diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index e12d0ba7f..9c60abeee 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -12,18 +12,14 @@
-
- The [ARVRServer] singleton.
-
The [AudioServer] singleton.
-
- The [CameraServer] singleton.
-
The [ClassDB] singleton.
+
+
The [Engine] singleton.
@@ -53,6 +49,8 @@
The [Marshalls] singleton.
+
+
The [Navigation2DServer] singleton.
@@ -74,24 +72,33 @@
The [PhysicsServer] singleton.
+
+
The [ProjectSettings] singleton.
+
+
+
+
+
+
+
+
The [ResourceLoader] singleton.
The [ResourceSaver] singleton.
+
+
The [Time] singleton.
The [TranslationServer] singleton.
-
- The [VisualScriptEditor] singleton.
-
The [VisualServer] singleton.
diff --git a/doc/classes/ARVRAnchor.xml b/doc/classes/ARVRAnchor.xml
deleted file mode 100644
index b283ca295..000000000
--- a/doc/classes/ARVRAnchor.xml
+++ /dev/null
@@ -1,60 +0,0 @@
-
-
-
- An anchor point in AR space.
-
-
- The [ARVRAnchor] point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
- This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
- Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
-
-
-
-
-
-
-
- Returns the name given to this anchor.
-
-
-
-
-
- Returns [code]true[/code] if the anchor is being tracked and [code]false[/code] if no anchor with this ID is currently known.
-
-
-
-
-
- If provided by the [ARVRInterface], this returns a mesh object for the anchor. For an anchor, this can be a shape related to the object being tracked or it can be a mesh that provides topology related to the anchor and can be used to create shadows/reflections on surfaces or for generating collision shapes.
-
-
-
-
-
- Returns a plane aligned with our anchor; handy for intersection testing.
-
-
-
-
-
- Returns the estimated size of the plane that was detected. Say when the anchor relates to a table in the real world, this is the estimated size of the surface of that table.
-
-
-
-
-
- The anchor's ID. You can set this before the anchor itself exists. The first anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], etc. When anchors get removed, the engine can then assign the corresponding ID to new anchors. The most common situation where anchors "disappear" is when the AR server identifies that two anchors represent different parts of the same plane and merges them.
-
-
-
-
-
-
- Emitted when the mesh associated with the anchor changes or when one becomes available. This is especially important for topology that is constantly being [code]mesh_updated[/code].
-
-
-
-
-
-
diff --git a/doc/classes/ARVRCamera.xml b/doc/classes/ARVRCamera.xml
deleted file mode 100644
index 6993093ea..000000000
--- a/doc/classes/ARVRCamera.xml
+++ /dev/null
@@ -1,17 +0,0 @@
-
-
-
- A camera node with a few overrules for AR/VR applied, such as location tracking.
-
-
- This is a helper spatial node for our camera; note that, if stereoscopic rendering is applicable (VR-HMD), most of the camera properties are ignored, as the HMD information overrides them. The only properties that can be trusted are the near and far planes.
- The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
-
-
- $DOCS_URL/tutorials/vr/index.html
-
-
-
-
-
-
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml
deleted file mode 100644
index 642eb9d3b..000000000
--- a/doc/classes/ARVRController.xml
+++ /dev/null
@@ -1,94 +0,0 @@
-
-
-
- A spatial node representing a spatially-tracked controller.
-
-
- This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.
- Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.
- The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
-
-
- $DOCS_URL/tutorials/vr/index.html
-
-
-
-
-
- If active, returns the name of the associated controller if provided by the AR/VR SDK used.
-
-
-
-
-
- Returns the hand holding this controller, if known. See [enum ARVRPositionalTracker.TrackerHand].
-
-
-
-
-
- Returns [code]true[/code] if the bound controller is active. ARVR systems attempt to track active controllers.
-
-
-
-
-
-
- Returns the value of the given axis for things like triggers, touchpads, etc. that are embedded into the controller.
-
-
-
-
-
- Returns the ID of the joystick object bound to this. Every controller tracked by the [ARVRServer] that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.
-
-
-
-
-
- If provided by the [ARVRInterface], this returns a mesh associated with the controller. This can be used to visualize the controller.
-
-
-
-
-
-
- Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] constants.
-
-
-
-
-
- The controller's ID.
- A controller ID of 0 is unbound and will always result in an inactive node. Controller ID 1 is reserved for the first controller that identifies itself as the left-hand controller and ID 2 is reserved for the first controller that identifies itself as the right-hand controller.
- For any other controller that the [ARVRServer] detects, we continue with controller ID 3.
- When a controller is turned off, its slot is freed. This ensures controllers will keep the same ID even when controllers with lower IDs are turned off.
-
-
- The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly.
- This is a useful property to animate if you want the controller to vibrate for a limited duration.
-
-
-
-
-
-
- Emitted when a button on this controller is pressed.
-
-
-
-
-
- Emitted when a button on this controller is released.
-
-
-
-
-
- Emitted when the mesh associated with the controller changes or when one becomes available. Generally speaking this will be a static mesh after becoming available.
-
-
-
-
-
-
diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml
deleted file mode 100644
index 91a9b2d8d..000000000
--- a/doc/classes/ARVRInterface.xml
+++ /dev/null
@@ -1,119 +0,0 @@
-
-
-
- Base class for an AR/VR interface implementation.
-
-
- This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
- Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
-
-
- $DOCS_URL/tutorials/vr/index.html
-
-
-
-
-
- If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the [CameraServer] for this interface.
-
-
-
-
-
- Returns a combination of [enum Capabilities] flags providing information about the capabilities of this interface.
-
-
-
-
-
- Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc).
-
-
-
-
-
- Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.
-
-
-
-
-
- If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
-
-
-
-
-
- Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
- After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
- [b]Note:[/b] You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR.
- If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different.
- While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
-
-
-
-
-
- Returns [code]true[/code] if the current output of this interface is in stereo.
-
-
-
-
-
- Turns the interface off.
-
-
-
-
-
- On an AR interface, [code]true[/code] if anchor detection is enabled.
-
-
- [code]true[/code] if this interface been initialized.
-
-
- [code]true[/code] if this is the primary interface.
-
-
-
-
- No ARVR capabilities.
-
-
- This interface can work with normal rendering output (non-HMD based AR).
-
-
- This interface supports stereoscopic rendering.
-
-
- This interface supports AR (video background and real world tracking).
-
-
- This interface outputs to an external device. If the main viewport is used, the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_targetsize]). Using a separate viewport node frees up the main viewport for other purposes.
-
-
- Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported.
-
-
- Left eye output, this is mostly used internally when rendering the image for the left eye and obtaining positioning and projection information.
-
-
- Right eye output, this is mostly used internally when rendering the image for the right eye and obtaining positioning and projection information.
-
-
- Tracking is behaving as expected.
-
-
- Tracking is hindered by excessive motion (the player is moving faster than tracking can keep up).
-
-
- Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc.
-
-
- We don't know the status of the tracking or this interface does not provide feedback.
-
-
- Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.).
-
-
-
diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml
deleted file mode 100644
index 0725e5f23..000000000
--- a/doc/classes/ARVROrigin.xml
+++ /dev/null
@@ -1,25 +0,0 @@
-
-
-
- The origin point in AR/VR.
-
-
- This is a special node within the AR/VR system that maps the physical location of the center of our tracking space to the virtual location within our game world.
- There should be only one of these nodes in your scene and you must have one. All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct children of this node for spatial tracking to work correctly.
- It is the position of this node that you update when your character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.
- For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
-
-
- $DOCS_URL/tutorials/vr/index.html
-
-
-
-
-
- Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
- [b]Note:[/b] This method is a passthrough to the [ARVRServer] itself.
-
-
-
-
-
diff --git a/doc/classes/ARVRPositionalTracker.xml b/doc/classes/ARVRPositionalTracker.xml
deleted file mode 100644
index 73abb6d34..000000000
--- a/doc/classes/ARVRPositionalTracker.xml
+++ /dev/null
@@ -1,99 +0,0 @@
-
-
-
- A tracked object.
-
-
- An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.
- As controllers are turned on and the AR/VR interface detects them, instances of this object are automatically added to this list of active tracking objects accessible through the [ARVRServer].
- The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
-
-
- $DOCS_URL/tutorials/vr/index.html
-
-
-
-
-
- Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.
-
-
-
-
-
- If this is a controller that is being tracked, the controller will also be represented by a joystick entry with this ID.
-
-
-
-
-
- Returns the mesh related to a controller or anchor point if one is available.
-
-
-
-
-
- Returns the controller or anchor point's name if available.
-
-
-
-
-
- Returns the controller's orientation matrix.
-
-
-
-
-
- Returns the world-space controller position.
-
-
-
-
-
- Returns the internal tracker ID. This uniquely identifies the tracker per tracker type and matches the ID you need to specify for nodes such as the [ARVRController] and [ARVRAnchor] nodes.
-
-
-
-
-
- Returns [code]true[/code] if this device tracks orientation.
-
-
-
-
-
- Returns [code]true[/code] if this device tracks position.
-
-
-
-
-
-
- Returns the transform combining this device's orientation and position.
-
-
-
-
-
- Returns the tracker's type.
-
-
-
-
-
- The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].
-
-
-
-
- The hand this tracker is held in is unknown or not applicable.
-
-
- This tracker is the left hand controller.
-
-
- This tracker is the right hand controller.
-
-
-
diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml
deleted file mode 100644
index a02ce6b57..000000000
--- a/doc/classes/ARVRServer.xml
+++ /dev/null
@@ -1,198 +0,0 @@
-
-
-
- Server for AR and VR features.
-
-
- The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
-
-
- $DOCS_URL/tutorials/vr/index.html
-
-
-
-
-
-
- Registers an [ARVRInterface] object.
-
-
-
-
-
-
- Registers a new [ARVRPositionalTracker] that tracks a spatial location in real space.
-
-
-
-
-
-
-
- This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
- For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
- For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.
- This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.
- For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.
- You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
-
-
-
-
-
-
- Clears our current primary interface if it is set to the provided interface.
-
-
-
-
-
-
- Finds an interface by its name. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
-
-
-
-
-
- Returns the primary interface's transformation.
-
-
-
-
-
-
- Returns the interface registered at a given index in our list of interfaces.
-
-
-
-
-
- Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns [code]true[/code].
-
-
-
-
-
- Returns a list of available interfaces the ID and name of each interface.
-
-
-
-
-
- Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of the AR/VR eyes to [VisualServer]. The value comes from an internal call to [method OS.get_ticks_usec].
-
-
-
-
-
- Returns the duration (in μs) of the last frame. This is computed as the difference between [method get_last_commit_usec] and [method get_last_process_usec] when committing.
-
-
-
-
-
- Returns the absolute timestamp (in μs) of the last [ARVRServer] process callback. The value comes from an internal call to [method OS.get_ticks_usec].
-
-
-
-
-
- Returns the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.
-
-
-
-
-
-
- Returns the positional tracker at the given ID.
-
-
-
-
-
- Returns the number of trackers currently registered.
-
-
-
-
-
-
- Removes this interface.
-
-
-
-
-
-
- Removes this positional tracker.
-
-
-
-
-
- The primary [ARVRInterface] currently bound to the [ARVRServer].
-
-
- Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
-
-
-
-
-
-
- Emitted when a new interface has been added.
-
-
-
-
-
- Emitted when an interface is removed.
-
-
-
-
-
-
-
- Emitted when a new tracker has been added. If you don't use a fixed number of controllers or if you're using [ARVRAnchor]s for an AR solution, it is important to react to this signal to add the appropriate [ARVRController] or [ARVRAnchor] nodes related to this new tracker.
-
-
-
-
-
-
-
- Emitted when a tracker is removed. You should remove any [ARVRController] or [ARVRAnchor] points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).
-
-
-
-
-
- The tracker tracks the location of a controller.
-
-
- The tracker tracks the location of a base station.
-
-
- The tracker tracks the location and size of an AR anchor.
-
-
- Used internally to filter trackers of any known type.
-
-
- Used internally if we haven't set the tracker type yet.
-
-
- Used internally to select all trackers.
-
-
- Fully reset the orientation of the HMD. Regardless of what direction the user is looking to in the real world. The user will look dead ahead in the virtual world.
-
-
- Resets the orientation but keeps the tilt of the device. So if we're looking down, we keep looking down but heading will be reset.
-
-
- Does not reset the orientation of the HMD, only the position of the player gets centered.
-
-
-
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index e90a30090..be9beb4d1 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -73,14 +73,6 @@
Returns the name of the blend shape at this index.
-
-
-
-
-
- Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping.
-
-
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
deleted file mode 100644
index 81834a9ac..000000000
--- a/doc/classes/BakedLightmap.xml
+++ /dev/null
@@ -1,150 +0,0 @@
-
-
-
- Prerendered indirect light map for a scene.
-
-
- Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
- [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [BakedLightmap] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [GIProbe] instead.
- [b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
-
-
- $DOCS_URL/tutorials/3d/baked_lightmaps.html
-
-
-
-
-
-
-
- Bakes the lightmap, scanning from the given [code]from_node[/code] root and saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If no root node is provided, parent of this node will be used as root instead. If no save path is provided it will try to match the path from the current [member light_data].
-
-
-
-
-
- When enabled, the lightmapper will merge the textures for all meshes into a single large layered texture. Not supported in GLES2.
-
-
- Maximum size of each lightmap layer, only used when [member atlas_generate] is enabled.
-
-
- Raycasting bias used during baking to avoid floating point precision issues.
-
-
- The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of [code]1.0[/code] represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of [member bounces] then increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData.energy], this property does not affect direct lighting emitted by light nodes, emissive materials and the environment.
- [b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member bounces] is set to a value greater than or equal to [code]1[/code].
-
-
- Number of light bounces that are taken into account during baking. See also [member bounce_indirect_energy].
-
-
- Grid size used for real-time capture information on dynamic objects.
-
-
- When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene.
-
-
- Bias value to reduce the amount of light propagation in the captured octree.
-
-
- Bake quality of the capture data.
-
-
- If a baked mesh doesn't have a UV2 size hint, this value will be used to roughly compute a suitable lightmap size.
-
-
- The environment color when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
-
-
- The energy scaling factor when when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant ENVIRONMENT_MODE_CUSTOM_SKY].
-
-
- The [Sky] resource to use when [member environment_mode] is set o [constant ENVIRONMENT_MODE_CUSTOM_SKY].
-
-
- The rotation of the baked custom sky.
-
-
- Minimum ambient light for all the lightmap texels. This doesn't take into account any occlusion from the scene's geometry, it simply ensures a minimum amount of light on all the lightmap texels. Can be used for artistic control on shadow color.
-
-
- Decides which environment to use during baking.
-
-
- Size of the baked lightmap. Only meshes inside this region will be included in the baked lightmap, also used as the bounds of the captured region for dynamic lighting.
-
-
- Deprecated, in previous versions it determined the location where lightmaps were be saved.
-
-
- The calculated light data.
-
-
- Determines the amount of samples per texel used in indirect light baking. The amount of samples for each quality level can be configured in the project settings.
-
-
- Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.
-
-
- When enabled, a lightmap denoiser will be used to reduce the noise inherent to Monte Carlo based global illumination.
-
-
- If [code]true[/code], stores the lightmap textures in a high dynamic range format (EXR). If [code]false[/code], stores the lightmap texture in a low dynamic range PNG image. This can be set to [code]false[/code] to reduce disk usage, but light values over 1.0 will be clamped and you may see banding caused by the reduced precision.
- [b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease lightmap banding even when using the GLES2 backend or if [member ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code].
-
-
-
-
- The lowest bake quality mode. Fastest to calculate.
-
-
- The default bake quality mode.
-
-
- A higher bake quality mode. Takes longer to calculate.
-
-
- The highest bake quality mode. Takes the longest to calculate.
-
-
- Baking was successful.
-
-
- Returns if no viable save path is found. This can happen where an [member image_path] is not specified or when the save location is invalid.
-
-
- Currently unused.
-
-
- Returns when the baker cannot save per-mesh textures to file.
-
-
- The size of the generated lightmaps is too large.
-
-
- Some mesh contains UV2 values outside the [code][0,1][/code] range.
-
-
- Returns if user cancels baking.
-
-
- Returns if lightmapper can't be created. Unless you are using a custom lightmapper, please report this as bug.
