doc: Sync classref with current source
Fix a few typos.
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5 changed files with 5 additions and 5 deletions
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@ -4,7 +4,7 @@
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A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types.
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A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes refered to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
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A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
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After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.
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After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.
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In the Inspector you can enable (show) or disable (hide) slots. By default all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
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In the Inspector you can enable (show) or disable (hide) slots. By default all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
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</description>
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</description>
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<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
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<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
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</argument>
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</argument>
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<description>
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<description>
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Returns [code]true[/code], if the specifed [enum Feature] is enabled.
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Returns [code]true[/code], if the specified [enum Feature] is enabled.
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</description>
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</description>
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</method>
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</method>
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<method name="get_flag" qualifiers="const">
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<method name="get_flag" qualifiers="const">
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@ -749,6 +749,8 @@
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</constant>
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</constant>
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<constant name="BIND_LEFT" value="8" enum="AutotileBindings">
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<constant name="BIND_LEFT" value="8" enum="AutotileBindings">
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</constant>
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</constant>
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<constant name="BIND_CENTER" value="16" enum="AutotileBindings">
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</constant>
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<constant name="BIND_RIGHT" value="32" enum="AutotileBindings">
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<constant name="BIND_RIGHT" value="32" enum="AutotileBindings">
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</constant>
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</constant>
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<constant name="BIND_BOTTOMLEFT" value="64" enum="AutotileBindings">
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<constant name="BIND_BOTTOMLEFT" value="64" enum="AutotileBindings">
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@ -253,7 +253,7 @@
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If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output.
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If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output.
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</member>
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</member>
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<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
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<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
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The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targetting very high-end systems.
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The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
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</member>
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</member>
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<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
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<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
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If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
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If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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</methods>
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</methods>
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<members>
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</members>
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<constants>
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<constants>
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</constants>
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</constants>
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</class>
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</class>
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