in the docs.
This commit is contained in:
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2c7e26feaf
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@ -9,9 +9,9 @@
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[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
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</description>
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<tutorials>
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<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.html</link>
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<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
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<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
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<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.md</link>
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<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.md</link>
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<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.md</link>
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</tutorials>
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<methods>
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<method name="AABB">
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@ -8,7 +8,7 @@
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[b]Note:[/b] You can associate a set of normal maps by creating additional animations with a [code]_normal[/code] suffix. For example, having 2 animations [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
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</description>
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<tutorials>
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<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.md</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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@ -7,7 +7,7 @@
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
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<tutorials>
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<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.md</link>
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</tutorials>
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<methods>
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<method name="is_playing" qualifiers="const">
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@ -17,7 +17,7 @@
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Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/index.html</link>
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<link>$DOCS_URL/tutorials/animation/index.md</link>
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</tutorials>
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<methods>
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<method name="add_track">
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@ -8,7 +8,7 @@
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Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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<method name="add_input">
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@ -7,7 +7,7 @@
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A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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</methods>
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- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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</methods>
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You can set the extents of the axis using the [member min_space] and [member max_space].
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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<method name="add_blend_point">
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You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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An [AnimationNodeOutput] node named [code]output[/code] is created by default.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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<method name="add_node">
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A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<description>
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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[/codeblock]
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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<method name="add_node">
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[/codeblock]
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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<method name="get_current_length" qualifiers="const">
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<description>
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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</methods>
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Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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</tutorials>
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<methods>
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[/codeblock]
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link>$DOCS_URL/tutorials/animation/animation_tree.md</link>
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</tutorials>
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<methods>
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</methods>
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Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
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</description>
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<tutorials>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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Updating the target properties of animations occurs at process time.
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</description>
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<tutorials>
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<link title="Animation tutorial index">$DOCS_URL/tutorials/animation/index.html</link>
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<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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<link title="Animation tutorial index">$DOCS_URL/tutorials/animation/index.md</link>
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<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.md</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.md</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly unexpected behavior when using that shape for an area.
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</description>
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<tutorials>
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<link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link>
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<link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.md</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
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<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link>
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<link>$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.md</link>
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</tutorials>
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<methods>
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<method name="add_blend_shape">
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Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions.
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</description>
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<tutorials>
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<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
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<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
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</tutorials>
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<methods>
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</methods>
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[b]Note:[/b] [member ProjectSettings.audio/enable_audio_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.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.md</link>
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<link title="Audio Mic Record Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/audio/mic_record</link>
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</tutorials>
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<methods>
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<method name="can_get_buffer" qualifiers="const">
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By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.md</link>
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</tutorials>
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<methods>
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</methods>
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Allows frequencies other than the [member cutoff_hz] to pass.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.md</link>
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</tutorials>
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<methods>
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</methods>
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<description>
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.md</link>
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</tutorials>
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<methods>
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</methods>
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<description>
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.md</link>