-
-
- There is no root node to start baking from. Either provide [code]from_node[/code] argument or attach this node to a parent that should be used as root.
-
-
- No environment is used during baking.
-
-
- The baked environment is automatically picked from the current scene.
-
-
- A custom sky is used as environment during baking.
-
-
- A custom solid color is used as environment during baking.
-
-
-
diff --git a/doc/classes/BakedLightmapData.xml b/doc/classes/BakedLightmapData.xml
deleted file mode 100644
index 584e8edb0..000000000
--- a/doc/classes/BakedLightmapData.xml
+++ /dev/null
@@ -1,67 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Global energy multiplier for baked and dynamic capture objects. This can be changed at run-time without having to bake lightmaps again.
- To adjust only the energy of indirect lighting (without affecting direct lighting or emissive materials), adjust [member BakedLightmap.bounce_indirect_energy] and bake lightmaps again.
-
-
- Controls whether dynamic capture objects receive environment lighting or not.
-
-
-
-
-
-
-
diff --git a/doc/classes/CPUParticles.xml b/doc/classes/CPUParticles.xml
index 2ee7cca53..0676e40b7 100644
--- a/doc/classes/CPUParticles.xml
+++ b/doc/classes/CPUParticles.xml
@@ -11,13 +11,6 @@
-
-
-
-
- Sets this node's properties to match a given [Particles] node with an assigned [ParticlesMaterial].
-
-
@@ -256,6 +249,7 @@
Orbital velocity randomness ratio.
+
Particle system starts as if it had already run for this many seconds.
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index f37f8f7ef..8292fe725 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -12,13 +12,6 @@
$DOCS_URL/tutorials/2d/particle_systems_2d.html
-
-
-
-
- Sets this node's properties to match a given [Particles2D] node with an assigned [ParticlesMaterial].
-
-
diff --git a/doc/classes/CameraFeed.xml b/doc/classes/CameraFeed.xml
deleted file mode 100644
index dd1d31474..000000000
--- a/doc/classes/CameraFeed.xml
+++ /dev/null
@@ -1,63 +0,0 @@
-
-
-
- A camera feed gives you access to a single physical camera attached to your device.
-
-
- A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer].
- [b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
-
-
-
-
-
-
-
- Returns the unique ID for this feed.
-
-
-
-
-
- Returns the camera's name.
-
-
-
-
-
- Returns the position of camera on the device.
-
-
-
-
-
- If [code]true[/code], the feed is active.
-
-
- The transform applied to the camera's image.
-
-
-
-
- No image set for the feed.
-
-
- Feed supplies RGB images.
-
-
- Feed supplies YCbCr images that need to be converted to RGB.
-
-
- Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
-
-
- Unspecified position.
-
-
- Camera is mounted at the front of the device.
-
-
- Camera is mounted at the back of the device.
-
-
-
diff --git a/doc/classes/CameraServer.xml b/doc/classes/CameraServer.xml
deleted file mode 100644
index d37f436ee..000000000
--- a/doc/classes/CameraServer.xml
+++ /dev/null
@@ -1,76 +0,0 @@
-
-
-
- Server keeping track of different cameras accessible in Godot.
-
-
- The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
- It is notably used to provide AR modules with a video feed from the camera.
- [b]Note:[/b] This class is currently only implemented on macOS and iOS. On other platforms, no [CameraFeed]s will be available.
-
-
-
-
-
-
-
-
- Adds the camera [code]feed[/code] to the camera server.
-
-
-
-
-
- Returns an array of [CameraFeed]s.
-
-
-
-
-
-
- Returns the [CameraFeed] corresponding to the camera with the given [code]index[/code].
-
-
-
-
-
- Returns the number of [CameraFeed]s registered.
-
-
-
-
-
-
- Removes the specified camera [code]feed[/code].
-
-
-
-
-
-
-
- Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in).
-
-
-
-
-
- Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged).
-
-
-
-
-
- The RGBA camera image.
-
-
- The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image.
-
-
- The Y component camera image.
-
-
- The CbCr component camera image.
-
-
-
diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml
deleted file mode 100644
index 6ce515a60..000000000
--- a/doc/classes/CameraTexture.xml
+++ /dev/null
@@ -1,28 +0,0 @@
-
-
-
- Texture provided by a [CameraFeed].
-
-
- This texture gives access to the camera texture provided by a [CameraFeed].
- [b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a shader.
-
-
-
-
-
-
-
- The ID of the [CameraFeed] for which we want to display the image.
-
-
- Convenience property that gives access to the active property of the [CameraFeed].
-
-
-
- Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
-
-
-
-
-
diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml
deleted file mode 100644
index 3dccea3a5..000000000
--- a/doc/classes/EditorFeatureProfile.xml
+++ /dev/null
@@ -1,123 +0,0 @@
-
-
-
- An editor feature profile which can be used to disable specific features.
-
-
- An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit.
- To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window.
-
-
-
-
-
-
-
-
- Returns the specified [code]feature[/code]'s human-readable name.
-
-
-
-
-
-
- Returns [code]true[/code] if the class specified by [code]class_name[/code] is disabled. When disabled, the class won't appear in the Create New Node dialog.
-
-
-
-
-
-
- Returns [code]true[/code] if editing for the class specified by [code]class_name[/code] is disabled. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.
-
-
-
-
-
-
-
- Returns [code]true[/code] if [code]property[/code] is disabled in the class specified by [code]class_name[/code]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [code]class_name[/code].
-
-
-
-
-
-
- Returns [code]true[/code] if the [code]feature[/code] is disabled. When a feature is disabled, it will disappear from the editor entirely.
-
-
-
-
-
-
- Loads an editor feature profile from a file. The file must follow the JSON format obtained by using the feature profile manager's [b]Export[/b] button or the [method save_to_file] method.
-
-
-
-
-
-
- Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] button.
-
-
-
-
-
-
-
- If [code]disable[/code] is [code]true[/code], disables the class specified by [code]class_name[/code]. When disabled, the class won't appear in the Create New Node dialog.
-
-
-
-
-
-
-
- If [code]disable[/code] is [code]true[/code], disables editing for the class specified by [code]class_name[/code]. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.
-
-
-
-
-
-
-
-
- If [code]disable[/code] is [code]true[/code], disables editing for [code]property[/code] in the class specified by [code]class_name[/code]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [code]class_name[/code].
-
-
-
-
-
-
-
- If [code]disable[/code] is [code]true[/code], disables the editor feature specified in [code]feature[/code]. When a feature is disabled, it will disappear from the editor entirely.
-
-
-
-
-
- The 3D editor. If this feature is disabled, the 3D editor won't display but 3D nodes will still display in the Create New Node dialog.
-
-
- The Script tab, which contains the script editor and class reference browser. If this feature is disabled, the Script tab won't display.
-
-
- The AssetLib tab. If this feature is disabled, the AssetLib tab won't display.
-
-
- Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only.
-
-
- The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor.
-
-
- The FileSystem dock. If this feature is disabled, the FileSystem dock won't be visible.
-
-
- The Import dock. If this feature is disabled, the Import dock won't be visible.
-
-
- Represents the size of the [enum Feature] enum.
-
-
-
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 2e26a0763..7b046f025 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -244,7 +244,7 @@
-
+
diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml
deleted file mode 100644
index de8400e37..000000000
--- a/doc/classes/EditorVCSInterface.xml
+++ /dev/null
@@ -1,275 +0,0 @@
-
-
-
- Version Control System (VCS) interface, which reads and writes to the local VCS in use.
-
-
- Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are scripts that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override these virtual functions.
-
-
-
-
-
-
-
-
- Checks out a [code]branch_name[/code] in the VCS.
-
-
-
-
-
-
- Commits the currently staged changes and applies the commit [code]msg[/code] to the resulting commit.
-
-
-
-
-
-
- Creates a new branch named [code]branch_name[/code] in the VCS.
-
-
-
-
-
-
-
- Creates a new remote destination with name [code]remote_name[/code] and points it to [code]remote_url[/code]. This can be both an HTTPS remote or an SSH remote.
-
-
-
-
-
-
- Discards the changes made in file present at [code]file_path[/code].
-
-
-
-
-
-
- Fetches new changes from the remote, but doesn't write changes to the current working directory. Equivalent to [code]git fetch[/code].
-
-
-
-
-
- Gets an instance of an [Array] of [String]s containing available branch names in the VCS.
-
-
-
-
-
- Gets the current branch name defined in the VCS.
-
-
-
-
-
-
-
- Returns an [Array] of [Dictionary] items (see [method create_diff_file], [method create_diff_hunk], [method create_diff_line], [method add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), each containing information about a diff. If [code]identifier[/code] is a file path, returns a file diff, and if it is a commit identifier, then returns a commit diff.
-
-
-
-
-
-
-
- Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), each containing a line diff between a file at [code]file_path[/code] and the [code]text[/code] which is passed in.
-
-
-
-
-
- Returns an [Array] of [Dictionary] items (see [method create_status_file]), each containing the status data of every modified file in the project folder.
-
-
-
-
-
-
- Returns an [Array] of [Dictionary] items (see [method create_commit]), each containing the data for a past commit.
-
-
-
-
-
- Returns an [Array] of [String]s, each containing the name of a remote configured in the VCS.
-
-
-
-
-
- Returns the name of the underlying VCS provider.
-
-
-
-
-
-
- Initializes the VCS plugin when called from the editor. Returns whether or not the plugin was successfully initialized. A VCS project is initialized at [code]project_path[/code].
-
-
-
-
-
-
- Pulls changes from the remote. This can give rise to merge conflicts.
-
-
-
-
-
-
-
- Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] is set to true, a force push will override the change history already present on the remote.
-
-
-
-
-
-
- Remove a branch from the local VCS.
-
-
-
-
-
-
- Remove a remote from the local VCS.
-
-
-
-
-
-
-
-
-
-
- Set user credentials in the underlying VCS. [code]username[/code] and [code]password[/code] are used only during HTTPS authentication unless not already mentioned in the remote URL. [code]ssh_public_key_path[/code], [code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only used during SSH authentication.
-
-
-
-
-
- Shuts down VCS plugin instance. Called when the user either closes the editor or shuts down the VCS plugin through the editor UI.
-
-
-
-
-
-
- Stages the file present at [code]file_path[/code] to the staged area.
-
-
-
-
-
-
- Unstages the file present at [code]file_path[/code] from the staged area to the unstaged area.
-
-
-
-
-
-
-
- Helper function to add an array of [code]diff_hunks[/code] into a [code]diff_file[/code].
-
-
-
-
-
-
-
- Helper function to add an array of [code]line_diffs[/code] into a [code]diff_hunk[/code].
-
-
-
-
-
-
-
-
-
- Helper function to create a commit [Dictionary] item. [code]msg[/code] is the commit message of the commit. [code]author[/code] is a human-readable string containing the author's details, e.g. the email and name configured in the VCS. [code]id[/code] is the identifier of the commit, in whichever format your VCS may provide an identifier to commits. [code]date[/code] is directly added to the commit item and displayed in the editor, and hence, it shall be a well-formatted, human-readable date string.
-
-
-
-
-
-
-
- Helper function to create a [code]Dictionary[/code] for storing old and new diff file paths.
-
-
-
-
-
-
-
-
-
- Helper function to create a [code]Dictionary[/code] for storing diff hunk data. [code]old_start[/code] is the starting line number in old file. [code]new_start[/code] is the starting line number in new file. [code]old_lines[/code] is the number of lines in the old file. [code]new_lines[/code] is the number of lines in the new file.
-
-
-
-
-
-
-
-
-
- Helper function to create a [code]Dictionary[/code] for storing a line diff. [code]new_line_no[/code] is the line number in the new file (can be [code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the line number in the old file (can be [code]-1[/code] if the line is added). [code]content[/code] is the diff text. [code]status[/code] is a single character string which stores the line origin.
-
-
-
-
-
-
-
-
- Helper function to create a [code]Dictionary[/code] used by editor to read the status of a file.
-
-
-
-
-
-
- Pops up an error message in the edior.
-
-
-
-
-
- A new file has been added.
-
-
- An earlier added file has been modified.
-
-
- An earlier added file has been renamed.
-
-
- An earlier added file has been deleted.
-
-
- An earlier added file has been typechanged.
-
-
- A file is left unmerged.
-
-
- A commit is encountered from the commit area.
-
-
- A file is encountered from the staged area.
-
-
- A file is encountered from the unstaged area.
-
-
-
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 9edef1d13..fbc1dedb4 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -80,9 +80,6 @@
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
-
- The ID of the camera feed to show in the background.
-
The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
deleted file mode 100644
index c488112db..000000000
--- a/doc/classes/GIProbe.xml
+++ /dev/null
@@ -1,86 +0,0 @@
-
-
-
- Real-time global illumination (GI) probe.
-
-
- [GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
- Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality].
- [b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance.
- [b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [BakedLightmap] instead). To provide a fallback for low-end hardware, consider adding an option to disable [GIProbe] in your project's options menus. A [GIProbe] node can be disabled by hiding it.
- [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] enabled. These temporary nodes can then be hidden after baking the [GIProbe] node.
- [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
-
-
- $DOCS_URL/tutorials/3d/gi_probes.html
- https://godotengine.org/asset-library/asset/678
-
-
-
-
-
-
-
- Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring.
- [b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
- [b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [GIProbe], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
-
-
-
-
-
- Calls [method bake] with [code]create_visual_debug[/code] enabled.
-
-
-
-
-
- Offsets the lookup of the light contribution from the [GIProbe]. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and [member normal_bias] should be played around with to minimize self-shadowing and light leaking.
- [b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the size of the voxels.
-
-
- [i]Deprecated.[/i] This property has been deprecated due to known bugs and no longer has any effect when enabled.
-
-
- The [GIProbeData] resource that holds the data for this [GIProbe].
-
-
- The maximum brightness that the [GIProbe] will recognize. Brightness will be scaled within this range.
-
-
- Energy multiplier. Makes the lighting contribution from the [GIProbe] brighter.
-
-
- The size of the area covered by the [GIProbe]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
-
-
- If [code]true[/code], ignores the sky contribution when calculating lighting.
-
-
- Offsets the lookup into the [GIProbe] based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
-
-
- How much light propagates through the probe internally. A higher value allows light to spread further.
-
-
- Number of times to subdivide the grid that the [GIProbe] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
-
-
-
-
- Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.
-
-
- Use 128 subdivisions. This is the default quality setting.
-
-
- Use 256 subdivisions.
-
-
- Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall.
-
-
- Represents the size of the [enum Subdiv] enum.
-
-
-
diff --git a/doc/classes/GIProbeData.xml b/doc/classes/GIProbeData.xml
deleted file mode 100644
index eae2757c2..000000000
--- a/doc/classes/GIProbeData.xml
+++ /dev/null
@@ -1,38 +0,0 @@
-
-
-
-
-
-
-
- https://godotengine.org/asset-library/asset/678
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/doc/classes/GeometryInstance.xml b/doc/classes/GeometryInstance.xml
index b47af6bc8..15bc76618 100644
--- a/doc/classes/GeometryInstance.xml
+++ b/doc/classes/GeometryInstance.xml
@@ -39,12 +39,6 @@
The extra distance added to the GeometryInstance's bounding box ([AABB]) to increase its cull box.
-
- When disabled, the mesh will be taken into account when computing indirect lighting, but the resulting lightmap will not be saved. Useful for emissive only materials or shadow casters.
-
-
- Scale factor for the generated baked lightmap. Useful for adding detail to certain mesh instances.
-
The GeometryInstance's max LOD distance.
[b]Note:[/b] This property currently has no effect.
@@ -69,25 +63,9 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
-
- If [code]true[/code], this GeometryInstance will be used when baking lights using a [GIProbe] or [BakedLightmap].
-
+
-
- The generated lightmap texture will have the original size.
-
-
- The generated lightmap texture will be twice as large, on each axis.
-
-
- The generated lightmap texture will be 4 times as large, on each axis.
-
-
- The generated lightmap texture will be 8 times as large, on each axis.
-
-
-
Will not cast any shadows.
@@ -103,13 +81,10 @@
Will only show the shadows casted from this object.
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
-
- Will allow the GeometryInstance to be used when baking lights using a [GIProbe] or [BakedLightmap].
-
-
+
Unused in this class, exposed for consistency with [enum VisualServer.InstanceFlags].
