diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp index 320990cc509..838fec22f0e 100644 --- a/core/math/a_star.cpp +++ b/core/math/a_star.cpp @@ -401,7 +401,7 @@ void AStar::_bind_methods() { ClassDB::bind_method(D_METHOD("get_point_weight_scale", "id"), &AStar::get_point_weight_scale); ClassDB::bind_method(D_METHOD("remove_point", "id"), &AStar::remove_point); - ClassDB::bind_method(D_METHOD("connect_points", "id", "to_id"), &AStar::connect_points, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("connect_points", "id", "to_id", "bidirectional"), &AStar::connect_points, DEFVAL(true)); ClassDB::bind_method(D_METHOD("disconnect_points", "id", "to_id"), &AStar::disconnect_points); ClassDB::bind_method(D_METHOD("are_points_connected", "id", "to_id"), &AStar::are_points_connected); diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 612ab42c178..f740f7fe905 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -1,15 +1,5 @@ - - - - - - - - - - Built-in GDScript functions. @@ -1914,45 +1904,49 @@ Variable is of type [Color]. - - Variable is of type [Image]. - - + Variable is of type [NodePath]. - + Variable is of type [RID]. - + Variable is of type [Object]. - - Variable is of type [InputEvent]. - - + Variable is of type [Dictionary]. - + Variable is of type [Array]. - + - + - + - + - + - + - + - + + + + + + + + + + + @@ -1991,9 +1985,9 @@ - Weight scale has to be 1 or larger. + Add a new point at the given position. The [code]weight_scale[/code] has to be 1 or larger. @@ -2015,6 +2009,8 @@ + + @@ -2986,7 +2982,7 @@ Return the default blend time between animations. - + @@ -3757,6 +3753,22 @@ Return the angular damp rate. + + + + + Return the physics layer this area is in. + + + + + + + + + Return an individual bit on the layer mask. + + @@ -3794,22 +3806,6 @@ Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - - - - - Return the physics layer this area is in. - - - - - - - - - Return an individual bit on the layer mask. - - @@ -3892,6 +3888,24 @@ In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. + + + + + Set the physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + + + + + + + + + Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. + + @@ -3938,24 +3952,6 @@ If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - - - - - Set the physics layers this area is in. - Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. - - - - - - - - - Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. - - @@ -4002,7 +3998,7 @@ - + @@ -4125,6 +4121,22 @@ Return the angular damp rate. + + + + + Return the physics layer this area is in. + + + + + + + + + Return an individual bit on the layer mask. + + @@ -4162,22 +4174,6 @@ Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - - - - - Return the physics layer this area is in. - - - - - - - - - Return an individual bit on the layer mask. - - @@ -4260,6 +4256,24 @@ In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. + + + + + Set the physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + + + + + + + + + Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. + + @@ -4306,24 +4320,6 @@ If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - - - - - Set the physics layers this area is in. - Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. - - - - - - - - - Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. - - @@ -4370,7 +4366,7 @@ - + @@ -4718,6 +4714,251 @@ + + + + + + + + + + + + + + + + + + + + + + + Create a new surface ([method get_surface_count] that will become surf_idx for this. + Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles). + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Return the amount of surfaces that the [ArrayMesh] holds. + + + + + + + + + + + + + + + + + + + + + + + + + Return the length in indices of the index array in the requested surface (see [method add_surface]). + + + + + + + + + Return the length in vertices of the vertex array in the requested surface (see [method add_surface]). + + + + + + + + + Return the format mask of the requested surface (see [method add_surface]). + + + + + + + + + Return a [Material] in a given surface. Surface is rendered using this material. + + + + + + + + + + + + + + + + + Return the primitive type of the requested surface (see [method add_surface]). + + + + + + + Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down. + + + + + + + + + + + + + + + + + Set a [Material] for a given surface. Surface will be rendered using this material. + + + + + + Default value used for index_array_len when no indices are present. + + + Amount of weights/bone indices per vertex (always 4). + + + Vertex array (array of [Vector3] vertices). + + + Normal array (array of [Vector3] normals). + + + Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. + + + Vertex array (array of [Color] colors). + + + UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)). + + + Second UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)). + + + Array of bone indices, as a float array. Each element in groups of 4 floats. + + + Array of bone weights, as a float array. Each element in groups of 4 floats. + + + Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size. + + + Array format will include vertices (mandatory). + + + Array format will include normals + + + Array format will include tangents + + + Array format will include a color array. + + + Array format will include UVs. + + + Array format will include another set of UVs. + + + Array format will include bone indices. + + + Array format will include bone weights. + + + Index array will be used. + + + Render array as points (one vertex equals one point). + + + Render array as lines (every two vertices a line is created). + + + Render array as line strip. + + + Render array as line loop (like line strip, but closed). + + + Render array as triangles (every three vertices a triangle is created). + + + Render array as triangle strips. + + + Render array as triangle fans. + + + @@ -6006,7 +6247,7 @@ - + @@ -6595,58 +6836,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Provides a base class for different kinds of buttons. @@ -6855,6 +7044,15 @@ Create a rotation matrix from the given quaternion. + + + + + + + Create a rotation matrix (in the XYZ convention: first Z, then Y, and X last) from the specified Euler angles, given in the vector format as (third, second, first). + + @@ -6866,15 +7064,6 @@ Create a rotation matrix which rotates around the given axis by the specified angle. The axis must be a normalized vector. - - - - - - - Create a rotation matrix (in the XYZ convention: first Z, then Y, and X last) from the specified Euler angles, given in the vector format as (third,second,first). - - @@ -6941,26 +7130,6 @@ Introduce an additional rotation around the given axis by phi (radians). Only relevant when the matrix is being used as a part of [Transform]. The axis must be a normalized vector. - - - - - - - Changes only the rotation part of the [Basis] to a rotation corresponding to given Euler angles, while preserving the scaling part (as determined by get_scale). - - - - - - - - - - - Changes only the rotation part of the [Basis] to a rotation around given axis by phi, while preserving the scaling part (as determined by get_scale). - - @@ -6970,9 +7139,23 @@ Introduce an additional scaling specified by the given 3D scaling factor. Only relevant when the matrix is being used as a part of [Transform]. + + + + + + + Changes only the rotation part of the [Basis] to a rotation around given axis by phi, while preserving the scaling part (as determined by get_scale). + + + + + + + Changes only the rotation part of the [Basis] to a rotation corresponding to given Euler angles, while preserving the scaling part (as determined by get_scale). + + - - @@ -7056,7 +7239,7 @@ - + @@ -7473,173 +7656,6 @@ - - - Array of Buttons. - - - Array of Buttons. A ButtonArray is useful to have an array of buttons laid out vertically or horizontally. Only one button can be selected, and is referenced by its index in the array (first button is 0, second button is 1, etc.). - This is useful [i]e.g.[/i] for joypad-friendly interfaces and option menus. - - - - - - - - - Append a new button to the array, with the specified text and tooltip. - - - - - - - - - - - Append a new button to the array, with the specified icon, text and tooltip. - - - - - Remove all buttons from the array. - - - - - - - Remove the specified button in the array. - - - - - - - Return the amount of buttons in the array. - - - - - - - - - Return the icon of the specified button. - - - - - - - - - Return the text of the specified button. - - - - - - - - - Return the tooltip of the specified button. - - - - - - - Return the index of the currently hovered button in the array. - - - - - - - Return the index of the currently selected button in the array. - - - - - - - - - - - - - - - Set the icon of the specified button. - - - - - - - - - Define the text of the specified button. - - - - - - - - - Define the tooltip of the specified button. - - - - - - - - - - - - - Select a button in the array based on the given index. - - - - - - - - - - - - - A button has been selected, its index is given as the argument. - - - - - - Align buttons at the beginning. - - - Align buttons in the middle. - - - Align buttons at the end. - - - Spread the buttons, but keep them small. - - - Spread the buttons, but expand them. - - - Group of Buttons. @@ -8553,12 +8569,11 @@ - + - + - Takes a global input event and convert to this item's coordinate system. @@ -9169,6 +9184,16 @@ + + + + + + + + + + @@ -9231,6 +9256,18 @@ + + + + + + + + + + + + @@ -9416,7 +9453,7 @@ - + @@ -9455,7 +9492,6 @@ - This method can be used to override normal input processing. The first parameter is the viewport where the event took place. The second holds the input event received, and the third the shape of this object where it happened. @@ -9570,12 +9606,11 @@ - + - This signal triggers when an input event fires over a shape. The first parameter is the viewport where the event took place. The second holds the input event received, and the third the shape of this object where it happened. @@ -10184,120 +10219,6 @@ - - - Color interpolator node - - - Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1. - - - - - - - - - Adds the specified color to the end of the ramp, with the specified offset - - - - - - - - - Returns the color of the ramp color at index [i]point[/i] - - - - - - - Returns the colors in the ramp - - - - - - - - - Returns the offset of the ramp color at index [i]point[/i] - - - - - - - Returns the offsets for the colors in this ramp - - - - - - - Returns the number of colors in the ramp - - - - - - - - - Returns the interpolated color specified by [i]offset[/i] - - - - - - - Removes the color at the index [i]offset[/i] - - - - - - - - - Sets the color of the ramp color at index [i]point[/i] - - - - - - - Sets the colors for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accommodate the new elements. - - - - - - - - - Sets the offset for the ramp color at index [i]point[/i] - - - - - - - Sets the offset for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accommodate the new elements, all new colors will be black by default. - - - - - - - - - - - - @@ -10605,7 +10526,7 @@ Control is the base class Node for all the GUI components. Every GUI component inherits from it, directly or indirectly. In this way, sections of the scene tree made of contiguous control nodes, become user interfaces. Controls are relative to the parent position and size by using anchors and margins. This ensures that they can adapt easily in most situation to changing dialog and screen sizes. When more flexibility is desired, [Container] derived nodes can be used. Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range. - Input device events ([InputEvent]) are first sent to the root controls via the [method Node._input], which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling [method MainLoop._input_event]. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even [method Node._unhandled_input]), the control can accept it by calling [method accept_event]. + Input device events are first sent to the root controls via the [method Node._input], which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling [method MainLoop._input_event]. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even [method Node._unhandled_input]), the control can accept it by calling [method accept_event]. Only one control can hold the keyboard focus (receiving keyboard events), for that the control must define the focus mode with [method set_focus_mode]. Focus is lost when another control gains it, or the current focus owner is hidden. It is sometimes desired for a control to ignore mouse/pointer events. This is often the case when placing other controls on top of a button, in such cases. Calling [method set_ignore_mouse] enables this function. Finally, controls are skinned according to a [Theme]. Setting a [Theme] on a control will propagate all the skinning down the tree. Optionally, skinning can be overridden per each control by calling the add_*_override functions, or from the editor. @@ -10622,7 +10543,6 @@ - Called when an input event reaches the control. @@ -10819,7 +10739,7 @@ - + @@ -11184,7 +11104,7 @@ Force a neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. - + @@ -11323,7 +11243,7 @@ - + @@ -11352,10 +11272,9 @@ - + - Emitted when an input event is received. Connecting in realtime is recommended for accepting the events. @@ -11566,7 +11485,7 @@ - + @@ -11600,7 +11519,7 @@ - + @@ -12091,72 +12010,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Damped spring constraint for 2D physics. @@ -12346,8 +12199,6 @@ - - @@ -13051,6 +12902,94 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Used by the editor to extend its functionality. @@ -13108,6 +13047,12 @@ During run-time, this will be a simple object with a script so this function does not need to be called then. + + + + + + @@ -13157,7 +13102,6 @@ - If your plugin is active (because handles() returned true to the object), any input interaction with the 2D canvas editor will be first forwarded here. The canvas transform (containing zoom and offset to transform to edited world coordinates) is provided, but the input supplied is in untransformed coordinates to the canvas editor. Return true if you want to eat this event and not pass it to the canvas editor. @@ -13177,9 +13121,6 @@ - This is a low level function for plugins that edit a given objet type derived from Spatial to capture the input of the viewport. The function is only being called if your object is being edited. - By using the [InputEvent] and the [Camera] arguments it's pretty easy to do raycasts into space using Camera functions. - Return true if you want to capture the input, otherwise false. @@ -13328,6 +13269,12 @@ Remove a custom type added by [method EditorPlugin.add_custom_type] + + + + + + This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources. @@ -13723,7 +13670,7 @@ - + Add a mesh to the gizmo, this is used for visualization. Call this function during [method redraw]. @@ -13868,6 +13815,12 @@ "string" - major + minor + patch + status + revision in a single String + + + + + + @@ -13933,7 +13886,7 @@ - + @@ -14011,6 +13964,60 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -14047,13 +14054,13 @@ - + - + @@ -14191,6 +14198,30 @@ + + + + + + + + + + + + + + + + + + + + + + + + @@ -14283,7 +14314,7 @@ - + @@ -14373,6 +14404,84 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -14429,13 +14538,13 @@ - - + + - + @@ -14601,17 +14710,17 @@ - + - + - + - + - + - + @@ -14621,9 +14730,9 @@ - + - + @@ -14645,6 +14754,32 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -14721,7 +14856,7 @@ - + @@ -14914,7 +15049,7 @@ Get a [String] saved in Pascal format from the file. - + @@ -15435,11 +15570,10 @@ - If true, also check if the associated script and object still exists. - The extended check is done in debug mode as part of [method GDFunctionState.resume], but you can use this if you know you may be trying to resume without knowing for sure the object and/or script have survived up to that point. Check whether the function call may be resumed. This is not the case if the function state was already resumed. + If [code]extended_check[/code] is enabled, it also checks if the associated script and object still exist. The extended check is done in debug mode as part of [method GDFunctionState.resume], but you can use this if you know you may be trying to resume without knowing for sure the object and/or script have survived up to that point. @@ -15471,6 +15605,78 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -16599,6 +16805,120 @@ + + + Color interpolator node + + + Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1. + + + + + + + + + Adds the specified color to the end of the ramp, with the specified offset + + + + + + + + + Returns the color of the ramp color at index [i]point[/i] + + + + + + + Returns the colors in the ramp + + + + + + + + + Returns the offset of the ramp color at index [i]point[/i] + + + + + + + Returns the offsets for the colors in this ramp + + + + + + + Returns the number of colors in the ramp + + + + + + + + + Returns the interpolated color specified by [i]offset[/i] + + + + + + + Removes the color at the index [i]offset[/i] + + + + + + + + + Sets the color of the ramp color at index [i]point[/i] + + + + + + + Sets the colors for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accommodate the new elements. + + + + + + + + + Sets the offset for the ramp color at index [i]point[/i] + + + + + + + Sets the offset for the specified amount of elements. Calling this function with a different number of elements than previously defined causes the ramp to resize its colors and offsets array to accommodate the new elements, all new colors will be black by default. + + + + + + + + + + + + @@ -17620,40 +17940,6 @@ - - - Horizontal button array. - - - Horizontal button array. See [ButtonArray]. - - - - - - - - - - - - - - - - - - - - - - - - - - - - Horizontal scroll bar. @@ -17668,15 +17954,15 @@ - + - + - + @@ -17718,9 +18004,9 @@ - + - + @@ -18451,22 +18737,59 @@ - + Image datatype. - Built in native image datatype. Contains image data, which can be converted to a texture, and several functions to interact