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</tutorials>
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<methods>
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</methods>
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It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
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</description>
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<tutorials>
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<link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.html</link>
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<link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.md</link>
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<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
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</tutorials>
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<methods>
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[AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.md</link>
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<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
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<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
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<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
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Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
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</description>
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<tutorials>
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<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
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<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.md</link>
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<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
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<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
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<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
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[b]Note:[/b] [member ProjectSettings.audio/enable_audio_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.
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</description>
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<tutorials>
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<link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link>
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<link title="Audio Mic Record Demo">https://github.com/Relintai/pandemonium_demo_projects/tree/master/audio/mic_record</link>
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</tutorials>
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<methods>
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</methods>
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To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
|
||||
<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.md</link>
|
||||
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
||||
<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
|
||||
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
|
||||
|
@ -10,7 +10,7 @@
|
||||
[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/audio/audio_streams.html</link>
|
||||
<link>$DOCS_URL/tutorials/audio/audio_streams.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_playback_position">
|
||||
|
@ -10,7 +10,7 @@
|
||||
[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/audio/audio_streams.html</link>
|
||||
<link>$DOCS_URL/tutorials/audio/audio_streams.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_playback_position">
|
||||
|
@ -10,9 +10,9 @@
|
||||
For more information, read the "Matrices and transforms" documentation article.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.html</link>
|
||||
<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
|
||||
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link>
|
||||
<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.md</link>
|
||||
<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.md</link>
|
||||
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.md</link>
|
||||
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
|
||||
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
|
||||
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Arranges child controls vertically or horizontally, and rearranges the controls automatically when their minimum size changes.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="add_spacer">
|
||||
|
@ -9,7 +9,7 @@
|
||||
[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
|
||||
<link>$DOCS_URL/tutorials/2d/particle_systems_2d.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_param" qualifiers="const">
|
||||
|
@ -12,8 +12,8 @@
|
||||
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
|
||||
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
|
||||
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.md</link>
|
||||
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.md</link>
|
||||
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -7,8 +7,8 @@
|
||||
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
|
||||
<link title="Canvas layers">$DOCS_URL/tutorials/2d/canvas_layers.html</link>
|
||||
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.md</link>
|
||||
<link title="Canvas layers">$DOCS_URL/tutorials/2d/canvas_layers.md</link>
|
||||
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link>
|
||||
<link>$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.md</link>
|
||||
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -9,7 +9,7 @@
|
||||
[b]Warning:[/b] A non-uniformly scaled CollisionShape3D node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size of its [member shape] resource instead.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
|
||||
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.md</link>
|
||||
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
|
||||
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
|
||||
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
|
||||
|
@ -8,7 +8,7 @@
|
||||
You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
|
||||
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.md</link>
|
||||
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
||||
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
|
||||
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
|
||||
|
@ -8,7 +8,7 @@
|
||||
A Control can inherit this to create custom container classes.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="fit_child_in_rect">
|
||||
|
@ -14,10 +14,10 @@
|
||||
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_theme_color], [method get_theme_constant], [method get_theme_font], [method get_theme_icon], [method get_theme_stylebox], and the [code]add_*_override[/code] methods provided by this class.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI tutorial 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">$DOCS_URL/tutorials/ui/control_node_gallery.html</link>
|
||||
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
|
||||
<link title="GUI tutorial index">$DOCS_URL/tutorials/ui/index.md</link>
|
||||
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.md</link>
|
||||
<link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.md</link>
|
||||
<link title="All GUI Demos">https://github.com/Relintai/pandemonium_demo_projects/tree/master/gui</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="_clips_input" qualifiers="virtual">
|
||||
|
@ -7,7 +7,7 @@
|
||||
A directional light is a type of [Light] 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 DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
|
||||
<link>$DOCS_URL/tutorials/3d/lights_and_shadows.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -25,7 +25,7 @@
|
||||
[/codeblock]
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/scripting/filesystem.html</link>
|
||||
<link>$DOCS_URL/tutorials/scripting/filesystem.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="change_dir">
|
||||
|
@ -49,7 +49,7 @@
|
||||
To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link>
|
||||
<link>$DOCS_URL/tutorials/plugins/editor/import_plugins.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_import_options" qualifiers="virtual">
|
||||
|
@ -13,7 +13,7 @@
|
||||
To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Inspector plugins">$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html</link>
|
||||
<link title="Inspector plugins">$DOCS_URL/tutorials/plugins/editor/inspector_plugins.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="add_custom_control">
|
||||
|
@ -7,7 +7,7 @@
|
||||
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.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/plugins/editor/index.html</link>
|
||||
<link>$DOCS_URL/tutorials/plugins/editor/index.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="add_autoload_singleton">
|
||||
|
@ -8,7 +8,7 @@
|
||||
To use [EditorSpatialGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link>
|
||||
<link>$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="add_material">
|
||||
|
@ -16,8 +16,8 @@
|
||||
Note that [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] has a mobile platform override to use "3D Without Effects" by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Environment3D 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="Environment3D and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.md</link>
|
||||
<link title="Light transport in game engines">$DOCS_URL/tutorials/3d/high_dynamic_range.md</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>
|
||||
|
@ -25,7 +25,7 @@
|
||||
[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link>
|
||||
<link title="File system">$DOCS_URL/tutorials/scripting/filesystem.md</link>
|
||||
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -9,7 +9,7 @@
|
||||