-
+
Represents the size of the [enum Flags] enum.
diff --git a/doc/classes/ImmediateGeometry.xml b/doc/classes/ImmediateGeometry.xml
index dc03b4b12..ffa9e0f83 100644
--- a/doc/classes/ImmediateGeometry.xml
+++ b/doc/classes/ImmediateGeometry.xml
@@ -87,6 +87,9 @@
+
+
+
diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml
index 00bdeee89..dba13dbb2 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -31,9 +31,6 @@
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
-
- The light's bake mode. See [enum BakeMode].
-
The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
@@ -124,16 +121,5 @@
Represents the size of the [enum Param] enum.
-
- Light is ignored when baking.
- [b]Note:[/b] Hiding a light does [i]not[/i] affect baking.
-
-
- Only indirect lighting will be baked (default).
-
-
- Both direct and indirect light will be baked.
- [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked).
-
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 017b60c65..6e0c17c45 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -92,11 +92,6 @@
-
-
- Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides [member BakedLightmap.default_texels_per_unit].
-
-
Render array as points (one vertex equals one point).
diff --git a/doc/classes/MeshDataInstance2D.xml b/doc/classes/MeshDataInstance2D.xml
new file mode 100644
index 000000000..628428707
--- /dev/null
+++ b/doc/classes/MeshDataInstance2D.xml
@@ -0,0 +1,36 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/MeshInstance.xml b/doc/classes/MeshInstance.xml
index a5f48b7f2..8ed664f91 100644
--- a/doc/classes/MeshInstance.xml
+++ b/doc/classes/MeshInstance.xml
@@ -74,6 +74,7 @@
The [Mesh] resource for the instance.
+
[NodePath] to the [Skeleton] associated with the instance.
diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml
deleted file mode 100644
index 7ba3bd0a0..000000000
--- a/doc/classes/MeshLibrary.xml
+++ /dev/null
@@ -1,165 +0,0 @@
-
-
-
- Library of meshes.
-
-
- A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in [GridMap].
-
-
- https://godotengine.org/asset-library/asset/126
- https://godotengine.org/asset-library/asset/125
-
-
-
-
-
- Clears the library.
-
-
-
-
-
-
- Creates a new item in the library with the given ID.
- You can get an unused ID from [method get_last_unused_item_id].
-
-
-
-
-
-
- Returns the first item with the given name.
-
-
-
-
-
- Returns the list of item IDs in use.
-
-
-
-
-
-
- Returns the item's mesh.
-
-
-
-
-
-
- Returns the transform applied to the item's mesh.
-
-
-
-
-
-
- Returns the item's name.
-
-
-
-
-
-
- Returns the item's navigation mesh.
-
-
-
-
-
-
- Returns the transform applied to the item's navigation mesh.
-
-
-
-
-
-
- When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using [method set_item_preview]. Returns an empty [Texture] if no preview was manually set in a running project.
-
-
-
-
-
-
- Returns an item's collision shapes.
- The array consists of each [Shape] followed by its [Transform].
-
-
-
-
-
- Gets an unused ID for a new item.
-
-
-
-
-
-
- Removes the item.
-
-
-
-
-
-
-
- Sets the item's mesh.
-
-
-
-
-
-
-
- Sets the transform to apply to the item's mesh.
-
-
-
-
-
-
-
- Sets the item's name.
- This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name].
-
-
-
-
-
-
-
- Sets the item's navigation mesh.
-
-
-
-
-
-
-
- Sets the transform to apply to the item's navigation mesh.
-
-
-
-
-
-
-
- Sets a texture to use as the item's preview icon in the editor.
-
-
-
-
-
-
-
- Sets an item's collision shapes.
- The array should consist of [Shape] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY].
-
-
-
-
-
-
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index c3db48d3d..e9455d959 100644
--- a/doc/classes/MultiMeshInstance.xml
+++ b/doc/classes/MultiMeshInstance.xml
@@ -18,6 +18,7 @@
The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance].
+
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index 44d19c558..d8bf98426 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -46,10 +46,10 @@
-
+
If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new connections.
-
+
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index f12f1a4ed..4490989ca 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -1062,12 +1062,9 @@
-
+
The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web.
-
- The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web.
-
Sunday.
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
deleted file mode 100644
index 070c3e6c4..000000000
--- a/doc/classes/Particles.xml
+++ /dev/null
@@ -1,122 +0,0 @@
-
-
-
- GPU-based 3D particle emitter.
-
-
- 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate.
- Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
- [b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b].
- [b]Note:[/b] On macOS, [Particles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS.
- [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
-
-
- $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html
- https://godotengine.org/asset-library/asset/678
-
-
-
-
-
- Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
-
-
-
-
-
-
- Returns the [Mesh] that is drawn at index [code]pass[/code].
-
-
-
-
-
- Restarts the particle emission, clearing existing particles.
-
-
-
-
-
-
-
- Sets the [Mesh] that is drawn at index [code]pass[/code].
-
-
-
-
-
- The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
- [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
-
-
- Particle draw order. Uses [enum DrawOrder] values.
-
-
- [Mesh] that is drawn for the first draw pass.
-
-
- [Mesh] that is drawn for the second draw pass.
-
-
- [Mesh] that is drawn for the third draw pass.
-
-
- [Mesh] that is drawn for the fourth draw pass.
-
-
- The number of draw passes when rendering particles.
-
-
- If [code]true[/code], particles are being emitted.
-
-
- Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
-
-
- The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
-
-
- If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
-
-
- The amount of time each particle will exist (in seconds).
-
-
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
-
-
- If [code]true[/code], only [code]amount[/code] particles will be emitted.
-
-
- Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
-
-
- [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
-
-
- Emission randomness ratio.
-
-
- Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
-
-
- The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
- Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
- [b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
-
-
-
-
- Particles are drawn in the order emitted.
-
-
- Particles are drawn in order of remaining lifetime.
-
-
- Particles are drawn in order of depth.
-
-
- Maximum number of draw passes supported.
-
-
-
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
deleted file mode 100644
index a31140644..000000000
--- a/doc/classes/Particles2D.xml
+++ /dev/null
@@ -1,93 +0,0 @@
-
-
-
- GPU-based 2D particle emitter.
-
-
- 2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate.
- Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
- [b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b].
- [b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS.
- [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
- [b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
-
-
- $DOCS_URL/tutorials/2d/particle_systems_2d.html
- https://godotengine.org/asset-library/asset/515
-
-
-
-
-
- Returns a rectangle containing the positions of all existing particles.
-
-
-
-
-
- Restarts all the existing particles.
-
-
-
-
-
- The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
- [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
-
-
- Particle draw order. Uses [enum DrawOrder] values.
-
-
- If [code]true[/code], particles are being emitted.
-
-
- How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
-
-
- The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
-
-
- If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
-
-
- The amount of time each particle will exist (in seconds).
-
-
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
-
-
- Normal map to be used for the [member texture] property.
- [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.
-
-
- If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
-
-
- Particle system starts as if it had already run for this many seconds.
-
-
- [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
-
-
- Emission lifetime randomness ratio.
-
-
- Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
-
-
- Particle texture. If [code]null[/code], particles will be squares.
-
-
- The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
- Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
-
-
-
-
- Particles are drawn in the order emitted.
-
-
- Particles are drawn in order of remaining lifetime.
-
-
-
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 91c34e2e1..3fe811456 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -423,9 +423,6 @@
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
-
- Maximum call stack in visual scripting, to avoid infinite recursion.
-
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
@@ -535,6 +532,72 @@
Last loaded VCS plugin name. Used to autoload the plugin when the editor starts up.
+
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Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
@@ -1169,6 +1232,36 @@
[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
[b]Note:[/b] This property is only read when the project starts. To change the value at runtime, set [member Engine.physics_jitter_fix] instead.
+
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[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to uploading batching data. This may not be necessary but can be used for safety.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
@@ -1245,18 +1338,6 @@
The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.
Use the default unless correcting for a problem on particular hardware.
-
- Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_HIGH].
-
-
- Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_LOW].
-
-
- Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_MEDIUM].
-
-
- Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_ULTRA].
-
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method VisualServer.set_default_clear_color].
@@ -1310,9 +1391,6 @@
An override for [code]rendering/gles3/shaders/shader_compilation_mode[/code], so asynchronous compilation can be disabled for mobile.
You may want to do that since mobile GPUs generally won't support ubershaders due to their complexity.
-
- Max buffer size for blend shapes. Any blend shape bigger than this will not work.
-
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
@@ -1322,18 +1400,6 @@
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
-
- Max number of lights renderable per object. This is further limited by hardware support. Most devices only support 409 lights, while many devices (especially mobile) only support 102. Setting this low will slightly reduce memory usage and may decrease shader compile times.
-
-
- Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
-
-
- Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
-
-
- Max number of reflection probes renderable in a frame. If more reflection probes than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
-
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
@@ -1404,7 +1470,7 @@
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
-
+
The video driver to use ("GLES2" or "GLES3").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time.
@@ -1439,12 +1505,6 @@
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
-
- Enable usage of bicubic sampling in baked lightmaps. This results in smoother looking lighting at the expense of more bandwidth usage. On GLES2, changes to this setting will only be applied upon restarting the application.
-
-
- Lower-end override for [member rendering/quality/lightmapping/use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage.
-
Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.
@@ -1540,21 +1600,6 @@
Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
-
- Improves quality of subsurface scattering, but cost significantly increases.
-
-
- Quality setting for subsurface scattering (samples taken).
-
-
- Max radius used for subsurface scattering samples.
-
-
- Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
-
-
- Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
-
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
@@ -1582,6 +1627,18 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
+
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+
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
diff --git a/modules/props_2d/doc_classes/PropDataProp.xml b/doc/classes/Prop2DDataMeshData.xml
similarity index 65%
rename from modules/props_2d/doc_classes/PropDataProp.xml
rename to doc/classes/Prop2DDataMeshData.xml
index e3951aa0d..58168af01 100644
--- a/modules/props_2d/doc_classes/PropDataProp.xml
+++ b/doc/classes/Prop2DDataMeshData.xml
@@ -1,5 +1,5 @@
-
+
@@ -9,12 +9,14 @@
-
+
+
+
diff --git a/doc/classes/Prop2DDataSprite.xml b/doc/classes/Prop2DDataSprite.xml
new file mode 100644
index 000000000..126ef9fea
--- /dev/null
+++ b/doc/classes/Prop2DDataSprite.xml
@@ -0,0 +1,41 @@
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diff --git a/doc/classes/RTileMap.xml b/doc/classes/RTileMap.xml
new file mode 100644
index 000000000..48e7e555e
--- /dev/null
+++ b/doc/classes/RTileMap.xml
@@ -0,0 +1,231 @@
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diff --git a/doc/classes/TileSet.xml b/doc/classes/RTileSet.xml
similarity index 70%
rename from doc/classes/TileSet.xml
rename to doc/classes/RTileSet.xml
index 75e084fa9..2c0210223 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/RTileSet.xml
@@ -1,20 +1,10 @@
-
+
- Tile library for tilemaps.
- A TileSet is a library of tiles for a [TileMap]. It contains a list of tiles, each consisting of a sprite and optional collision shapes.
- Tiles are referenced by a unique integer ID.
- $DOCS_URL/tutorials/2d/using_tilemaps.html
- https://godotengine.org/asset-library/asset/120
- https://godotengine.org/asset-library/asset/112
- https://godotengine.org/asset-library/asset/111
- https://godotengine.org/asset-library/asset/519
- https://godotengine.org/asset-library/asset/520
- https://godotengine.org/asset-library/asset/113
@@ -39,15 +29,12 @@
- Determines when the auto-tiler should consider two different auto-tile IDs to be bound together.
- [b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile.
- Clears all bitmask information of the autotile.
@@ -55,23 +42,18 @@
- Returns the bitmask of the subtile from an autotile given its coordinates.
- The value is the sum of the values in [enum AutotileBindings] present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).
-
+
- Returns the [enum BitmaskMode] of the autotile.
- Returns the subtile that's being used as an icon in an atlas/autotile given its coordinates.
- The subtile defined as the icon will be used as a fallback when the atlas/autotile's bitmask information is incomplete. It will also be used to represent it in the TileSet editor.
@@ -79,7 +61,6 @@
- Returns the light occluder of the subtile from an atlas/autotile given its coordinates.
@@ -87,21 +68,18 @@
- Returns the navigation polygon of the subtile from an atlas/autotile given its coordinates.
- Returns the size of the subtiles in an atlas/autotile.
- Returns the spacing between subtiles of the atlas/autotile.
@@ -109,8 +87,6 @@
- Returns the priority of the subtile from an autotile given its coordinates.
- When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.
@@ -118,7 +94,6 @@
- Returns the drawing index of the subtile from an atlas/autotile given its coordinates.
@@ -127,16 +102,13 @@
- Sets the bitmask of the subtile from an autotile given its coordinates.
- The value is the sum of the values in [enum AutotileBindings] present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).
-
+
- Sets the [enum BitmaskMode] of the autotile.
@@ -144,8 +116,6 @@
- Sets the subtile that will be used as an icon in an atlas/autotile given its coordinates.
- The subtile defined as the icon will be used as a fallback when the atlas/autotile's bitmask information is incomplete. It will also be used to represent it in the TileSet editor.
@@ -154,7 +124,6 @@
- Sets the light occluder of the subtile from an atlas/autotile given its coordinates.
@@ -163,7 +132,6 @@
- Sets the navigation polygon of the subtile from an atlas/autotile given its coordinates.
@@ -171,7 +139,6 @@
- Sets the size of the subtiles in an atlas/autotile.
@@ -179,7 +146,6 @@
- Sets the spacing between subtiles of the atlas/autotile.
@@ -188,8 +154,6 @@
- Sets the priority of the subtile from an autotile given its coordinates.
- When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.
@@ -198,46 +162,45 @@
- Sets the drawing index of the subtile from an atlas/autotile given its coordinates.
- Clears all tiles.
- Creates a new tile with the given ID.
- Returns the first tile matching the given name.
- Returns the ID following the last currently used ID, useful when creating a new tile.
- Returns an array of all currently used tile IDs.
- Removes the given tile ID.
+
+
+
+
+
+
@@ -248,70 +211,60 @@
- Adds a shape to the tile.
- Returns the tile's light occluder.
- Returns the tile's material.
- Returns the tile's modulation color.
- Returns the tile's name.
- Returns the navigation polygon of the tile.
- Returns the offset of the tile's navigation polygon.
- Returns the tile's normal map texture.
- Returns the offset of the tile's light occluder.
- Returns the tile sub-region in the texture.
@@ -319,14 +272,12 @@
- Returns a tile's given shape.
- Returns the number of shapes assigned to a tile.
@@ -334,7 +285,6 @@
- Returns the offset of a tile's shape.
@@ -342,7 +292,6 @@
- Returns the one-way collision value of a tile's shape.
@@ -357,52 +306,36 @@
- Returns the [Transform2D] of a tile's shape.
- Returns an array of dictionaries describing the tile's shapes.
- [b]Dictionary structure in the array returned by this method:[/b]
- [codeblock]
- {
- "autotile_coord": Vector2,
- "one_way": bool,
- "one_way_margin": int,
- "shape": CollisionShape2D,
- "shape_transform": Transform2D,
- }
- [/codeblock]
- Returns the tile's texture.
- Returns the texture offset of the tile.
-
+
- Returns the tile's [enum TileMode].
- Returns the tile's Z index (drawing layer).
@@ -410,7 +343,6 @@
- Sets a light occluder for the tile.
@@ -418,7 +350,6 @@
- Sets the tile's material.
@@ -426,8 +357,6 @@
- Sets the tile's modulation color.
- [b]Note:[/b] Modulation is performed by setting the tile's vertex color. To access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] property).
@@ -435,7 +364,6 @@
- Sets the tile's name.
@@ -443,7 +371,6 @@
- Sets the tile's navigation polygon.
@@ -451,7 +378,6 @@
- Sets an offset for the tile's navigation polygon.
@@ -459,8 +385,6 @@
- Sets the tile's normal map texture.
- [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.
@@ -468,7 +392,6 @@
- Sets an offset for the tile's light occluder.
@@ -476,7 +399,6 @@
- Sets the tile's sub-region in the texture. This is common in texture atlases.
@@ -485,7 +407,6 @@
- Sets a shape for the tile, enabling collision.
@@ -494,7 +415,6 @@
- Sets the offset of a tile's shape.