with it. + Native image datatype. Contains image data, which can be converted to a texture, and several functions to interact with it. - - + + + + + + + + + Copy a "src_rect" [Rect2] from "src" [Image] to this [Image] on coordinates "dest". + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + @@ -18474,144 +18797,222 @@ Create an empty image of a specific size and format. - - + + - + - + + + + + - Copy a "src_rect" [Rect2] from "src" [Image] to this [Image] on coordinates "dest". - - - - + + - + - Return a new compressed [Image] from this [Image] using one of [Image].COMPRESS_*. Quality only affects ETC1 and ETC2 encoding. - - + + - - - Return a new [Image] from this [Image] with a different format. - - + + - Return a new decompressed [Image]. - - - + - Return whether this [Image] is empty(no data). - + + + + + + + + + + + + + + + Return the raw data of the [Image]. - + Return the format of the [Image], one of [Image].FORMAT_*. - + Return the height of the [Image]. - + + + + + + + + + + + + + + + + + + + - + Return a new [Image] that is a copy of "area" in this [Image]. - + Return the area of this [Image] that is used/visibly colored/opaque. - + Return the width of the [Image]. + + + + + + + + + + + + + + + + + + + + + + + + - + Load an [Image]. - - - + + + + + + + + + + + + + + + + + + + + + + + - Return a new [Image] from this [Image] that is resized to size "x,y" using [Image].INTERPOLATE_*. - + + + + + + + - + Save this [Image] as a png. + + + + + + + + + + + + + + + + - - - - - - - - - - - - @@ -18624,27 +19025,27 @@ - + - + - + - + - + - + - + - + - + - + - + @@ -18652,9 +19053,9 @@ - + - + @@ -18694,59 +19095,21 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + - + - + - + - + - + - + + + @@ -18782,10 +19145,6 @@ Create a new [ImageTexture] from an [Image] with "flags" from [Texture].FLAG_*. - - - - @@ -18821,14 +19180,6 @@ Load an [ImageTexure]. - - - - - - - - @@ -18856,10 +19207,6 @@ Set the storage type. One of [ImageTexture].STORAGE_*. - - - - @@ -19188,7 +19535,7 @@ - + @@ -19282,15 +19629,39 @@ - + - Built-in input event data. - Built-in input event data. InputEvent is a built-in engine datatype, given that it's passed around and used so much. Depending on its type, the members contained can be different, so read the documentation well! Input events can also represent actions (editable from the project settings). - + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -19299,7 +19670,7 @@ Return if this input event matches a pre-defined action, no matter the type. - + @@ -19308,7 +19679,7 @@ Return whether the given action is being pressed (and is not an echo event for KEY events). Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG and NONE. - + @@ -19317,1045 +19688,627 @@ Return whether the given action is released (i.e. not pressed). Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG and NONE. - + + + + + + + Return if this input event is an echo event (only for events of type KEY, it will return false for other types). - + Return if this input event is pressed. Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG and NONE. - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Input event type for actions. + + + + + + + + + + + + + + + + + + - Change the input event to an action event of the given name, regardless of its initial type, with the pressed status passed as argument. - - Event identifier, positive integer increased at each new event. + - - Device identifier. - - - Type of event (one of the [InputEvent] constants). + - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for actions. + Input event type for joypad button events. - Input event type for actions that extends the global [InputEvent] type. - - - - - - - Return if this input event matches a pre-defined action, i.e. always true for InputEventAction. - - - - - - - - - Return whether the given action is being pressed. - - - - - - - - - Return whether the given action is released (i.e. not pressed). - - - - + + - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - + + - Return if this input event is pressed. - - - - + + + + + + + + + + + + + + - Change the input event to an action event of the given name with the pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - - Device identifier. - - - Type of event (one of the [InputEvent] constants). - - - - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - - - - - Built-in input event type for joypad button events. - - - Input event type for joypad button events that extends the global [InputEvent] type. - - - - - - - - - Return if this input event matches a pre-defined action. - - - - - - - - - Return whether the given action is being pressed. - - - - - - - - - Return whether the given action is released (i.e. not pressed). - - - - - - - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - - - - - - Return if this input event is pressed. - - - - - - - - - Change the input event to an action event of the given name with the pressed status passed as argument. - - - - - - Event identifier, positive integer increased at each new event. - - + Joypad button identifier, one of the JOY_BUTTON_* constants in [@Global Scope]. - - Device identifier. - - + Pressed state of the joypad button. - + Intensity of the button pressure, ranges from 0 to 1.0. - - Type of event (one of the [InputEvent] constants). - - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for joypad motion/axis events. + Input event type for joypad motion/axis events. - Input event type for joypad motion/axis events that extends the global [InputEvent] type. - - + + - + + + + + + + + + + + - - - - + + - Return whether the given action is being pressed. - - - - - - - - - Return whether the given action is released (i.e. not pressed). - - - - - - - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - - - - - - Return if this input event is pressed. - - - - - - - - - Change the input event to an action event of the given name with the pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - + Joypad axis identifier, one of the JOY_AXIS_* constants in [@Global Scope]. - - Device identifier. - - - Type