[b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Horizontal box container. See [BoxContainer].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Horizontal split container. See [SplitContainer]. This goes from left to right.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -13,8 +13,8 @@
|
||||
[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/networking/http_client_class.html</link>
|
||||
<link>$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
|
||||
<link>$DOCS_URL/tutorials/networking/http_client_class.md</link>
|
||||
<link>$DOCS_URL/tutorials/networking/ssl_certificates.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="close">
|
||||
|
@ -67,8 +67,8 @@
|
||||
[/codeblock]
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/networking/http_request_class.html</link>
|
||||
<link>$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
|
||||
<link>$DOCS_URL/tutorials/networking/http_request_class.md</link>
|
||||
<link>$DOCS_URL/tutorials/networking/ssl_certificates.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="cancel_request">
|
||||
|
@ -9,7 +9,7 @@
|
||||
[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
|
||||
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="blend_rect">
|
||||
|
@ -28,7 +28,7 @@
|
||||
[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
|
||||
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="create">
|
||||
|
@ -7,7 +7,7 @@
|
||||
A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Inputs tutorial index">$DOCS_URL/tutorials/inputs/index.html</link>
|
||||
<link title="Inputs tutorial index">$DOCS_URL/tutorials/inputs/index.md</link>
|
||||
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
||||
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
|
||||
</tutorials>
|
||||
|
@ -7,8 +7,8 @@
|
||||
Base class of all sort of input event. See [method Node._input].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
|
||||
<link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.md</link>
|
||||
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
||||
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
|
||||
</tutorials>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_physical_scancode_with_modifiers" qualifiers="const">
|
||||
|
@ -7,7 +7,7 @@
|
||||
Stores general mouse events information.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Contains mouse click information. See [method Node._input].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -9,7 +9,7 @@
|
||||
[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link>
|
||||
<link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.md</link>
|
||||
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Contains screen drag information. See [method Node._input].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -8,7 +8,7 @@
|
||||
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.html</link>
|
||||
<link>$DOCS_URL/tutorials/inputs/inputevent.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Creating Android plugins">$DOCS_URL/tutorials/platform/android/android_plugin.html</link>
|
||||
<link title="Creating Android plugins">$DOCS_URL/tutorials/platform/android/android_plugin.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -10,7 +10,7 @@
|
||||
[b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
|
||||
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.md</link>
|
||||
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
|
||||
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
|
||||
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
|
||||
|
@ -9,8 +9,8 @@
|
||||
[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
|
||||
<link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link>
|
||||
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.md</link>
|
||||
<link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.md</link>
|
||||
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
|
||||
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
|
||||
</tutorials>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="3D 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.md</link>
|
||||
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -8,7 +8,7 @@
|
||||
[b]Note:[/b] Light2D can also be used as a mask.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
|
||||
<link>$DOCS_URL/tutorials/2d/2d_lights_and_shadows.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
|
||||
<link>$DOCS_URL/tutorials/2d/2d_lights_and_shadows.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -16,7 +16,7 @@
|
||||
[/codeblock]
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite] via a tool in the editor toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/2d/2d_meshes.html</link>
|
||||
<link>$DOCS_URL/tutorials/2d/2d_meshes.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -10,8 +10,8 @@
|
||||
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
|
||||
<link>$DOCS_URL/tutorials/performance/using_multimesh.html</link>
|
||||
<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.md</link>
|
||||
<link>$DOCS_URL/tutorials/performance/using_multimesh.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_aabb" qualifiers="const">
|
||||
|
@ -8,9 +8,9 @@
|
||||
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
|
||||
<link>$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html</link>
|
||||
<link>$DOCS_URL/tutorials/performance/using_multimesh.html</link>
|
||||
<link>$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.md</link>
|
||||
<link>$DOCS_URL/tutorials/3d/using_multi_mesh_instance.md</link>
|
||||
<link>$DOCS_URL/tutorials/performance/using_multimesh.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/performance/threads/using_multiple_threads.html</link>
|
||||
<link>$DOCS_URL/tutorials/performance/threads/using_multiple_threads.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="lock">
|
||||
|
@ -7,7 +7,7 @@
|
||||
A link between two positions on [NavigationRegion2D]s that agents can be routed through. These positions can be on the same [NavigationRegion2D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation polygon, such as ziplines, teleporters, or gaps that can be jumped across.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
|
||||
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_global_end_position" qualifiers="const">
|
||||
|
@ -7,7 +7,7 @@
|
||||
A link between two positions on [NavigationRegion3D]s that agents can be routed through. These positions can be on the same [NavigationRegion3D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
|
||||
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_global_end_position" qualifiers="const">
|
||||
|
@ -9,7 +9,7 @@
|
||||
To work around the runtime framerate issues, the source geometry can be parsed to a [NavigationMeshSourceGeometryData2D] or a [NavigationMeshSourceGeometryData3D] resource. This resource can later be (re)used at runtime to bake multiple navigation meshes with different parameters in background threads without touching the scene tree again (assuming the nodes that contribute source geometry have not changed).
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link>
|
||||
<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="bake_2d_from_source_geometry_data">
|
||||
|
@ -7,7 +7,7 @@
|
||||
By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer2D].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer3D].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
This class stores the result of a 2D navigation path query from the [NavigationServer2D].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="reset">
|
||||
|
@ -7,7 +7,7 @@
|
||||
This class stores the result of a 3D navigation path query from the [NavigationServer3D].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
|
||||
<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="reset">
|
||||
|
@ -8,7 +8,7 @@
|
||||
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="High-level multiplayer">$DOCS_URL/tutorials/networking/high_level_multiplayer.html</link>
|
||||
<link title="High-level multiplayer">$DOCS_URL/tutorials/networking/high_level_multiplayer.md</link>
|
||||
<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -17,8 +17,8 @@
|
||||
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Nodes and Scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link>
|
||||
<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
|
||||
<link title="Nodes and Scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.md</link>
|
||||
<link title="All Demos">https://github.com/Relintai/pandemonium_demo_projects/</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="_enter_tree" qualifiers="virtual">
|
||||
|
@ -7,8 +7,8 @@
|
||||
A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
|
||||
<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
|
||||
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.md</link>
|
||||
<link title="All 2D Demos">https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="apply_scale">
|
||||
|
@ -21,7 +21,7 @@
|
||||
[b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
|
||||
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.md</link>
|
||||
<link title="Advanced exports using _get_property_list()">$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -8,7 +8,7 @@
|
||||
[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
|
||||
<link>$DOCS_URL/tutorials/3d/lights_and_shadows.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
</methods>
|
||||
|
@ -7,7 +7,7 @@
|
||||
Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
|
||||
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.md</link>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
|
@ -7,8 +7,8 @@
|
||||
Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
|
||||
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
|
||||
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.md</link>
|
||||
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.md</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="add_central_force">
|
||||
|
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Reference in New Issue
Block a user