@@ -503,7 +423,6 @@
- Enables one-way collision on a tile's shape.
@@ -520,7 +439,6 @@
- Sets a [Transform2D] on a tile's shape.
@@ -528,7 +446,6 @@
- Sets an array of shapes for the tile, enabling collision.
@@ -536,7 +453,6 @@
- Sets the tile's texture.
@@ -544,15 +460,13 @@
- Sets the tile's texture offset.
-
+
- Sets the tile's [enum TileMode].
@@ -560,10 +474,13 @@
- Sets the tile's drawing index.
+
+
+
+
diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton.xml
index 435b548c5..ae5b63c92 100644
--- a/doc/classes/Skeleton.xml
+++ b/doc/classes/Skeleton.xml
@@ -149,6 +149,12 @@
+
+
+
+
+
+
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index b74fdce84..95aefc0d7 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -70,6 +70,7 @@
The size of one pixel's width on the sprite to scale it in 3D.
+
If [code]true[/code], the [Light] in the [Environment] has effects on the sprite.
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
deleted file mode 100644
index 973c5f921..000000000
--- a/doc/classes/TileMap.xml
+++ /dev/null
@@ -1,324 +0,0 @@
-
-
-
- Node for 2D tile-based maps.
-
-
- Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
- When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method Physics2DDirectSpaceState.intersect_shape], [method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc.
-
-
- $DOCS_URL/tutorials/2d/using_tilemaps.html
- https://godotengine.org/asset-library/asset/120
- https://godotengine.org/asset-library/asset/112
- https://godotengine.org/asset-library/asset/111
- https://godotengine.org/asset-library/asset/519
- https://godotengine.org/asset-library/asset/520
- https://godotengine.org/asset-library/asset/113
-
-
-
-
-
- Clears all cells.
-
-
-
-
-
- Clears cells that do not exist in the tileset.
-
-
-
-
-
-
-
- Returns the tile index of the given cell. If no tile exists in the cell, returns [constant INVALID_CELL].
-
-
-
-
-
-
-
- Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Returns a zero vector if the cell doesn't have autotiling.
-
-
-
-
-
-
- Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns [constant INVALID_CELL].
-
-
-
-
-
-
- Returns [code]true[/code] if the given collision layer bit is set.
-
-
-
-
-
-
- Returns [code]true[/code] if the given collision mask bit is set.
-
-
-
-
-
- Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
-
-
-
-
-
-
- Returns an array of all cells with the given tile index specified in [code]id[/code].
-
-
-
-
-
- Returns a rectangle enclosing the used (non-empty) tiles of the map.
-
-
-
-
-
-
-
- Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y axes are swapped.
-
-
-
-
-
-
-
- Returns [code]true[/code] if the given cell is flipped in the X axis.
-
-
-
-
-
-
-
- Returns [code]true[/code] if the given cell is flipped in the Y axis.
-
-
-
-
-
-
-
- Returns the local position of the top left corner of the cell corresponding to the given tilemap (grid-based) coordinates.
- To get the global position, use [method Node2D.to_global]:
- [codeblock]
- var local_position = my_tilemap.map_to_world(map_position)
- var global_position = my_tilemap.to_global(local_position)
- [/codeblock]
- Optionally, the tilemap's half offset can be ignored.
-
-
-
-
-
-
-
-
-
-
-
-
- Sets the tile index for the given cell.
- An index of [code]-1[/code] clears the cell.
- Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
- [b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
- If you need these to be immediately updated, you can call [method update_dirty_quadrants].
- Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
- [codeblock]
- func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2()):
- # Write your custom logic here.
- # To call the default method:
- .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
- [/codeblock]
-
-
-
-
-
-
-
-
-
-
-
- Sets the tile index for the cell given by a Vector2.
- An index of [code]-1[/code] clears the cell.
- Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
- [b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
- If you need these to be immediately updated, you can call [method update_dirty_quadrants].
-
-
-
-
-
-
-
- Sets the given collision layer bit.
-
-
-
-
-
-
-
- Sets the given collision mask bit.
-
-
-
-
-
-
- Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
-
-
-
-
-
-
-
- Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates).
- Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
-
-
-
-
-
- Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
-
-
-
-
-
-
- Returns the tilemap (grid-based) coordinates corresponding to the given local position.
- To use this with a global position, first determine the local position with [method Node2D.to_local]:
- [codeblock]
- var local_position = my_tilemap.to_local(global_position)
- var map_position = my_tilemap.world_to_map(local_position)
- [/codeblock]
-
-
-
-
-
- If [code]true[/code], the cell's UVs will be clipped.
-
-
- The custom [Transform2D] to be applied to the TileMap's cells.
-
-
- Amount to offset alternating tiles. See [enum HalfOffset] for possible values.
-
-
- The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
-
-
- The TileMap's cell size.
-
-
- Position for tile origin. See [enum TileOrigin] for possible values.
-
-
- If [code]true[/code], the TileMap's direct children will be drawn in order of their Y coordinate.
-
-
- If [code]true[/code], the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, [member compatibility_mode] is ignored.
- If [code]false[/code], the texture position start in the top-left corner unless [member compatibility_mode] is enabled.
-
-
- Bounce value for static body collisions (see [code]collision_use_kinematic[/code]).
-
-
- Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
-
-
- The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
-
-
- The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
-
-
- If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
-
-
- If [code]true[/code], this tilemap's collision shape will be added to the collision shape of the parent. The parent has to be a [CollisionObject2D].
-
-
- If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.
- If [code]false[/code], the textures do not move when doing [code]flip_h[/code], [code]flip_v[/code] operations if no offset is used, nor when changing the tile origin.
- The compatibility mode doesn't work with the [member centered_textures] option, because displacing textures with the [member cell_tile_origin] option or in irregular tiles is not relevant when centering those textures.
-
-
- The TileMap orientation mode. See [enum Mode] for possible values.
-
-
- The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
-
-
- If [code]true[/code], collision shapes are visible in the editor. Doesn't affect collision shapes visibility at runtime. To show collision shapes at runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu instead.
-
-
- The assigned [TileSet].
-
-
-
-
-
- Emitted when a tilemap setting has changed.
-
-
-
-
-
- Returned when a cell doesn't exist.
-
-
- Orthogonal orientation mode.
-
-
- Isometric orientation mode.
-
-
- Custom orientation mode.
-
-
- Half offset on the X coordinate.
-
-
- Half offset on the Y coordinate.
-
-
- Half offset disabled.
-
-
- Half offset on the X coordinate (negative).
-
-
- Half offset on the Y coordinate (negative).
-
-
- Tile origin at its top-left corner.
-
-
- Tile origin at its center.
-
-
- Tile origin at its bottom-left corner.
-
-
-
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index c3f4b0a49..a432496e1 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -188,9 +188,6 @@
-
- If [code]true[/code], the viewport will be used in AR/VR process.
-
If [code]true[/code], the viewport will process 2D audio streams.
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 207a9381a..86aa69939 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -185,16 +185,6 @@
See [NinePatchRect] for more explanation.
-
-
-
-
-
-
-
- Adds a particle system to the [CanvasItem]'s draw commands.
-
-
@@ -1003,179 +993,6 @@
Returns the id of a white texture. Creates one if none exists.
-
-
-
- Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]gi_probe_*[/code] VisualServer functions.
- Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
- To place in a scene, attach this GI probe to an instance using [method instance_set_base] using the returned RID.
-
-
-
-
-
-
- Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to [member GIProbeData.bias].
-
-
-
-
-
-
- Returns the axis-aligned bounding box that covers the full extent of the GI probe.
-
-
-
-
-
-
- Returns the cell size set by [method gi_probe_set_cell_size].
-
-
-
-
-
-
- Returns the data used by the GI probe.
-
-
-
-
-
-
- Returns the dynamic range set for this GI probe. Equivalent to [member GIProbe.dynamic_range].
-
-
-
-
-
-
- Returns the energy multiplier for this GI probe. Equivalent to [member GIProbe.energy].
-
-
-
-
-
-
- Returns the normal bias for this GI probe. Equivalent to [member GIProbe.normal_bias].
-
-
-
-
-
-
- Returns the propagation value for this GI probe. Equivalent to [member GIProbe.propagation].
-
-
-
-
-
-
- Returns the Transform set by [method gi_probe_set_to_cell_xform].
-
-
-
-
-
-
- Returns [code]true[/code] if the GI probe data associated with this GI probe is compressed. Equivalent to [member GIProbe.compress].
-
-
-
-
-
-
- Returns [code]true[/code] if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to [member GIProbe.interior].
-
-
-
-
-
-
-
- Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe.bias].
-
-
-
-
-
-
-
- Sets the axis-aligned bounding box that covers the extent of the GI probe.
-
-
-
-
-
-
-
- Sets the size of individual cells within the GI probe.
-
-
-
-
-
-
-
- Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to [member GIProbe.compress].
-
-
-
-
-
-
-
- Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the [GIProbe] node. You should not try to set this yourself.
-
-
-
-
-
-
-
- Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to [member GIProbe.dynamic_range].
-
-
-
-
-
-
-
- Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to [member GIProbe.energy].
-
-
-
-
-
-
-
- Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to [member GIProbe.interior].
-
-
-
-
-
-
-
- Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to [member GIProbe.normal_bias].
-
-
-
-
-
-
-
- Sets the propagation of light within this GI probe. Equivalent to [member GIProbe.propagation].
-
-
-
-
-
-
-
- Sets the to cell [Transform] for this GI probe.
-
-
@@ -1466,17 +1283,6 @@
Sets the world space transform of the instance. Equivalent to [member Spatial.transform].
-
-
-
-
-
-
-
-
- Sets the lightmap to use with this instance.
-
-
@@ -1553,14 +1359,6 @@
Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight.omni_shadow_mode].
-
-
-
-
-
- Sets the bake mode for this light, see [enum LightBakeMode] for options. The bake mode affects how the light will be baked in [BakedLightmap]s and [GIProbe]s.
-
-
@@ -1626,112 +1424,6 @@
Sets the color of the shadow cast by the light. Equivalent to [member Light.shadow_color].
-
-
-
-
-
- Sets whether GI probes capture light information from this light. [i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This method is only kept for compatibility reasons and calls [method light_set_bake_mode] internally, setting the bake mode to [constant LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the given parameter.
-
-
-
-
-
- Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] VisualServer functions.
- Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
- To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID.
-
-
-
-
-
-
- Returns the size of the lightmap capture area.
-
-
-
-
-
-
- Returns the energy multiplier used by the lightmap capture.
-
-
-
-
-
-
- Returns the octree used by the lightmap capture.
-
-
-
-
-
-
- Returns the cell subdivision amount used by this lightmap capture's octree.
-
-
-
-
-
-
- Returns the cell transform for this lightmap capture's octree.
-
-
-
-
-
-
- Returns [code]true[/code] if capture is in "interior" mode.
-
-
-
-
-
-
-
- Sets the size of the area covered by the lightmap capture. Equivalent to [member BakedLightmapData.bounds].
-
-
-
-
-
-
-
- Sets the energy multiplier for this lightmap capture. Equivalent to [member BakedLightmapData.energy].
-
-
-
-
-
-
-
- Sets the "interior" mode for this lightmap capture. Equivalent to [member BakedLightmapData.interior].
-
-
-
-
-
-
-
- Sets the octree to be used by this lightmap capture. This function is normally used by the [BakedLightmap] node. Equivalent to [member BakedLightmapData.octree].
-
-
-
-
-
-
-
- Sets the subdivision level of this lightmap capture's octree. Equivalent to [member BakedLightmapData.cell_subdiv].
-
-
-
-
-
-
-
- Sets the octree cell transform for this lightmap capture's octree. Equivalent to [member BakedLightmapData.cell_space_transform].
-
-
@@ -2175,187 +1867,6 @@
To place in a scene, attach this omni light to an instance using [method instance_set_base] using the returned RID.
-
-
-
- Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] VisualServer functions.
- Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
- To place in a scene, attach these particles to an instance using [method instance_set_base] using the returned RID.
-
-
-
-
-
-
- Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method Particles.capture_aabb].
-
-
-
-
-
-
- Returns [code]true[/code] if particles are currently set to emitting.
-
-
-
-
-
-
- Returns [code]true[/code] if particles are not emitting and particles are set to inactive.
-
-
-
-
-
-
- Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to [method instances_cull_aabb], [method instances_cull_convex], or [method instances_cull_ray].
-
-
-
-
-
-
- Reset the particles on the next update. Equivalent to [method Particles.restart].
-
-
-
-
-
-
-
- Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member Particles.amount].
-
-
-
-
-
-
-
- Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member Particles.visibility_aabb].
-
-
-
-
-
-
-
- Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member Particles.draw_order].
-
-
-
-
-
-
-
-
- Sets the mesh to be used for the specified draw pass. Equivalent to [member Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles.draw_pass_3], and [member Particles.draw_pass_4].
-
-
-
-
-
-
-
- Sets the number of draw passes to use. Equivalent to [member Particles.draw_passes].
-
-
-
-
-
-
-
- Sets the [Transform] that will be used by the particles when they first emit.
-
-
-
-
-
-
-
- If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member Particles.emitting].
-
-
-
-
-
-
-
- Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness].
-
-
-
-
-
-
-
- Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member Particles.fixed_fps].
-
-
-
-
-
-
-
- If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member Particles.fract_delta].
-
-
-
-
-
-
-
- Sets the lifetime of each particle in the system. Equivalent to [member Particles.lifetime].
-
-
-
-
-
-
-
- If [code]true[/code], particles will emit once and then stop. Equivalent to [member Particles.one_shot].
-
-
-
-
-
-
-
- Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member Particles.preprocess].
-
-
-
-
-
-
-
- Sets the material for processing the particles.
- [b]Note:[/b] This is not the material used to draw the materials. Equivalent to [member Particles.process_material].
-
-
-
-
-
-
-
- Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member Particles.randomness].
-
-
-
-
-
-
-
- Sets the speed scale of the particle system. Equivalent to [member Particles.speed_scale].
-
-
-
-
-
-
-
- If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member Particles.local_coords].
-
-
@@ -3115,14 +2626,6 @@
Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for options.
-
-
-
-
-
- If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [ARVRInterface].
-
-
@@ -3444,12 +2947,6 @@
Represents the size of the [enum LightParam] enum.
-
-
-
-
-
-
Use a dual paraboloid shadow map for omni lights.
@@ -3594,34 +3091,22 @@
The instance is an immediate geometry.
-
- The instance is a particle emitter.
-
-
+
The instance is a light.
-
+
The instance is a reflection probe.
-
- The instance is a GI probe.
-
-
- The instance is a lightmap capture.
-
-
+
Represents the size of the [enum InstanceType] enum.
-
+
A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
-
- Allows the instance to be used in baked lighting.
-
-
+
When set, manually requests to draw geometry on next frame.
-
+
Represents the size of the [enum InstanceFlags] enum.
@@ -3756,15 +3241,6 @@
Reflection probe will update each frame. This mode is necessary to capture moving objects.
-
- Draw particles in the order that they appear in the particles array.
-
-
- Sort particles based on their lifetime.
-
-
- Sort particles based on their distance to the camera.
-
Use the clear color as background.
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
deleted file mode 100644
index 03c846409..000000000
--- a/doc/classes/VisualShader.xml
+++ /dev/null
@@ -1,162 +0,0 @@
-
-
-
- A custom shader program with a visual editor.
-
-
- This class allows you to define a custom shader program that can be used for various materials to render objects.
- The visual shader editor creates the shader.
-
-
-
-
-
-
-
-
-
-
-
- Adds the specified node to the shader.
-
-
-
-
-
-
-
-
-
-
- Returns [code]true[/code] if the specified nodes and ports can be connected together.
-
-
-
-
-
-
-
-
-
-
- Connects the specified nodes and ports.
-
-
-
-
-
-
-
-
-
-
- Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
-
-
-
-
-
-
-
-
-
-
- Connects the specified nodes and ports.
-
-
-
-
-
-
-
- Returns the shader node instance with specified [code]type[/code] and [code]id[/code].
-
-
-
-
-
-
- Returns the list of connected nodes with the specified type.
-
-
-
-
-
-
- Returns the list of all nodes in the shader with the specified type.
-
-
-
-
-
-
-
- Returns the position of the specified node within the shader graph.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns [code]true[/code] if the specified node and port connection exist.
-
-
-
-
-
-
-
- Removes the specified node from the shader.