of event (one of the [InputEvent] constants). - - + Position of the axis, ranging from -1.0 to 1.0. A value of 0 means that the axis is in its neutral position. - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for keyboard events. + Input event type for keyboard events. - Input event type for keyboard events that extends the global [InputEvent] type. - - - - - - - Return if this input event matches a pre-defined action. - - - - - - - - - Return whether the given action is being pressed. - - - - - - - - - Return whether the given action is released (i.e. not pressed). - - - - + + - Return if this input event is an echo event. - - + + - Return if this input event is pressed. - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + - Change the input event to an action event of the given name with the pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - - State of the Alt modifier. - - - State of the Ctrl modifier. - - - Device identifier. - - + Echo state of the key, i.e. whether it's a repeat event or not. - - State of the Meta modifier. - - + Pressed state of the key. - + Scancode of the key, one of the KEY_* constants in [@Global Scope]. - - State of the Shift modifier. - - - Type of event (one of the [InputEvent] constants). - - + Unicode identifier of the key (when relevant). - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for mouse button events. + Base input event type for mouse events. - Input event type for mouse button events that extends the global [InputEvent] type. - - - - - - - Return if this input event matches a pre-defined action. - - - - - - - - - Return whether the given action is being pressed. - - - - - - - - - Return whether the given action is released (i.e. not pressed). - - - - + + - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - + + - Return if this input event is pressed. - - - - + + + + + + + + + + + + + + + + + + + + - Change the input event to an action event of the given name with the pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - - State of the Alt modifier. - - - Mouse button identifier, one of the BUTTON_* or BUTTON_WHEEL_* constants in [@Global Scope]. - - + Mouse button mask identifier, one of or a bitwise combination of the BUTTON_MASK_* constants in [@Global Scope]. - - State of the Control modifier. - - - Device identifier. - - - Whether the event is a double-click. - - + Global position of the mouse click. - - Global X coordinate of the mouse click. - - - Global Y coordinate of the mouse click. - - - State of the Meta modifier. - - + Local position of the mouse click. - + + + + + + + Input event type for mouse button events. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Mouse button identifier, one of the BUTTON_* or BUTTON_WHEEL_* constants in [@Global Scope]. + + + Whether the event is a double-click. + + + + Pressed state of the mouse button. - - State of the Shift modifier. - - - Type of event (one of the [InputEvent] constants). - - - Local X coordinate of the mouse click. - - - Local Y coordinate of the mouse click. - - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for mouse motion events. + Input event type for mouse motion events. - Input event type for mouse motion events that extends the global [InputEvent] type. - - - - - - - Return if this input event matches a pre-defined action. - - - - - - - - - Return whether the given action is being pressed. Not relevant for MOUSE_MOTION events, always false. - - - - - - - - - Return whether the given action is released (i.e. not pressed). Not relevant for MOUSE_MOTION events, can be true or false depending on whether [method is_action] is true. - - - - + + - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - + + - Return if this input event is pressed. Not relevant for MOUSE_MOTION events, always false. - - - - + + + + + + + + - Change the input event to an action event of the given name with the (irrelevant for this type) pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - - State of the Alt modifier. - - - Mouse button mask identifier, one of or a bitwise combination of the BUTTON_MASK_* constants in [@Global Scope]. - - - State of the Ctrl modifier. - - - Device identifier. - - - Global position of the mouse pointer. - - - Global X coordinate of the mouse pointer. - - - Global Y coordinate of the mouse pointer. - - - State of the Meta modifier. - - - Local position of the mouse pointer. - - + Position of the mouse pointer relative to the previous mouse position. - - X coordinate of the mouse pointer relative to the previous mouse position. - - - Y coordinate of the mouse pointer relative to the previous mouse position. - - - State of the Shift modifier. - - + Speed of the mouse pointer. - - Speed of the mouse pointer on the X axis. - - - Speed of the mouse pointer on the Y axis. - - - Type of event (one of the [InputEvent] constants). - - - Local X coordinate of the mouse pointer. - - - Local Y coordinate of the mouse pointer. - - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for screen drag events. + Input event type for screen drag events. - Input event type for screen drag events that extends the global [InputEvent] type. - - - - - - - Return if this input event matches a pre-defined action. - - - - - - - - - Return whether the given action is being pressed. Not relevant for SCREEN_DRAG events, always false. - - - - - - - - - Return whether the given action is released (i.e. not pressed). Not relevant for SCREEN_DRAG events, can be true or false depending on whether [method is_action] is true. - - - - + + - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - + + - Return if this input event is pressed. Not relevant for SCREEN_DRAG events, always false. - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - Change the input event to an action event of the given name with the (irrelevant for this type) pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - - Device identifier. - - + Drag event index in the case of a multi-drag event. - + Position of the drag event. - + Position of the drag event relative to its start position. - - X coordinate of the drag event