-
-
-
-
-
-
- Sets the mode of this shader.
-
-
-
-
-
-
-
-
- Sets the position of the specified node.
-
-
-
-
-
- The offset vector of the whole graph.
-
-
-
-
- A vertex shader, operating on vertices.
-
-
- A fragment shader, operating on fragments (pixels).
-
-
- A shader for light calculations.
-
-
- Represents the size of the [enum Type] enum.
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
deleted file mode 100644
index 5a505e9e3..000000000
--- a/doc/classes/VisualShaderNode.xml
+++ /dev/null
@@ -1,74 +0,0 @@
-
-
-
- Base class for nodes in a visual shader graph.
-
-
- Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.
-
-
- $DOCS_URL/tutorials/shaders/visual_shaders.html
-
-
-
-
-
- Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
-
-
-
-
-
-
- Returns the default value of the input [code]port[/code].
-
-
-
-
-
-
- Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
-
-
-
-
-
-
-
- Sets the default value for the selected input [code]port[/code].
-
-
-
-
-
- Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
-
-
-
-
-
- Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
-
-
-
-
-
- Floating-point scalar. Translated to [code]float[/code] type in shader code.
-
-
- 3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code.
-
-
- Boolean type. Translated to [code]bool[/code] type in shader code.
-
-
- Transform type. Translated to [code]mat4[/code] type in shader code.
-
-
- Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
-
-
- Represents the size of the [enum PortType] enum.
-
-
-
diff --git a/doc/classes/VisualShaderNodeBooleanConstant.xml b/doc/classes/VisualShaderNodeBooleanConstant.xml
deleted file mode 100644
index 1e0cf798c..000000000
--- a/doc/classes/VisualShaderNodeBooleanConstant.xml
+++ /dev/null
@@ -1,21 +0,0 @@
-
-
-
- A boolean constant to be used within the visual shader graph.
-
-
- Has only one output port and no inputs.
- Translated to [code]bool[/code] in the shader language.
-
-
-
-
-
-
-
- A boolean constant which represents a state of this node.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeBooleanUniform.xml b/doc/classes/VisualShaderNodeBooleanUniform.xml
deleted file mode 100644
index 80e18bf3f..000000000
--- a/doc/classes/VisualShaderNodeBooleanUniform.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-
-
-
- A boolean uniform to be used within the visual shader graph.
-
-
- Translated to [code]uniform bool[/code] in the shader language.
-
-
-
-
-
-
-
- A default value to be assigned within the shader.
-
-
- Enables usage of the [member default_value].
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeColorConstant.xml b/doc/classes/VisualShaderNodeColorConstant.xml
deleted file mode 100644
index 29b15b0c7..000000000
--- a/doc/classes/VisualShaderNodeColorConstant.xml
+++ /dev/null
@@ -1,21 +0,0 @@
-
-
-
- A [Color] constant to be used within the visual shader graph.
-
-
- Has two output ports representing RGB and alpha channels of [Color].
- Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the shader language.
-
-
-
-
-
-
-
- A [Color] constant which represents a state of this node.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeColorFunc.xml b/doc/classes/VisualShaderNodeColorFunc.xml
deleted file mode 100644
index a1ad59751..000000000
--- a/doc/classes/VisualShaderNodeColorFunc.xml
+++ /dev/null
@@ -1,40 +0,0 @@
-
-
-
- A [Color] function to be used within the visual shader graph.
-
-
- Accept a [Color] to the input port and transform it according to [member function].
-
-
-
-
-
-
-
- A function to be applied to the input color. See [enum Function] for options.
-
-
-
-
- Converts the color to grayscale using the following formula:
- [codeblock]
- vec3 c = input;
- float max1 = max(c.r, c.g);
- float max2 = max(max1, c.b);
- float max3 = max(max1, max2);
- return vec3(max3, max3, max3);
- [/codeblock]
-
-
- Applies sepia tone effect using the following formula:
- [codeblock]
- vec3 c = input;
- float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
- float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
- float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
- return vec3(r, g, b);
- [/codeblock]
-
-
-
diff --git a/doc/classes/VisualShaderNodeColorOp.xml b/doc/classes/VisualShaderNodeColorOp.xml
deleted file mode 100644
index d5ec3f4dd..000000000
--- a/doc/classes/VisualShaderNodeColorOp.xml
+++ /dev/null
@@ -1,98 +0,0 @@
-
-
-
- A [Color] operator to be used within the visual shader graph.
-
-
- Applies [member operator] to two color inputs.
-
-
-
-
-
-
-
- An operator to be applied to the inputs. See [enum Operator] for options.
-
-
-
-
- Produce a screen effect with the following formula:
- [codeblock]
- result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
- [/codeblock]
-
-
- Produce a difference effect with the following formula:
- [codeblock]
- result = abs(a - b);
- [/codeblock]
-
-
- Produce a darken effect with the following formula:
- [codeblock]
- result = min(a, b);
- [/codeblock]
-
-
- Produce a lighten effect with the following formula:
- [codeblock]
- result = max(a, b);
- [/codeblock]
-
-
- Produce an overlay effect with the following formula:
- [codeblock]
- for (int i = 0; i < 3; i++) {
- float base = a[i];
- float blend = b[i];
- if (base < 0.5) {
- result[i] = 2.0 * base * blend;
- } else {
- result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
- }
- }
- [/codeblock]
-
-
- Produce a dodge effect with the following formula:
- [codeblock]
- result = a / (vec3(1.0) - b);
- [/codeblock]
-
-
- Produce a burn effect with the following formula:
- [codeblock]
- result = vec3(1.0) - (vec3(1.0) - a) / b;
- [/codeblock]
-
-
- Produce a soft light effect with the following formula:
- [codeblock]
- for (int i = 0; i < 3; i++) {
- float base = a[i];
- float blend = b[i];
- if (base < 0.5) {
- result[i] = base * (blend + 0.5);
- } else {
- result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
- }
- }
- [/codeblock]
-
-
- Produce a hard light effect with the following formula:
- [codeblock]
- for (int i = 0; i < 3; i++) {
- float base = a[i];
- float blend = b[i];
- if (base < 0.5) {
- result[i] = base * (2.0 * blend);
- } else {
- result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
- }
- }
- [/codeblock]
-
-
-
diff --git a/doc/classes/VisualShaderNodeColorUniform.xml b/doc/classes/VisualShaderNodeColorUniform.xml
deleted file mode 100644
index 744199814..000000000
--- a/doc/classes/VisualShaderNodeColorUniform.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-
-
-
- A [Color] uniform to be used within the visual shader graph.
-
-
- Translated to [code]uniform vec4[/code] in the shader language.
-
-
-
-
-
-
-
- A default value to be assigned within the shader.
-
-
- Enables usage of the [member default_value].
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeCompare.xml b/doc/classes/VisualShaderNodeCompare.xml
deleted file mode 100644
index ce5cfdf4a..000000000
--- a/doc/classes/VisualShaderNodeCompare.xml
+++ /dev/null
@@ -1,62 +0,0 @@
-
-
-
- A comparison function for common types within the visual shader graph.
-
-
- Compares [code]a[/code] and [code]b[/code] of [member type] by [member function]. Returns a boolean scalar. Translates to [code]if[/code] instruction in shader code.
-
-
-
-
-
-
-
- Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR].
-
-
- A comparison function. See [enum Function] for options.
-
-
- The type to be used in the comparison. See [enum ComparisonType] for options.
-
-
-
-
- A floating-point scalar.
-
-
- A 3D vector type.
-
-
- A boolean type.
-
-
- A transform ([code]mat4[/code]) type.
-
-
- Comparison for equality ([code]a == b[/code]).
-
-
- Comparison for inequality ([code]a != b[/code]).
-
-
- Comparison for greater than ([code]a > b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
-
-
- Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
-
-
- Comparison for less than ([code]a < b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
-
-
- Comparison for less than or equal ([code]a < b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
-
-
- The result will be true if all of component in vector satisfy the comparison condition.
-
-
- The result will be true if any of component in vector satisfy the comparison condition.
-
-
-
diff --git a/doc/classes/VisualShaderNodeCubeMap.xml b/doc/classes/VisualShaderNodeCubeMap.xml
deleted file mode 100644
index 77f7d6dcc..000000000
--- a/doc/classes/VisualShaderNodeCubeMap.xml
+++ /dev/null
@@ -1,41 +0,0 @@
-
-
-
- A [CubeMap] sampling node to be used within the visual shader graph.
-
-
- Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
-
-
-
-
-
-
-
- The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
-
-
- Defines which source should be used for the sampling. See [enum Source] for options.
-
-
- Defines the type of data provided by the source texture. See [enum TextureType] for options.
-
-
-
-
- Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
-
-
- Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
-
-
- No hints are added to the uniform declaration.
-
-
- Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
-
-
- Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
-
-
-
diff --git a/doc/classes/VisualShaderNodeCubeMapUniform.xml b/doc/classes/VisualShaderNodeCubeMapUniform.xml
deleted file mode 100644
index fbdf624e7..000000000
--- a/doc/classes/VisualShaderNodeCubeMapUniform.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- A [CubeMap] uniform node to be used within the visual shader graph.
-
-
- Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubeMap].
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
deleted file mode 100644
index 8494a7176..000000000
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ /dev/null
@@ -1,127 +0,0 @@
-
-
-
- Virtual class to define custom [VisualShaderNode]s for use in the Visual Shader Editor.
-
-
- By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods.
- In order for the node to be registered as an editor addon, you must use the [code]tool[/code] keyword and provide a [code]class_name[/code] for your custom script. For example:
- [codeblock]
- tool
- extends VisualShaderNodeCustom
- class_name VisualShaderNodeNoise
- [/codeblock]
-
-
- $DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html
-
-
-
-
-
- Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog. The path may look like [code]"MyGame/MyFunctions/Noise"[/code].
- Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Custom" category.
-
-
-
-
-
-
-
-
-
- Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
- The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the string names of the various input and output variables, as defined by [code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in this class.
- The output ports can be assigned values in the shader code. For example, [code]return output_vars[0] + " = " + input_vars[0] + ";"[/code].
- You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]).
- Defining this method is [b]required[/b].
-
-
-
-
-
- Override this method to define the description of the associated custom node in the Visual Shader Editor's members dialog.
- Defining this method is [b]optional[/b].
-
-
-
-
-
-
- Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
- Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names.
- You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]).
- Defining this method is [b]optional[/b].
-
-
-
-
-
- Override this method to define the amount of input ports of the associated custom node.
- Defining this method is [b]required[/b]. If not overridden, the node has no input ports.
-
-
-
-
-
-
- Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the [code]input_vars[/code] array in [method _get_code].
- Defining this method is [b]optional[/b], but recommended. If not overridden, input ports are named as [code]"in" + str(port)[/code].
-
-
-
-
-
-
- Override this method to define the returned type of each input port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types).
- Defining this method is [b]optional[/b], but recommended. If not overridden, input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.
-
-
-
-
-
- Override this method to define the name of the associated custom node in the Visual Shader Editor's members dialog and graph.
- Defining this method is [b]optional[/b], but recommended. If not overridden, the node will be named as "Unnamed".
-
-
-
-
-
- Override this method to define the amount of output ports of the associated custom node.
- Defining this method is [b]required[/b]. If not overridden, the node has no output ports.
-
-
-
-
-
-
- Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the [code]output_vars[/code] array in [method _get_code].
- Defining this method is [b]optional[/b], but recommended. If not overridden, output ports are named as [code]"out" + str(port)[/code].
-
-
-
-
-
-
- Override this method to define the returned type of each output port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types).
- Defining this method is [b]optional[/b], but recommended. If not overridden, output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.
-
-
-
-
-
- Override this method to define the return icon of the associated custom node in the Visual Shader Editor's members dialog.
- Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
-
-
-
-
-
- Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog.
- Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]).
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeDeterminant.xml b/doc/classes/VisualShaderNodeDeterminant.xml
deleted file mode 100644
index 35a02dbf4..000000000
--- a/doc/classes/VisualShaderNodeDeterminant.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Calculates the determinant of a [Transform] within the visual shader graph.
-
-
- Translates to [code]determinant(x)[/code] in the shader language.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeDotProduct.xml b/doc/classes/VisualShaderNodeDotProduct.xml
deleted file mode 100644
index 77595d5ac..000000000
--- a/doc/classes/VisualShaderNodeDotProduct.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Calculates a dot product of two vectors within the visual shader graph.
-
-
- Translates to [code]dot(a, b)[/code] in the shader language.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeExpression.xml b/doc/classes/VisualShaderNodeExpression.xml
deleted file mode 100644
index e92ff7669..000000000
--- a/doc/classes/VisualShaderNodeExpression.xml
+++ /dev/null
@@ -1,21 +0,0 @@
-
-
-
- A custom visual shader graph expression written in Godot Shading Language.
-
-
- Custom Godot Shading Language expression, with a custom amount of input and output ports.
- The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
-
-
-
-
-
-
-
- An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeFaceForward.xml b/doc/classes/VisualShaderNodeFaceForward.xml
deleted file mode 100644
index ef7b95016..000000000
--- a/doc/classes/VisualShaderNodeFaceForward.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Returns the vector that points in the same direction as a reference vector within the visual shader graph.
-
-
- Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/code] is returned.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeFresnel.xml b/doc/classes/VisualShaderNodeFresnel.xml
deleted file mode 100644
index 39426fea0..000000000
--- a/doc/classes/VisualShaderNodeFresnel.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- A Fresnel effect to be used within the visual shader graph.
-
-
- Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it).
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeGlobalExpression.xml b/doc/classes/VisualShaderNodeGlobalExpression.xml
deleted file mode 100644
index 572704110..000000000
--- a/doc/classes/VisualShaderNodeGlobalExpression.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- A custom global visual shader graph expression written in Godot Shading Language.
-
-
- Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeGroupBase.xml b/doc/classes/VisualShaderNodeGroupBase.xml
deleted file mode 100644
index 2ac87c68e..000000000
--- a/doc/classes/VisualShaderNodeGroupBase.xml
+++ /dev/null
@@ -1,167 +0,0 @@
-
-
-
- Base class for a family of nodes with variable amount of input and output ports within the visual shader graph.
-
-
- Currently, has no direct usage, use the derived classes instead.
-
-
-
-
-
-
-
-
-
-
- Adds an input port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].
-
-
-
-
-
-
-
-
- Adds an output port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].
-
-
-
-
-
- Removes all previously specified input ports.
-
-
-
-
-
- Removes all previously specified output ports.
-
-
-
-
-
- Returns a free input port ID which can be used in [method add_input_port].
-
-
-
-
-
- Returns a free output port ID which can be used in [method add_output_port].
-
-
-
-
-
- Returns the number of input ports in use. Alternative for [method get_free_input_port_id].
-
-
-
-
-
- Returns a [String] description of the input ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).
-
-
-
-
-
- Returns the number of output ports in use. Alternative for [method get_free_output_port_id].
-
-
-
-
-
- Returns a [String] description of the output ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).
-
-
-
-
-
-
- Returns [code]true[/code] if the specified input port exists.
-
-
-
-
-
-
- Returns [code]true[/code] if the specified output port exists.
-
-
-
-
-
-
- Returns [code]true[/code] if the specified port name does not override an existed port name and is valid within the shader.
-
-
-
-
-
-
- Removes the specified input port.
-
-
-
-
-
-
- Removes the specified output port.
-
-
-
-
-
-
-
- Renames the specified input port.
-
-
-
-
-
-
-
- Sets the specified input port's type (see [enum VisualShaderNode.PortType]).
-
-
-
-
-
-
- Defines all input ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_input_port]).
-
-
-
-
-
-
-
- Renames the specified output port.
-
-
-
-
-
-
-
- Sets the specified output port's type (see [enum VisualShaderNode.PortType]).
-
-
-
-
-
-
- Defines all output ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_output_port]).
-
-
-
-
-
- The size of the node in the visual shader graph.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
deleted file mode 100644
index 1f3caabb2..000000000
--- a/doc/classes/VisualShaderNodeInput.xml
+++ /dev/null
@@ -1,31 +0,0 @@
-
-
-
-
-
- Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
-
-
- $DOCS_URL/tutorials/shaders/shader_reference/index.html
-
-
-
-
-
-
-
-
-
-
- One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]).
-
-
-
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeIs.xml b/doc/classes/VisualShaderNodeIs.xml
deleted file mode 100644
index b64343e92..000000000
--- a/doc/classes/VisualShaderNodeIs.xml
+++ /dev/null
@@ -1,26 +0,0 @@
-
-
-
- A boolean comparison operator to be used within the visual shader graph.
-
-
- Returns the boolean result of the comparison between [code]INF[/code] or [code]NaN[/code] and a scalar parameter.
-
-
-
-
-
-
-
- The comparison function. See [enum Function] for options.
-
-
-
-
- Comparison with [code]INF[/code] (Infinity).
-
-
- Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric results, e.g. division by zero).
-
-
-
diff --git a/doc/classes/VisualShaderNodeOuterProduct.xml b/doc/classes/VisualShaderNodeOuterProduct.xml
deleted file mode 100644
index 5def19021..000000000
--- a/doc/classes/VisualShaderNodeOuterProduct.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Calculates an outer product of two vectors within the visual shader graph.
-
-
- [code]OuterProduct[/code] treats the first parameter [code]c[/code] as a column vector (matrix with one column) and the second parameter [code]r[/code] as a row vector (matrix with one row) and does a linear algebraic matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is the number of components in [code]c[/code] and whose number of columns is the number of components in [code]r[/code].
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeOutput.xml b/doc/classes/VisualShaderNodeOutput.xml
deleted file mode 100644
index 7960583dd..000000000
--- a/doc/classes/VisualShaderNodeOutput.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Represents the output shader parameters within the visual shader graph.
-
-
- This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarClamp.xml b/doc/classes/VisualShaderNodeScalarClamp.xml
deleted file mode 100644
index 324176db5..000000000
--- a/doc/classes/VisualShaderNodeScalarClamp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Clamps a scalar value within the visual shader graph.
-
-
- Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml b/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
deleted file mode 100644
index 2356b96e2..000000000
--- a/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+++ /dev/null
@@ -1,29 +0,0 @@
-
-
-
- Calculates a scalar derivative within the visual shader graph.
-
-
- This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
-
-
-
-
-
-
-
- The derivative type. See [enum Function] for options.
-
-
-
-
- Sum of absolute derivative in [code]x[/code] and [code]y[/code].
-
-
- Derivative in [code]x[/code] using local differencing.
-
-
- Derivative in [code]y[/code] using local differencing.
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarFunc.xml b/doc/classes/VisualShaderNodeScalarFunc.xml
deleted file mode 100644
index 74af69e23..000000000
--- a/doc/classes/VisualShaderNodeScalarFunc.xml
+++ /dev/null
@@ -1,81 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarInterp.xml b/doc/classes/VisualShaderNodeScalarInterp.xml
deleted file mode 100644
index ddbba4289..000000000
--- a/doc/classes/VisualShaderNodeScalarInterp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Linearly interpolates between two scalars within the visual shader graph.
-
-
- Translates to [code]mix(a, b, weight)[/code] in the shader language.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarOp.xml b/doc/classes/VisualShaderNodeScalarOp.xml
deleted file mode 100644
index 121574842..000000000
--- a/doc/classes/VisualShaderNodeScalarOp.xml
+++ /dev/null
@@ -1,37 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarSmoothStep.xml b/doc/classes/VisualShaderNodeScalarSmoothStep.xml
deleted file mode 100644
index 2d2e6c427..000000000
--- a/doc/classes/VisualShaderNodeScalarSmoothStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-
-
-
- Calculates a scalar SmoothStep function within the visual shader graph.
-
-
- Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarSwitch.xml b/doc/classes/VisualShaderNodeScalarSwitch.xml
deleted file mode 100644
index 44f6abb08..000000000
--- a/doc/classes/VisualShaderNodeScalarSwitch.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- A boolean/scalar function for use within the visual shader graph.
-
-
- Returns an associated scalar if the provided boolean value is [code]true[/code] or [code]false[/code].
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeScalarUniform.xml b/doc/classes/VisualShaderNodeScalarUniform.xml
deleted file mode 100644
index f4870d030..000000000
--- a/doc/classes/VisualShaderNodeScalarUniform.xml
+++ /dev/null
@@ -1,45 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
- A default value to be assigned within the shader.
-
-
- Enables usage of the [member default_value].
-
-
- A hint applied to the uniform, which controls the values it can take when set through the inspector.
-
-
- Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
-
-
- Maximum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
-
-
- Step (increment) value for the range hint with step. Used if [member hint] is set to [constant HINT_RANGE_STEP].
-
-
-
-
- No hint used.
-
-
- A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code.
-
-
- A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code.
-
-
- Represents the size of the [enum Hint] enum.
-
-
-
diff --git a/doc/classes/VisualShaderNodeSwitch.xml b/doc/classes/VisualShaderNodeSwitch.xml
deleted file mode 100644
index bec59460e..000000000
--- a/doc/classes/VisualShaderNodeSwitch.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- A boolean/vector function for use within the visual shader graph.
-
-
- Returns an associated vector if the provided boolean value is [code]true[/code] or [code]false[/code].
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml
deleted file mode 100644
index fca046309..000000000
--- a/doc/classes/VisualShaderNodeTexture.xml
+++ /dev/null
@@ -1,53 +0,0 @@
-
-
-
- Performs a texture lookup within the visual shader graph.
-
-
- Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
-
-
-
-
-
-
-
- Determines the source for the lookup. See [enum Source] for options.
-
-
- The source texture, if needed for the selected [member source].
-
-
- Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
-
-
-
-
- Use the texture given as an argument for this function.
-
-
- Use the current viewport's texture as the source.
-
-
- Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite]).
-
-
- Use the texture from this shader's normal map built-in.
-
-
- Use the depth texture available for this shader.
-
-
- Use the texture provided in the input port for this function.
-
-
- No hints are added to the uniform declaration.
-
-
- Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
-
-
- Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
-
-
-
diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml
deleted file mode 100644
index 13870f289..000000000
--- a/doc/classes/VisualShaderNodeTextureUniform.xml
+++ /dev/null
@@ -1,41 +0,0 @@
-
-
-
- Performs a uniform texture lookup within the visual shader graph.
-
-
- Performs a lookup operation on the texture provided as a uniform for the shader.
-
-
-
-
-
-
-
- Sets the default color if no texture is assigned to the uniform.
-
-
- Defines the type of data provided by the source texture. See [enum TextureType] for options.
-
-
-
-
- No hints are added to the uniform declaration.
-
-
- Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
-
-
- Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
-
-
- Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap.
-
-
- Defaults to white color.
-
-
- Defaults to black color.
-
-
-
diff --git a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml b/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
deleted file mode 100644
index 5954cdf32..000000000
--- a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Performs a uniform texture lookup with triplanar within the visual shader graph.
-
-
- Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformCompose.xml b/doc/classes/VisualShaderNodeTransformCompose.xml
deleted file mode 100644
index e51b05ac1..000000000
--- a/doc/classes/VisualShaderNodeTransformCompose.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Composes a [Transform] from four [Vector3]s within the visual shader graph.
-
-
- Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code].
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformConstant.xml b/doc/classes/VisualShaderNodeTransformConstant.xml
deleted file mode 100644
index a76eaa723..000000000
--- a/doc/classes/VisualShaderNodeTransformConstant.xml
+++ /dev/null
@@ -1,20 +0,0 @@
-
-
-
- A [Transform] constant for use within the visual shader graph.
-
-
- A constant [Transform], which can be used as an input node.
-
-
-
-
-
-
-
- A [Transform] constant which represents the state of this node.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformDecompose.xml b/doc/classes/VisualShaderNodeTransformDecompose.xml
deleted file mode 100644
index 82528fda7..000000000
--- a/doc/classes/VisualShaderNodeTransformDecompose.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Decomposes a [Transform] into four [Vector3]s within the visual shader graph.
-
-
- Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformFunc.xml b/doc/classes/VisualShaderNodeTransformFunc.xml
deleted file mode 100644
index 6adf387f8..000000000
--- a/doc/classes/VisualShaderNodeTransformFunc.xml
+++ /dev/null
@@ -1,26 +0,0 @@
-
-
-
- Computes a [Transform] function within the visual shader graph.
-
-
- Computes an inverse or transpose function on the provided [Transform].
-
-
-
-
-
-
-
- The function to be computed. See [enum Function] for options.
-
-
-
-
- Perform the inverse operation on the [Transform] matrix.
-
-
- Perform the transpose operation on the [Transform] matrix.
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformMult.xml b/doc/classes/VisualShaderNodeTransformMult.xml
deleted file mode 100644
index 1409de802..000000000
--- a/doc/classes/VisualShaderNodeTransformMult.xml
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
- Multiplies [Transform] by [Transform] within the visual shader graph.
-
-
- A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators.
-
-
-
-
-
-
-
- The multiplication type to be performed on the transforms. See [enum Operator] for options.
-
-
-
-
- Multiplies transform [code]a[/code] by the transform [code]b[/code].
-
-
- Multiplies transform [code]b[/code] by the transform [code]a[/code].
-
-
- Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
-
-
- Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformUniform.xml b/doc/classes/VisualShaderNodeTransformUniform.xml
deleted file mode 100644
index 306f031b2..000000000
--- a/doc/classes/VisualShaderNodeTransformUniform.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-
-
-
- A [Transform] uniform for use within the visual shader graph.
-
-
- Translated to [code]uniform mat4[/code] in the shader language.
-
-
-
-
-
-
-
- A default value to be assigned within the shader.
-
-
- Enables usage of the [member default_value].
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeTransformVecMult.xml b/doc/classes/VisualShaderNodeTransformVecMult.xml
deleted file mode 100644
index 65a1cd92a..000000000
--- a/doc/classes/VisualShaderNodeTransformVecMult.xml
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
- Multiplies a [Transform] and a [Vector3] within the visual shader graph.
-
-
- A multiplication operation on a transform (4x4 matrix) and a vector, with support for different multiplication operators.
-
-
-
-
-
-
-
- The multiplication type to be performed. See [enum Operator] for options.
-
-
-
-
- Multiplies transform [code]a[/code] by the vector [code]b[/code].
-
-
- Multiplies vector [code]b[/code] by the transform [code]a[/code].
-
-
- Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping the last row and column of the transform.
-
-
- Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping the last row and column of the transform.
-
-
-
diff --git a/doc/classes/VisualShaderNodeUniform.xml b/doc/classes/VisualShaderNodeUniform.xml
deleted file mode 100644
index 493276eac..000000000
--- a/doc/classes/VisualShaderNodeUniform.xml
+++ /dev/null
@@ -1,20 +0,0 @@
-
-
-
- A base type for the uniforms within the visual shader graph.
-
-
- A uniform represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Uniforms are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script.
-
-
-
-
-
-
-
- Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeUniformRef.xml b/doc/classes/VisualShaderNodeUniformRef.xml
deleted file mode 100644
index 843860154..000000000
--- a/doc/classes/VisualShaderNodeUniformRef.xml
+++ /dev/null
@@ -1,20 +0,0 @@
-
-
-
- A reference to an existing [VisualShaderNodeUniform].
-
-
- Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this uniform in different shaders or shader stages easily.
-
-
-
-
-
-
-
- The name of the uniform which this reference points to.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVec3Constant.xml b/doc/classes/VisualShaderNodeVec3Constant.xml
deleted file mode 100644
index 70f5da503..000000000
--- a/doc/classes/VisualShaderNodeVec3Constant.xml
+++ /dev/null
@@ -1,20 +0,0 @@
-
-
-
- A [Vector3] constant to be used within the visual shader graph.
-
-
- A constant [Vector3], which can be used as an input node.
-
-
-
-
-
-
-
- A [Vector3] constant which represents the state of this node.
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVec3Uniform.xml b/doc/classes/VisualShaderNodeVec3Uniform.xml
deleted file mode 100644
index 2f940e041..000000000
--- a/doc/classes/VisualShaderNodeVec3Uniform.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-
-
-
- A [Vector3] uniform to be used within the visual shader graph.
-
-
- Translated to [code]uniform vec3[/code] in the shader language.
-
-
-
-
-
-
-
- A default value to be assigned within the shader.
-
-
- Enables usage of the [member default_value].
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorClamp.xml b/doc/classes/VisualShaderNodeVectorClamp.xml
deleted file mode 100644
index bf22fb30d..000000000
--- a/doc/classes/VisualShaderNodeVectorClamp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Clamps a vector value within the visual shader graph.
-
-
- Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorCompose.xml b/doc/classes/VisualShaderNodeVectorCompose.xml
deleted file mode 100644
index 685c1015c..000000000
--- a/doc/classes/VisualShaderNodeVectorCompose.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Composes a [Vector3] from three scalars within the visual shader graph.
-
-
- Creates a [code]vec3[/code] using three scalar values that can be provided from separate inputs.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorDecompose.xml b/doc/classes/VisualShaderNodeVectorDecompose.xml
deleted file mode 100644
index 3ed8f3dc3..000000000
--- a/doc/classes/VisualShaderNodeVectorDecompose.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Decomposes a [Vector3] into three scalars within the visual shader graph.
-
-
- Takes a [code]vec3[/code] and decomposes it into three scalar values that can be used as separate inputs.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml b/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
deleted file mode 100644
index 798498780..000000000
--- a/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+++ /dev/null
@@ -1,29 +0,0 @@
-
-
-
- Calculates a vector derivative within the visual shader graph.
-
-
- This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
-
-
-
-
-
-
-
- A derivative type. See [enum Function] for options.
-
-
-
-
- Sum of absolute derivative in [code]x[/code] and [code]y[/code].
-
-
- Derivative in [code]x[/code] using local differencing.
-
-
- Derivative in [code]y[/code] using local differencing.
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorDistance.xml b/doc/classes/VisualShaderNodeVectorDistance.xml
deleted file mode 100644
index 448c33947..000000000
--- a/doc/classes/VisualShaderNodeVectorDistance.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-
-
-
- Returns the distance between two points. To be used within the visual shader graph.
-
-
- Calculates distance from point represented by vector [code]p0[/code] to vector [code]p1[/code].
- Translated to [code]distance(p0, p1)[/code] in the shader language.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml
deleted file mode 100644
index e487626b9..000000000
--- a/doc/classes/VisualShaderNodeVectorFunc.xml
+++ /dev/null
@@ -1,125 +0,0 @@
-
-
-
- A vector function to be used within the visual shader graph.
-
-
- A visual shader node able to perform different functions using vectors.
-
-
-
-
-
-
-
- The function to be performed. See [enum Function] for options.
-
-
-
-
- Normalizes the vector so that it has a length of [code]1[/code] but points in the same direction.
-
-
- Clamps the value between [code]0.0[/code] and [code]1.0[/code].
-
-
- Returns the opposite value of the parameter.
-
-
- Returns [code]1/vector[/code].
-
-
- Converts RGB vector to HSV equivalent.
-
-
- Converts HSV vector to RGB equivalent.
-
-
- Returns the absolute value of the parameter.
-
-
- Returns the arc-cosine of the parameter.
-
-
- Returns the inverse hyperbolic cosine of the parameter.
-
-
- Returns the arc-sine of the parameter.
-
-
- Returns the inverse hyperbolic sine of the parameter.
-
-
- Returns the arc-tangent of the parameter.
-
-
- Returns the inverse hyperbolic tangent of the parameter.
-
-
- Finds the nearest integer that is greater than or equal to the parameter.
-
-
- Returns the cosine of the parameter.
-
-
- Returns the hyperbolic cosine of the parameter.
-
-
- Converts a quantity in radians to degrees.
-
-
- Base-e Exponential.
-
-
- Base-2 Exponential.
-
-
- Finds the nearest integer less than or equal to the parameter.
-
-
- Computes the fractional part of the argument.
-
-
- Returns the inverse of the square root of the parameter.
-
-
- Natural logarithm.
-
-
- Base-2 logarithm.
-
-
- Converts a quantity in degrees to radians.
-
-
- Finds the nearest integer to the parameter.
-
-
- Finds the nearest even integer to the parameter.
-
-
- Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise.
-
-
- Returns the sine of the parameter.
-
-
- Returns the hyperbolic sine of the parameter.
-
-
- Returns the square root of the parameter.
-
-
- Returns the tangent of the parameter.
-
-
- Returns the hyperbolic tangent of the parameter.
-
-
- Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter.
-
-
- Returns [code]1.0 - vector[/code].