relative to its start position. - - - Y coordinate of the drag event relative to its start position. - - + Speed of the drag event. - - Speed of the drag event on the X axis. - - - Speed of the drag event on the Y axis. - - - Type of event (one of the [InputEvent] constants). - - - X coordinate of the drag event. - - - Y coordinate of the drag event. - - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - - + - Built-in input event type for touchscreen drag events. + Input event type for screen touch events. - Input event type for touchscreen drag events that extends the global [InputEvent] type. - - - - - - - Return if this input event matches a pre-defined action. - - - - - - - - - Return whether the given action is being pressed. - - - - - - - - - Return whether the given action is released (i.e. not pressed). - - - - + + - Return if this input event is an echo event (only for events of type KEY, i.e. always false for this type). - - + + - Return if this input event is pressed. - - - - + + + + + + + + + + + + + + - Change the input event to an action event of the given name with the pressed status passed as argument. - - Event identifier, positive integer increased at each new event. - - - Device identifier. - - + Touch event index in the case of a multi-touch event. - + Position of the touch event. - + Pressed state of the touch event. - - Type of event (one of the [InputEvent] constants). - - - X coordinate of the touch event. - - - Y coordinate of the touch event. - - - Empty input event. - - - Key event. - - - Mouse motion event. - - - Mouse button event. - - - Joypad motion event. - - - Joypad button event. - - - Screen touch event. - - - Screen drag event. - - - Pre-defined action event (see [InputMap]). - + + + + + Base class for input events with modifiers. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + State of the Alt modifier. + + + State of the Command modifier. + + + State of the Ctrl modifier. + + + State of the Meta modifier. + + + State of the Shift modifier. + + + @@ -20363,13 +20316,12 @@ Singleton that manages actions. - Singleton that manages actions. InputMap has a list of the actions used in Ref, which can be modified. - + Add an [InputEvent] to an action. This [InputEvent] will trigger the action. @@ -20378,7 +20330,7 @@ - + Remove an [InputEvent] from an action. @@ -20389,7 +20341,7 @@ - + Whether an action has an [InputEvent] associated with it. @@ -20412,7 +20364,7 @@ - + @@ -20420,24 +20372,6 @@ Return whether the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. - - - - - - - Return the action corresponding to the identifier. - - - - - - - - - Return the identifier of the given action. - - @@ -21261,6 +21195,18 @@ Return the point in space where the body is touching another. If there is no collision, this method will return (0,0,0), so collisions must be checked first with [method is_colliding]. + + + + + + + + + + + + @@ -21268,6 +21214,24 @@ Return whether the body is colliding with another. + + + + + + + + + + + + + + + + + + @@ -21277,6 +21241,26 @@ Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + + + + + + + + + + + + + + + + + + + + @@ -21286,6 +21270,10 @@ Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + + + + @@ -21970,9 +21958,7 @@ - - - + @@ -22064,6 +22050,12 @@ + + + + + + @@ -22221,6 +22213,12 @@ + + + + + + @@ -22292,6 +22290,8 @@ + + @@ -22540,7 +22540,7 @@ - + @@ -23061,7 +23061,7 @@ - + @@ -23251,244 +23251,40 @@ Mesh is a type of [Resource] that contains vertex-array based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. - - - - - - - - - - - - - - - - - Create a new surface ([method get_surface_count] that will become surf_idx for this. - Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles). - (might be obsolete) The format of a surface determines which arrays it will allocate and hold, so "format" is a combination of ARRAY_FORMAT_* mask constants ORed together. ARRAY_FORMAT_VERTEX must be always present. "array_len" determines the amount of vertices in the array (not primitives!). if ARRAY_FORMAT_INDEX is in the format mask, then it means that an index array will be allocated and "index_array_len" must be passed - - - - - - - - - - - - + + - - + + + + + + + + + + - - - - - - - - - - + + - - + + - - Return the amount of surfaces that the [Mesh] holds. - - - - - - - - - - - - - - - - - - - - - - - - - Return the length in indices of the index array in the requested surface (see [method add_surface]). - - - - - - - - - Return the length in vertices of the vertex array in the requested surface (see [method add_surface]). - - - - - - - - - Return the format mask of the requested surface (see [method add_surface]). - - - - - - - - - Return a [Material] in a given surface. Surface is rendered using this material. - - - - - - - - - - - - - - - - - Return the primitive type of the requested surface (see [method add_surface]). - - - - - - - Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down. - - - - - - - - - Set a [Material] for a given surface. Surface will be rendered using this material. - - - - - - - - - Default value used for index_array_len when no indices are present. - - - Amount of weights/bone indices per vertex (always 4). - - - Vertex array (array of [Vector3] vertices). - - - Normal array (array of [Vector3] normals). - - - Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. - - - Vertex array (array of [Color] colors). - - - UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)). - - - Second UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)). - - - Array of bone indices, as a float array. Each element in groups of 4 floats. - - - Array of bone weights, as a float array. Each element in groups of 4 floats. - - - Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size. - - - Array format will include vertices (mandatory). - - - Array format will include normals - - - Array format will include tangents - - - Array format will include a color array. - - - Array format will include UVs. - - - Array format will include another set of UVs. - - - Array format will include bone indices. - - - Array format will