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorInterp.xml b/doc/classes/VisualShaderNodeVectorInterp.xml
deleted file mode 100644
index 61f8d2243..000000000
--- a/doc/classes/VisualShaderNodeVectorInterp.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Linearly interpolates between two vectors within the visual shader graph.
-
-
- Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]weight[/code] is a [Vector3] with weights for each component.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorLen.xml b/doc/classes/VisualShaderNodeVectorLen.xml
deleted file mode 100644
index 3e56a7a30..000000000
--- a/doc/classes/VisualShaderNodeVectorLen.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Returns the length of a [Vector3] within the visual shader graph.
-
-
- Translated to [code]length(p0)[/code] in the shader language.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorOp.xml b/doc/classes/VisualShaderNodeVectorOp.xml
deleted file mode 100644
index b6bbb365f..000000000
--- a/doc/classes/VisualShaderNodeVectorOp.xml
+++ /dev/null
@@ -1,56 +0,0 @@
-
-
-
- A vector operator to be used within the visual shader graph.
-
-
- A visual shader node for use of vector operators. Operates on vector [code]a[/code] and vector [code]b[/code].
-
-
-
-
-
-
-
- The operator to be used. See [enum Operator] for options.
-
-
-
-
- Adds two vectors.
-
-
- Subtracts a vector from a vector.
-
-
- Multiplies two vectors.
-
-
- Divides vector by vector.
-
-
- Returns the remainder of the two vectors.
-
-
- Returns the value of the first parameter raised to the power of the second, for each component of the vectors.
-
-
- Returns the greater of two values, for each component of the vectors.
-
-
- Returns the lesser of two values, for each component of the vectors.
-
-
- Calculates the cross product of two vectors.
-
-
- Returns the arc-tangent of the parameters.
-
-
- Returns the vector that points in the direction of reflection. [code]a[/code] is incident vector and [code]b[/code] is the normal vector.
-
-
- Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller than [code]b[/code] and [code]1.0[/code] otherwise.
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml
deleted file mode 100644
index c21b551c5..000000000
--- a/doc/classes/VisualShaderNodeVectorRefract.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
-
-
- Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorScalarMix.xml b/doc/classes/VisualShaderNodeVectorScalarMix.xml
deleted file mode 100644
index d44216647..000000000
--- a/doc/classes/VisualShaderNodeVectorScalarMix.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Linearly interpolates between two vectors using a scalar. For use within the visual shader graph.
-
-
- Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a scalar.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml b/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
deleted file mode 100644
index 4489e3893..000000000
--- a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-
-
-
- Calculates a vector SmoothStep function using scalar within the visual shader graph.
-
-
- Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a scalar.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorScalarStep.xml b/doc/classes/VisualShaderNodeVectorScalarStep.xml
deleted file mode 100644
index 3a96fef2e..000000000
--- a/doc/classes/VisualShaderNodeVectorScalarStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-
-
-
- Calculates a vector Step function within the visual shader graph.
-
-
- Translates to [code]step(edge, x)[/code] in the shader language.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/VisualShaderNodeVectorSmoothStep.xml b/doc/classes/VisualShaderNodeVectorSmoothStep.xml
deleted file mode 100644
index 11870afb6..000000000
--- a/doc/classes/VisualShaderNodeVectorSmoothStep.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-
-
-
- Calculates a vector SmoothStep function within the visual shader graph.
-
-
- Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a vector.
- Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
-
-
-
-
-
-
-
-
diff --git a/modules/broken_seals_module/doc_classes/BiomeTerrarinGenerator.xml b/modules/broken_seals_module/doc_classes/BiomeTerrarinGenerator.xml
index 26a62dd5d..2fe6ee326 100644
--- a/modules/broken_seals_module/doc_classes/BiomeTerrarinGenerator.xml
+++ b/modules/broken_seals_module/doc_classes/BiomeTerrarinGenerator.xml
@@ -7,6 +7,13 @@
+
+
+
+
+
+
+
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index 57ffc2e2c..9025770b3 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -127,14 +127,12 @@
Enable or disable certificate verification when [member use_dtls] [code]true[/code].
-
Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is [code]false[/code], clients won't be automatically notified of other peers and won't be able to send them packets through the server.
Set the default channel to be used to transfer data. By default, this value is [code]-1[/code] which means that ENet will only use 2 channels: one for reliable packets, and one for unreliable packets. The channel [code]0[/code] is reserved and cannot be used. Setting this member to any value between [code]0[/code] and [member channel_count] (excluded) will force ENet to use that channel for sending data. See [member channel_count] for more information about ENet channels.
-
When enabled, the client or server created by this peer, will use [PacketPeerDTLS] instead of raw UDP sockets for communicating with the remote peer. This will make the communication encrypted with DTLS at the cost of higher resource usage and potentially larger packet size.
[b]Note:[/b] When creating a DTLS server, make sure you setup the key/certificate pair via [method set_dtls_key] and [method set_dtls_certificate]. For DTLS clients, have a look at the [member dtls_verify] option, and configure the certificate accordingly via [method set_dtls_certificate].
diff --git a/modules/entity_spell_system/doc_classes/SpellEffectVisualSimple.xml b/modules/entity_spell_system/doc_classes/SpellEffectVisualSimple.xml
index a749247de..dc21340a3 100644
--- a/modules/entity_spell_system/doc_classes/SpellEffectVisualSimple.xml
+++ b/modules/entity_spell_system/doc_classes/SpellEffectVisualSimple.xml
@@ -32,17 +32,17 @@
-
+
-
+
-
+
diff --git a/modules/mesh_data_resource/doc_classes/MeshDataResource.xml b/modules/mesh_data_resource/doc_classes/MeshDataResource.xml
index 733bfb8a4..cf22f6d5e 100644
--- a/modules/mesh_data_resource/doc_classes/MeshDataResource.xml
+++ b/modules/mesh_data_resource/doc_classes/MeshDataResource.xml
@@ -14,6 +14,12 @@
+
+
+
+
+
+
diff --git a/modules/mesh_utils/doc_classes/MeshUtils.xml b/modules/mesh_utils/doc_classes/MeshUtils.xml
index 5275abc3e..0b8828016 100644
--- a/modules/mesh_utils/doc_classes/MeshUtils.xml
+++ b/modules/mesh_utils/doc_classes/MeshUtils.xml
@@ -15,6 +15,12 @@
+
+
+
+
+
+
diff --git a/modules/props/doc_classes/PropInstanceMerger.xml b/modules/props/doc_classes/PropInstanceMerger.xml
index cee2ed354..25802a144 100644
--- a/modules/props/doc_classes/PropInstanceMerger.xml
+++ b/modules/props/doc_classes/PropInstanceMerger.xml
@@ -7,6 +7,11 @@
+
+
+
+
+
diff --git a/modules/props_2d/doc_classes/GroundClutter.xml b/modules/props_2d/doc_classes/GroundClutter2D.xml
similarity index 100%
rename from modules/props_2d/doc_classes/GroundClutter.xml
rename to modules/props_2d/doc_classes/GroundClutter2D.xml
diff --git a/modules/props_2d/doc_classes/GroundClutterFoliage.xml b/modules/props_2d/doc_classes/GroundClutter2DFoliage.xml
similarity index 100%
rename from modules/props_2d/doc_classes/GroundClutterFoliage.xml
rename to modules/props_2d/doc_classes/GroundClutter2DFoliage.xml
diff --git a/modules/props_2d/doc_classes/PropCache.xml b/modules/props_2d/doc_classes/Prop2DCache.xml
similarity index 68%
rename from modules/props_2d/doc_classes/PropCache.xml
rename to modules/props_2d/doc_classes/Prop2DCache.xml
index e9c73e039..d4ad613ee 100644
--- a/modules/props_2d/doc_classes/PropCache.xml
+++ b/modules/props_2d/doc_classes/Prop2DCache.xml
@@ -7,7 +7,7 @@
-
+
@@ -19,12 +19,6 @@
-
-
-
-
-
-
@@ -49,36 +43,7 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
@@ -99,15 +64,17 @@
+
+
-
+
-
+
diff --git a/modules/props_2d/doc_classes/PropData.xml b/modules/props_2d/doc_classes/Prop2DData.xml
similarity index 87%
rename from modules/props_2d/doc_classes/PropData.xml
rename to modules/props_2d/doc_classes/Prop2DData.xml
index b58475b8c..48c779bde 100644
--- a/modules/props_2d/doc_classes/PropData.xml
+++ b/modules/props_2d/doc_classes/Prop2DData.xml
@@ -57,10 +57,6 @@
-
-
-
-
diff --git a/modules/props_2d/doc_classes/PropDataEntry.xml b/modules/props_2d/doc_classes/Prop2DDataEntry.xml
similarity index 59%
rename from modules/props_2d/doc_classes/PropDataEntry.xml
rename to modules/props_2d/doc_classes/Prop2DDataEntry.xml
index 298f76863..ffd3e5c32 100644
--- a/modules/props_2d/doc_classes/PropDataEntry.xml
+++ b/modules/props_2d/doc_classes/Prop2DDataEntry.xml
@@ -21,6 +21,7 @@
+
@@ -34,6 +35,7 @@
+
@@ -50,7 +52,7 @@
-
+
@@ -64,14 +66,34 @@
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/modules/props_2d/doc_classes/Prop2DDataLight.xml b/modules/props_2d/doc_classes/Prop2DDataLight.xml
new file mode 100644
index 000000000..10b7a079d
--- /dev/null
+++ b/modules/props_2d/doc_classes/Prop2DDataLight.xml
@@ -0,0 +1,27 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/modules/props_2d/doc_classes/PropDataPortal.xml b/modules/props_2d/doc_classes/Prop2DDataPortal.xml
similarity index 100%
rename from modules/props_2d/doc_classes/PropDataPortal.xml
rename to modules/props_2d/doc_classes/Prop2DDataPortal.xml
diff --git a/doc/classes/VisualShaderNodeScalarConstant.xml b/modules/props_2d/doc_classes/Prop2DDataProp2D.xml
similarity index 55%
rename from doc/classes/VisualShaderNodeScalarConstant.xml
rename to modules/props_2d/doc_classes/Prop2DDataProp2D.xml
index 379c16e37..f65bb7a18 100644
--- a/doc/classes/VisualShaderNodeScalarConstant.xml
+++ b/modules/props_2d/doc_classes/Prop2DDataProp2D.xml
@@ -1,5 +1,5 @@
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rename to modules/props_2d/doc_classes/Prop2DDataScene.xml
index 473de0d32..a8b6a0f36 100644
--- a/modules/props_2d/doc_classes/PropDataScene.xml
+++ b/modules/props_2d/doc_classes/Prop2DDataScene.xml
@@ -11,10 +11,6 @@
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rename to modules/props_2d/doc_classes/Prop2DDataTiledWall2D.xml
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rename to modules/props_2d/doc_classes/Prop2DESSEntity.xml
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similarity index 88%
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rename to modules/props_2d/doc_classes/Prop2DInstance.xml
index c7fc34982..126797eed 100644
--- a/modules/props_2d/doc_classes/PropInstance.xml
+++ b/modules/props_2d/doc_classes/Prop2DInstance.xml
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rename to modules/props_2d/doc_classes/Prop2DInstanceJob.xml
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similarity index 64%
rename from modules/props_2d/doc_classes/PropInstanceMerger.xml
rename to modules/props_2d/doc_classes/Prop2DInstanceMerger.xml
index d069d7938..382cf4f31 100644
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similarity index 53%
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rename to modules/props_2d/doc_classes/Prop2DInstanceProp2DJob.xml
index 199bc6a91..c62f62f94 100644
--- a/modules/props_2d/doc_classes/PropInstancePropJob.xml
+++ b/modules/props_2d/doc_classes/Prop2DInstanceProp2DJob.xml
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similarity index 80%
rename from modules/props_2d/doc_classes/PropLight.xml
rename to modules/props_2d/doc_classes/Prop2DLight.xml
index 8b8c46d4b..58bda3a4b 100644
--- a/modules/props_2d/doc_classes/PropLight.xml
+++ b/modules/props_2d/doc_classes/Prop2DLight.xml
@@ -13,7 +13,7 @@
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diff --git a/modules/props_2d/doc_classes/PropMaterialCache.xml b/modules/props_2d/doc_classes/Prop2DMaterialCache.xml
similarity index 74%
rename from modules/props_2d/doc_classes/PropMaterialCache.xml
rename to modules/props_2d/doc_classes/Prop2DMaterialCache.xml
index 5c24ab1a3..98eaa03f9 100644
--- a/modules/props_2d/doc_classes/PropMaterialCache.xml
+++ b/modules/props_2d/doc_classes/Prop2DMaterialCache.xml
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similarity index 100%
rename from modules/props_2d/doc_classes/PropMaterialCachePCM.xml
rename to modules/props_2d/doc_classes/Prop2DMaterialCachePCM.xml
diff --git a/modules/props_2d/doc_classes/PropMesher.xml b/modules/props_2d/doc_classes/Prop2DMesher.xml
similarity index 78%
rename from modules/props_2d/doc_classes/PropMesher.xml
rename to modules/props_2d/doc_classes/Prop2DMesher.xml
index 27009cc2e..e156c74e9 100644
--- a/modules/props_2d/doc_classes/PropMesher.xml
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similarity index 56%
rename from modules/props_2d/doc_classes/PropSceneInstance.xml
rename to modules/props_2d/doc_classes/Prop2DSceneInstance.xml
index 7fc73666c..c1e19a96d 100644
--- a/modules/props_2d/doc_classes/PropSceneInstance.xml
+++ b/modules/props_2d/doc_classes/Prop2DSceneInstance.xml
@@ -1,5 +1,5 @@
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diff --git a/modules/props_2d/doc_classes/PropTextureJob.xml b/modules/props_2d/doc_classes/Prop2DTextureJob.xml
similarity index 100%
rename from modules/props_2d/doc_classes/PropTextureJob.xml
rename to modules/props_2d/doc_classes/Prop2DTextureJob.xml
diff --git a/modules/props_2d/doc_classes/PropUtils.xml b/modules/props_2d/doc_classes/Prop2DUtils.xml
similarity index 100%
rename from modules/props_2d/doc_classes/PropUtils.xml
rename to modules/props_2d/doc_classes/Prop2DUtils.xml
diff --git a/modules/props_2d/doc_classes/PropDataLight.xml b/modules/props_2d/doc_classes/PropDataLight.xml
deleted file mode 100644
index 8919eae08..000000000
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+++ /dev/null
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deleted file mode 100644
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similarity index 59%
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rename to modules/props_2d/doc_classes/TiledWall2D.xml
index ff35d7efc..10374253f 100644
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similarity index 80%
rename from modules/props_2d/doc_classes/TiledWallData.xml
rename to modules/props_2d/doc_classes/TiledWall2DData.xml
index 506e0d690..ab2c17a64 100644
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diff --git a/modules/terraman/doc_classes/TerrainChunk.xml b/modules/terraman/doc_classes/TerrainChunk.xml
index 8de7f00fc..58fb0279b 100644
--- a/modules/terraman/doc_classes/TerrainChunk.xml
+++ b/modules/terraman/doc_classes/TerrainChunk.xml
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index f5cdeea53..f241cb586 100644
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diff --git a/modules/terraman/doc_classes/TerrainLibraryMerger.xml b/modules/terraman/doc_classes/TerrainLibraryMerger.xml
index 0c25c4cf8..b612937e2 100644
--- a/modules/terraman/doc_classes/TerrainLibraryMerger.xml
+++ b/modules/terraman/doc_classes/TerrainLibraryMerger.xml
@@ -30,10 +30,10 @@
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diff --git a/modules/terraman/doc_classes/TerrainLibraryMergerPCM.xml b/modules/terraman/doc_classes/TerrainLibraryMergerPCM.xml
index b0cf5ec8f..2e5c08a32 100644
--- a/modules/terraman/doc_classes/TerrainLibraryMergerPCM.xml
+++ b/modules/terraman/doc_classes/TerrainLibraryMergerPCM.xml
@@ -30,10 +30,10 @@
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diff --git a/modules/terraman/doc_classes/TerrainMesher.xml b/modules/terraman/doc_classes/TerrainMesher.xml
index 6a5e3029b..3ba6a45b8 100644
--- a/modules/terraman/doc_classes/TerrainMesher.xml
+++ b/modules/terraman/doc_classes/TerrainMesher.xml
@@ -291,6 +291,8 @@
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index 60a23b887..301073535 100644
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+++ b/modules/terraman/doc_classes/TerrainSurface.xml
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index 835c6cfd1..52b668f3f 100644
--- a/modules/terraman/doc_classes/TerrainWorld.xml
+++ b/modules/terraman/doc_classes/TerrainWorld.xml
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similarity index 58%
rename from modules/terraman_2d/doc_classes/BlockTerrainStructure.xml
rename to modules/terraman_2d/doc_classes/BlockTerrain2DStructure.xml
index 68c49d2fc..d54ad5a94 100644
--- a/modules/terraman_2d/doc_classes/BlockTerrainStructure.xml
+++ b/modules/terraman_2d/doc_classes/BlockTerrain2DStructure.xml
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similarity index 85%
rename from modules/terraman_2d/doc_classes/TerrainChunk.xml
rename to modules/terraman_2d/doc_classes/Terrain2DChunk.xml
index a9e170263..6a74908f0 100644
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+++ b/modules/terraman_2d/doc_classes/Terrain2DChunk.xml
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similarity index 72%
rename from modules/terraman_2d/doc_classes/TerrainChunkDefault.xml
rename to modules/terraman_2d/doc_classes/Terrain2DChunkDefault.xml
index 3c77a0d8b..c5b971187 100644
--- a/modules/terraman_2d/doc_classes/TerrainChunkDefault.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DChunkDefault.xml
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diff --git a/modules/terraman_2d/doc_classes/TerrainMesherBlocky.xml b/modules/terraman_2d/doc_classes/Terrain2DChunkIsometric.xml
similarity index 50%
rename from modules/terraman_2d/doc_classes/TerrainMesherBlocky.xml
rename to modules/terraman_2d/doc_classes/Terrain2DChunkIsometric.xml
index 63b380af6..a0f09f5de 100644
--- a/modules/terraman_2d/doc_classes/TerrainMesherBlocky.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DChunkIsometric.xml
@@ -1,5 +1,5 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainChunkBlocky.xml b/modules/terraman_2d/doc_classes/Terrain2DChunkSimple.xml
similarity index 63%
rename from modules/terraman_2d/doc_classes/TerrainChunkBlocky.xml
rename to modules/terraman_2d/doc_classes/Terrain2DChunkSimple.xml
index 12c3106ac..4a2c47de0 100644
--- a/modules/terraman_2d/doc_classes/TerrainChunkBlocky.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DChunkSimple.xml
@@ -1,5 +1,5 @@
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similarity index 100%
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rename to modules/terraman_2d/doc_classes/Terrain2DEnvironmentData.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainJob.xml b/modules/terraman_2d/doc_classes/Terrain2DJob.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainJob.xml
rename to modules/terraman_2d/doc_classes/Terrain2DJob.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainLevelGenerator.xml b/modules/terraman_2d/doc_classes/Terrain2DLevelGenerator.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainLevelGenerator.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLevelGenerator.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainLevelGeneratorFlat.xml b/modules/terraman_2d/doc_classes/Terrain2DLevelGeneratorFlat.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainLevelGeneratorFlat.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLevelGeneratorFlat.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainLibrary.xml b/modules/terraman_2d/doc_classes/Terrain2DLibrary.xml
similarity index 67%
rename from modules/terraman_2d/doc_classes/TerrainLibrary.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLibrary.xml
index 62f545bd5..a943425bf 100644
--- a/modules/terraman_2d/doc_classes/TerrainLibrary.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DLibrary.xml
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similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainLibraryMerger.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLibraryMerger.xml
index ada8e1be8..3e0547035 100644
--- a/modules/terraman_2d/doc_classes/TerrainLibraryMerger.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DLibraryMerger.xml
@@ -30,10 +30,10 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainLibraryMergerPCM.xml b/modules/terraman_2d/doc_classes/Terrain2DLibraryMergerPCM.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainLibraryMergerPCM.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLibraryMergerPCM.xml
index a8121e3ac..7befc371e 100644
--- a/modules/terraman_2d/doc_classes/TerrainLibraryMergerPCM.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DLibraryMergerPCM.xml
@@ -30,10 +30,10 @@
-
-
+
+
diff --git a/modules/terraman_2d/doc_classes/TerrainLibrarySimple.xml b/modules/terraman_2d/doc_classes/Terrain2DLibrarySimple.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainLibrarySimple.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLibrarySimple.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainLight.xml b/modules/terraman_2d/doc_classes/Terrain2DLight.xml
similarity index 84%
rename from modules/terraman_2d/doc_classes/TerrainLight.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLight.xml
index a4492fd13..abc707da8 100644
--- a/modules/terraman_2d/doc_classes/TerrainLight.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DLight.xml
@@ -17,16 +17,10 @@
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diff --git a/modules/terraman_2d/doc_classes/Terrain2DLightJob.xml b/modules/terraman_2d/doc_classes/Terrain2DLightJob.xml
new file mode 100644
index 000000000..0534ac7d6
--- /dev/null
+++ b/modules/terraman_2d/doc_classes/Terrain2DLightJob.xml
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diff --git a/modules/terraman_2d/doc_classes/TerrainLightNode.xml b/modules/terraman_2d/doc_classes/Terrain2DLightNode.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainLightNode.xml
rename to modules/terraman_2d/doc_classes/Terrain2DLightNode.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainMaterialCache.xml b/modules/terraman_2d/doc_classes/Terrain2DMaterialCache.xml
similarity index 79%
rename from modules/terraman_2d/doc_classes/TerrainMaterialCache.xml
rename to modules/terraman_2d/doc_classes/Terrain2DMaterialCache.xml
index c85fc69db..a457232ae 100644
--- a/modules/terraman_2d/doc_classes/TerrainMaterialCache.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DMaterialCache.xml
@@ -42,6 +42,12 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainMaterialCachePCM.xml b/modules/terraman_2d/doc_classes/Terrain2DMaterialCachePCM.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainMaterialCachePCM.xml
rename to modules/terraman_2d/doc_classes/Terrain2DMaterialCachePCM.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainMesher.xml b/modules/terraman_2d/doc_classes/Terrain2DMesher.xml
similarity index 81%
rename from modules/terraman_2d/doc_classes/TerrainMesher.xml
rename to modules/terraman_2d/doc_classes/Terrain2DMesher.xml
index b7d3deb01..37e09c68d 100644
--- a/modules/terraman_2d/doc_classes/TerrainMesher.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DMesher.xml
@@ -62,7 +62,7 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainMesherDefault.xml b/modules/terraman_2d/doc_classes/Terrain2DMesherDefault.xml
similarity index 92%
rename from modules/terraman_2d/doc_classes/TerrainMesherDefault.xml
rename to modules/terraman_2d/doc_classes/Terrain2DMesherDefault.xml
index 0e9011f82..76032716a 100644
--- a/modules/terraman_2d/doc_classes/TerrainMesherDefault.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DMesherDefault.xml
@@ -9,7 +9,7 @@
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diff --git a/modules/terraman_2d/doc_classes/Terrain2DMesherIsometric.xml b/modules/terraman_2d/doc_classes/Terrain2DMesherIsometric.xml
new file mode 100644
index 000000000..c4968aa1d
--- /dev/null
+++ b/modules/terraman_2d/doc_classes/Terrain2DMesherIsometric.xml
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diff --git a/doc/classes/VisualShaderNodeIf.xml b/modules/terraman_2d/doc_classes/Terrain2DMesherSimple.xml
similarity index 70%
rename from doc/classes/VisualShaderNodeIf.xml
rename to modules/terraman_2d/doc_classes/Terrain2DMesherSimple.xml
index 019005a69..bd0e5ddc5 100644
--- a/doc/classes/VisualShaderNodeIf.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DMesherSimple.xml
@@ -1,5 +1,5 @@
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diff --git a/modules/terraman_2d/doc_classes/Terrain2DProp2DJob.xml b/modules/terraman_2d/doc_classes/Terrain2DProp2DJob.xml
new file mode 100644
index 000000000..3a56ed86d
--- /dev/null
+++ b/modules/terraman_2d/doc_classes/Terrain2DProp2DJob.xml
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diff --git a/modules/terraman_2d/doc_classes/TerrainStructure.xml b/modules/terraman_2d/doc_classes/Terrain2DStructure.xml
similarity index 74%
rename from modules/terraman_2d/doc_classes/TerrainStructure.xml
rename to modules/terraman_2d/doc_classes/Terrain2DStructure.xml
index 7264b555f..1702182fc 100644
--- a/modules/terraman_2d/doc_classes/TerrainStructure.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DStructure.xml
@@ -17,7 +17,6 @@
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diff --git a/modules/terraman_2d/doc_classes/Terrain2DSurface.xml b/modules/terraman_2d/doc_classes/Terrain2DSurface.xml
new file mode 100644
index 000000000..b116f644a
--- /dev/null
+++ b/modules/terraman_2d/doc_classes/Terrain2DSurface.xml
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diff --git a/modules/terraman_2d/doc_classes/Terrain2DSurfaceMerger.xml b/modules/terraman_2d/doc_classes/Terrain2DSurfaceMerger.xml
new file mode 100644
index 000000000..ce187a6ed
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diff --git a/modules/terraman_2d/doc_classes/Terrain2DSurfaceSimple.xml b/modules/terraman_2d/doc_classes/Terrain2DSurfaceSimple.xml
new file mode 100644
index 000000000..bb42d95bb
--- /dev/null
+++ b/modules/terraman_2d/doc_classes/Terrain2DSurfaceSimple.xml
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diff --git a/modules/terraman_2d/doc_classes/TerrainTerrainJob.xml b/modules/terraman_2d/doc_classes/Terrain2DTerrain2DJob.xml
similarity index 50%
rename from modules/terraman_2d/doc_classes/TerrainTerrainJob.xml
rename to modules/terraman_2d/doc_classes/Terrain2DTerrain2DJob.xml
index 927319448..87fdd8be9 100644
--- a/modules/terraman_2d/doc_classes/TerrainTerrainJob.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DTerrain2DJob.xml
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similarity index 82%
rename from modules/terraman_2d/doc_classes/TerrainWorld.xml
rename to modules/terraman_2d/doc_classes/Terrain2DWorld.xml
index 32617857e..0fce4e60d 100644
--- a/modules/terraman_2d/doc_classes/TerrainWorld.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DWorld.xml
@@ -1,5 +1,5 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainWorldArea.xml b/modules/terraman_2d/doc_classes/Terrain2DWorldArea.xml
similarity index 100%
rename from modules/terraman_2d/doc_classes/TerrainWorldArea.xml
rename to modules/terraman_2d/doc_classes/Terrain2DWorldArea.xml
diff --git a/modules/terraman_2d/doc_classes/TerrainWorldDefault.xml b/modules/terraman_2d/doc_classes/Terrain2DWorldDefault.xml
similarity index 50%
rename from modules/terraman_2d/doc_classes/TerrainWorldDefault.xml
rename to modules/terraman_2d/doc_classes/Terrain2DWorldDefault.xml
index 0a707b225..3f146818a 100644
--- a/modules/terraman_2d/doc_classes/TerrainWorldDefault.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DWorldDefault.xml
@@ -7,39 +7,21 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainLightJob.xml b/modules/terraman_2d/doc_classes/Terrain2DWorldIsometric.xml
similarity index 69%
rename from modules/terraman_2d/doc_classes/TerrainLightJob.xml
rename to modules/terraman_2d/doc_classes/Terrain2DWorldIsometric.xml
index b703fb98f..7e64995be 100644
--- a/modules/terraman_2d/doc_classes/TerrainLightJob.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DWorldIsometric.xml
@@ -1,5 +1,5 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainWorldBlocky.xml b/modules/terraman_2d/doc_classes/Terrain2DWorldSimple.xml
similarity index 77%
rename from modules/terraman_2d/doc_classes/TerrainWorldBlocky.xml
rename to modules/terraman_2d/doc_classes/Terrain2DWorldSimple.xml
index 46033874b..6e3a19d1b 100644
--- a/modules/terraman_2d/doc_classes/TerrainWorldBlocky.xml
+++ b/modules/terraman_2d/doc_classes/Terrain2DWorldSimple.xml
@@ -1,5 +1,5 @@
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diff --git a/modules/terraman_2d/doc_classes/TerrainMesherJobStep.xml b/modules/terraman_2d/doc_classes/TerrainMesherJobStep.xml
deleted file mode 100644
index 7dd1b1cf8..000000000
--- a/modules/terraman_2d/doc_classes/TerrainMesherJobStep.xml
+++ /dev/null
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deleted file mode 100644
index e62b53c23..000000000
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deleted file mode 100644
index 71e0ff269..000000000
--- a/modules/terraman_2d/doc_classes/TerrainSurface.xml
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diff --git a/modules/terraman_2d/doc_classes/TerrainSurfaceMerger.xml b/modules/terraman_2d/doc_classes/TerrainSurfaceMerger.xml
deleted file mode 100644
index 9427ab75b..000000000
--- a/modules/terraman_2d/doc_classes/TerrainSurfaceMerger.xml
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diff --git a/modules/terraman_2d/doc_classes/TerrainSurfaceSimple.xml b/modules/terraman_2d/doc_classes/TerrainSurfaceSimple.xml
deleted file mode 100644
index 46e4e5d8c..000000000
--- a/modules/terraman_2d/doc_classes/TerrainSurfaceSimple.xml
+++ /dev/null
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diff --git a/modules/voxelman/doc_classes/VoxelLibrary.xml b/modules/voxelman/doc_classes/VoxelLibrary.xml
index f13527a87..561138746 100644
--- a/modules/voxelman/doc_classes/VoxelLibrary.xml
+++ b/modules/voxelman/doc_classes/VoxelLibrary.xml
@@ -7,6 +7,60 @@
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@@ -207,6 +338,11 @@
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diff --git a/modules/voxelman/doc_classes/VoxelMesher.xml b/modules/voxelman/doc_classes/VoxelMesher.xml
index 41b253e57..9be6f2b4d 100644
--- a/modules/voxelman/doc_classes/VoxelMesher.xml
+++ b/modules/voxelman/doc_classes/VoxelMesher.xml
@@ -293,6 +293,8 @@
+
+
diff --git a/modules/voxelman/doc_classes/VoxelPropJob.xml b/modules/voxelman/doc_classes/VoxelPropJob.xml
index 0f8287621..ab07ea62f 100644
--- a/modules/voxelman/doc_classes/VoxelPropJob.xml
+++ b/modules/voxelman/doc_classes/VoxelPropJob.xml
@@ -7,6 +7,36 @@
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diff --git a/modules/voxelman/doc_classes/VoxelTerrainJob.xml b/modules/voxelman/doc_classes/VoxelTerrainJob.xml
index 52d43521d..8797e6c15 100644
--- a/modules/voxelman/doc_classes/VoxelTerrainJob.xml
+++ b/modules/voxelman/doc_classes/VoxelTerrainJob.xml
@@ -7,6 +7,12 @@
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@@ -19,6 +25,17 @@
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diff --git a/modules/voxelman/doc_classes/VoxelWorldDefault.xml b/modules/voxelman/doc_classes/VoxelWorldDefault.xml
index 04e12e993..dc0ddfc85 100644
--- a/modules/voxelman/doc_classes/VoxelWorldDefault.xml
+++ b/modules/voxelman/doc_classes/VoxelWorldDefault.xml
@@ -30,13 +30,15 @@
-
+
-
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+
diff --git a/modules/webrtc/doc_classes/WebRTCDataChannel.xml b/modules/webrtc/doc_classes/WebRTCDataChannel.xml
index aa222350b..2aa52888b 100644
--- a/modules/webrtc/doc_classes/WebRTCDataChannel.xml
+++ b/modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -84,7 +84,7 @@
-
+
The transfer mode to use when sending outgoing packet. Either text or binary.
diff --git a/modules/webrtc/doc_classes/WebRTCMultiplayer.xml b/modules/webrtc/doc_classes/WebRTCMultiplayer.xml
index b2ea07650..e11bc7d95 100644
--- a/modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+++ b/modules/webrtc/doc_classes/WebRTCMultiplayer.xml
@@ -65,10 +65,6 @@
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diff --git a/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml b/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
index 55ef18a42..08ac92773 100644
--- a/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+++ b/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
@@ -30,10 +30,6 @@
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