include bone weights. - - - Index array will be used. - - - Render array as points (one vertex equals one point). - - - Render array as lines (every two vertices a line is created). - - - Render array as line strip. - - - Render array as line loop (like line strip, but closed). - - - Render array as triangles (every three vertices a triangle is created). - - - Render array as triangle strips. - - - Render array as triangle fans. - @@ -24780,12 +24576,6 @@ - - - - - - @@ -24804,12 +24594,6 @@ - - - - - - @@ -25024,8 +24808,6 @@ - Called for every input event. - It has to be enabled with [method set_process_input] or the corresponding property in the inspector. @@ -25047,16 +24829,12 @@ - Called for every input event that has not already been handled by another node. - It has to be enabled with [method set_process_unhandled_input] or the corresponding property in the inspector. - + - Called for every [i]key[/i] input event that has not already been handled by another node. - It has to be enabled with [method set_process_unhandled_key_input] or the corresponding property in the inspector. @@ -26140,7 +25918,7 @@ - + Execute the binary file in given path, optionally blocking until it returns. A process ID is returned. @@ -26654,7 +26432,7 @@ - + @@ -26904,7 +26682,7 @@ - + Add a user signal (can be added anytime). Arguments are optional, but can be added as an array of dictionaries, each containing "name" and "type" (from [@Global Scope] TYPE_*). @@ -26950,7 +26728,7 @@ - + @@ -27262,7 +27040,7 @@ OmniDirectional Light, such as a light bulb or a candle. - An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of an omnilight. + An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. @@ -27631,7 +27409,7 @@ - + @@ -27844,6 +27622,32 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + A node used to create a parallax scrolling background. @@ -28114,14 +27918,14 @@ - - + + - - + + @@ -28164,12 +27968,6 @@ - - - - - - @@ -28194,12 +27992,24 @@ + + + + + + + + + + + + @@ -28212,12 +28022,6 @@ - - - - - - @@ -28262,12 +28066,6 @@ - - - - - - @@ -28292,18 +28090,28 @@ + + + + + + + + + + + + - - @@ -28324,8 +28132,6 @@ - - @@ -28336,6 +28142,10 @@ + + + + @@ -28392,13 +28202,6 @@ - - - - - Returns the [ColorRamp] used to tint each particle - - @@ -28432,6 +28235,13 @@ + + + + + Returns the [Gradient] used to tint each particle. + + @@ -28572,15 +28382,6 @@ - - - - - - - Sets the [ColorRamp] used to tint each particle. Particle will be tinted according to their lifetimes. - - @@ -28633,6 +28434,15 @@ + + + + + + + Sets the [Gradient] used to tint each particle. Particle will be tinted according to their lifetimes. + + @@ -28714,7 +28524,7 @@ - + @@ -28956,6 +28766,12 @@ + + + + + + @@ -29066,6 +28882,12 @@ + + + + + + @@ -29168,6 +28990,8 @@ + + @@ -29921,9 +29745,9 @@ - + - + @@ -29944,9 +29768,9 @@ - + - + @@ -30129,6 +29953,15 @@ Remove a shape from an area. It does not delete the shape, so it can be reassigned later. + + + + + + + Assign the area to one or many physics layers. + + @@ -30138,15 +29971,6 @@ Set which physics layers the area will monitor. - - - - - - - Assign the area to one or many physics layers. - - @@ -30292,6 +30116,15 @@ Create a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time. + + + + + + + Return the physics layer or layers a body belongs to. + + @@ -30310,15 +30143,6 @@ Return the continuous collision detection mode. - - - - - - - Return the physics layer or layers a body belongs to. - - @@ -30480,6 +30304,15 @@ Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + + + + + + + Set the physics layer or layers a body belongs to. + + @@ -30512,15 +30345,6 @@ Set the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force integration]). - - - - - - - Set the physics layer or layers a body belongs to. - - @@ -30667,7 +30491,7 @@ - + Create a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. @@ -30720,9 +30544,9 @@ - + - + Create a groove joint between two bodies. If not specified, the bodyies are assumed to be the joint itself. @@ -30766,7 +30590,7 @@ - + Create a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself. @@ -31070,6 +30894,13 @@ This class contains the shape and other parameters for intersection/collision queries. + + + + + Return the physics layer the shape belongs to. + + @@ -31077,13 +30908,6 @@ Return the list of objects, or object [RID]s, that will be excluded from collisions. - - - - - Return the physics layer(s) the shape belongs to. - - @@ -31119,6 +30943,13 @@ Return the transform matrix of the shape queried. + + + + + Set the physics layer the shape belongs to. + + @@ -31126,13 +30957,6 @@ Set the list of objects, or object [RID]s, that will be excluded from collisions. - - - - - Set the physics layer(s) the shape belongs to. - - @@ -31446,7 +31270,7 @@ - + Set the physics layers this area is in. @@ -31776,9 +31600,9 @@ - + - + @@ -31931,15 +31755,15 @@ - + - + - + @@ -32087,23 +31911,19 @@ - + - - - + - - @@ -32241,6 +32061,14 @@ + + + + + + + + @@ -32269,14 +32097,6 @@ - - - - - - - - @@ -32968,14 +32788,14 @@ - - + + - - + + @@ -33004,14 +32824,14 @@ - - + + - - + + @@ -34909,6 +34729,242 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + General purpose progress bar. @@ -35075,32 +35131,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - Quaternion. @@ -35173,6 +35203,13 @@ Returns the inverse of the quaternion. + + + + + Returns whether the quaternion is normalized or not. + + @@ -35194,13 +35231,6 @@ Returns a copy of the quaternion, normalized to unit length. - - - - - Returns whether the quaternion is normalized or not. - - @@ -35487,6 +35517,13 @@ Returns the collision shape of the closest object the ray is pointing to. + + + + + Returns the collision layer for this ray. + + @@ -35501,13 +35538,6 @@ Returns collision point. This point is in [b]global[/b] coordinate system. - - - - - Returns the layer mask for this ray. - - @@ -35549,6 +35579,13 @@ Sets to which point ray should be casted. This point is in [b]local[/b] coordinate system. + + + + + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. + + @@ -35556,13 +35593,6 @@ Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. - - - - - Set the mask to filter objects. Only objects with at least the same mask element set will be detected. - - @@ -35574,9 +35604,9 @@ - + - + @@ -35642,6 +35672,13 @@ Returns the collision shape of the closest object the ray is pointing to. + + + + + Returns the collision layer for this ray. + + @@ -35663,13 +35700,6 @@ Returns whether this ray should hit your parent node, if it's a body. - - - - - Returns the layer mask for this ray. - - @@ -35711,6 +35741,13 @@ Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code] + + + + + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. + + @@ -35725,13 +35762,6 @@ Toggle whether this ray should hit your parent node, if it's a body. - - - - - Set the mask to filter objects. Only objects with at least the same mask element set will be detected. - - @@ -35743,12 +35773,12 @@ + + - - @@ -35888,6 +35918,30 @@ Return a copy of the [Rect2] grown a given amount of units towards all the sides. + + + + + + + + + + + + + + + + + + + + + + + + @@ -35927,8 +35981,7 @@ Ending corner. - - Position (starting corner). + Size from position to end. @@ -36644,7 +36697,7 @@ - + @@ -39420,7 +39473,7 @@ - + @@ -39972,12 +40025,30 @@ + + + + + + + + + + + + + + + + + + @@ -40024,19 +40095,13 @@ - - - - - - - + @@ -40078,12 +40143,6 @@ - - - - - - @@ -40103,13 +40162,7 @@ - - - - - - - + @@ -40152,6 +40205,12 @@ + + + + + + @@ -40194,12 +40253,36 @@ + + + + + + + + + + + + + + + + + + + + + + + + @@ -40246,20 +40329,14 @@ - - - - - - - - + + @@ -40300,12 +40377,6 @@ - - - - - - @@ -40325,13 +40396,7 @@ - - - - - - - + @@ -40398,6 +40463,18 @@ + + + + + + + + + + + + @@ -40428,11 +40505,11 @@ - + - + - + @@ -40460,11 +40537,9 @@ - - - + @@ -40476,15 +40551,9 @@ - + - - - - - - - + @@ -40508,27 +40577,27 @@ - + - + - + - + - + - + - + - + - + - + - + @@ -40556,7 +40625,7 @@ - + @@ -40604,16 +40673,12 @@ - + - - - - @@ -41849,7 +41914,7 @@ - + @@ -42163,14 +42228,6 @@ - - - - - - - - @@ -43160,7 +43217,7 @@ - + Insert a triangle fan made of array data into [Mesh] being constructed. @@ -43463,7 +43520,7 @@ - + @@ -43477,7 +43534,7 @@ - + @@ -43485,7 +43542,7 @@ - + @@ -43493,8 +43550,6 @@ - - @@ -43655,7 +43710,7 @@ - + @@ -43669,7 +43724,7 @@ - + @@ -43679,8 +43734,6 @@ - - @@ -43803,7 +43856,7 @@ - + @@ -43811,7 +43864,7 @@ - + @@ -45024,6 +45077,14 @@ Return the collision layer. + + + + + + + + @@ -45031,6 +45092,14 @@ Return the collision mask. + + + + + + + + @@ -45223,13 +45292,21 @@ - + Set the collision layer. Layers are referenced by binary indexes, so allowable values to describe the 20 available layers range from 0 to 2^20-1. + + + + + + + + @@ -45238,6 +45315,14 @@ Masks are referenced by binary indexes, so allowable values to describe the 20 available masks range from 0 to 2^20-1. + + + + + + + + @@ -45330,7 +45415,7 @@ - + @@ -46687,6 +46772,12 @@ Emitted when a cell is selected. + + + + + + @@ -46713,6 +46804,10 @@ Emitted when an item is collapsed by a click on the folding arrow. + + + + @@ -46780,6 +46875,14 @@ + + + + + + + + @@ -46845,6 +46948,8 @@ + + @@ -47030,6 +47135,14 @@ + + + + + + + + @@ -47108,6 +47221,14 @@ + + + + + + + + @@ -47835,40 +47956,6 @@ do_property]. - - - Vertical button array. - - - Vertical button array. See [ButtonArray]. - - - - - - - - - - - - - - - - - - - - - - - - - - - - Vertical version of [ScrollBar], which goes from left (min) to right (max). @@ -47882,15 +47969,15 @@ do_property]. - + - + - + @@ -47930,9 +48017,9 @@ do_property]. - + - + @@ -48096,6 +48183,13 @@ do_property]. Remove the fractional part of x and y. + + + + + Returns whether the vector is normalized or not. + + @@ -48128,13 +48222,6 @@ do_property]. Returns a normalized vector to unit length. - - - - - Returns whether the vector is normalized or not. - - @@ -48313,6 +48400,13 @@ do_property]. Returns the inverse of the vector. This is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z ) + + + + + Returns whether the vector is normalized or not. + + @@ -48359,13 +48453,6 @@ do_property]. Return a copy of the normalized vector to unit length. This is the same as v / v.length(). - - - - - Returns whether the vector is normalized or not. - - @@ -48569,6 +48656,12 @@ do_property]. + + + + + + @@ -48593,6 +48686,12 @@ do_property]. + + + + + + @@ -48629,6 +48728,12 @@ do_property]. + + + + + + @@ -48687,6 +48792,8 @@ do_property]. + + @@ -48930,6 +49037,12 @@ do_property]. Return whether automatic clearing of the render target on each frame is enabled. + + + + + + @@ -48971,8 +49084,16 @@ do_property]. Get whether picking for all physics objects inside the viewport is enabled. + + + + + + + + - + Return the captured screenshot after [method queue_screen_capture]. You might need to check more than one frame until the right image is returned. @@ -49020,6 +49141,12 @@ do_property]. Get when the viewport would be updated, will be one of the [code]UPDATE_*[/code] constants. + + + + + + @@ -49077,7 +49204,7 @@ do_property]. - + @@ -49168,6 +49295,12 @@ do_property]. + + + + + + @@ -49260,6 +49393,12 @@ do_property]. Set when the render target would be updated, using the [code]UPDATE_*[/code] constants + + + + + + @@ -49288,7 +49427,7 @@ do_property]. - + @@ -49311,6 +49450,8 @@ do_property]. + + @@ -49343,6 +49484,8 @@ do_property]. + + @@ -49381,6 +49524,28 @@ do_property]. + + + + + + + + + + + + + + + + + + + + + + @@ -50512,24 +50677,12 @@ do_property]. - - - - - - - - - - - - @@ -50540,8 +50693,6 @@ do_property]. - - @@ -50902,16 +51053,6 @@ do_property]. - - - - - - - - - - @@ -51172,12 +51313,6 @@ do_property]. - - - - - - @@ -51214,12 +51349,6 @@ do_property]. - - - - - - @@ -51234,8 +51363,6 @@ do_property]. - - @@ -51290,12 +51417,6 @@ do_property]. - - - - - - @@ -51332,12 +51453,6 @@ do_property]. - - - - - - @@ -51352,8 +51467,6 @@ do_property]. - - @@ -51776,7 +51889,7 @@ do_property]. - + @@ -51899,7 +52012,7 @@ do_property]. - + @@ -51913,8 +52026,6 @@ do_property]. - - @@ -51937,6 +52048,12 @@ do_property]. + + + + + + @@ -51955,10 +52072,18 @@ do_property]. + + + + + + + + @@ -52347,4 +52472,3 @@ do_property]. -