doc: Fix style inconsistencies for [b]Note:[/b] paragraphs

And fix up formatting not supported by makerst.
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Rémi Verschelde 2021-10-05 14:24:34 +02:00
parent a5d7b49342
commit 788b3aa27a
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41 changed files with 121 additions and 99 deletions

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@ -838,7 +838,7 @@
[codeblock]
sqrt(9) # Returns 3
[/codeblock]
[b]Note:[/b]Negative values of [code]x[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#.
[b]Note:[/b] Negative values of [code]x[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#.
</description>
</method>
<method name="step_decimals">
@ -2340,7 +2340,7 @@
hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources.
hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources.
[/codeblock]
[b]Note:[/b] the final colon is required to specify for properly detecting built-in types.
[b]Note:[/b] The final colon is required to specify for properly detecting built-in types.
</constant>
<constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint">
</constant>

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@ -89,7 +89,7 @@
<return type="PackedByteArray" />
<description>
Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function.
Note: This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT].
[b]Note:[/b] This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT].
</description>
</method>
<method name="start">
@ -106,7 +106,7 @@
<argument index="0" name="src" type="PackedByteArray" />
<description>
Run the desired operation for this AES context. Will return a [PackedByteArray] containing the result of encrypting (or decrypting) the given [code]src[/code]. See [method start] for mode of operation.
Note: The size of [code]src[/code] must be a multiple of 16. Apply some padding if needed.
[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply some padding if needed.
</description>
</method>
</methods>

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@ -188,7 +188,7 @@
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default="&quot;&quot;">
The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
[b]Note[/b]: while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
[b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
The length (in seconds) of the currently being played animation.

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@ -4,7 +4,8 @@
A node to be used for advanced animation transitions in an [AnimationPlayer].
</brief_description>
<description>
Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
A node to be used for advanced animation transitions in an [AnimationPlayer].
[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description>
<tutorials>
<link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>

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@ -530,7 +530,7 @@
<argument index="0" name="func" type="Callable" />
<description>
Sorts the array using a custom method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and [code]b[/code], if the given method returns [code]true[/code], element [code]b[/code] will be after element [code]a[/code] in the array.
[b]Note:[/b] you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
[codeblocks]
[gdscript]
class MyCustomSorter:

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@ -232,7 +232,7 @@
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.
[b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
</member>
<member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to specify metallic for an object. This is multiplied by [member metallic].
@ -352,7 +352,7 @@
</member>
<member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], render point size can be changed.
[b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
[b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)">
How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture.

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@ -78,7 +78,7 @@
<argument index="1" name="no_inheritance" type="bool" default="false" />
<description>
Returns an array with all the methods of [code]class[/code] or its ancestry if [code]no_inheritance[/code] is [code]false[/code]. Every element of the array is a [Dictionary] with the following keys: [code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: (class_name, hint, hint_string, name, type, usage)[/code].
[b]Note:[/code] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names.
[b]Note:[/b] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names.
</description>
</method>
<method name="class_get_property" qualifiers="const">

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@ -5,7 +5,7 @@
</brief_description>
<description>
CodeEdit is a specialised [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management.
[b]Note[/b]: By default [CodeEdit] always use left-to-right text direction to correctly display source code.
[b]Note:[/b] By default [CodeEdit] always use left-to-right text direction to correctly display source code.
</description>
<tutorials>
</tutorials>
@ -51,7 +51,7 @@
<argument index="5" name="value" type="Variant" default="0" />
<description>
Submits an item to the queue of potential candidates for the autocomplete menu. Call [method update_code_completion_options] to update the list.
[b]Note[/b]: This list will replace all current candidates.
[b]Note:[/b] This list will replace all current candidates.
</description>
</method>
<method name="add_comment_delimiter">
@ -431,7 +431,7 @@
<argument index="0" name="force" type="bool" />
<description>
Submits all completion options added with [method add_code_completion_option]. Will try to force the autoccomplete menu to popup, if [code]force[/code] is [code]true[/code].
[b]Note[/b]: This will replace all current candidates.
[b]Note:[/b] This will replace all current candidates.
</description>
</method>
</methods>

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@ -16,7 +16,7 @@
<argument index="0" name="color" type="Color" />
<description>
Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them.
[b]Note:[/b] the presets list is only for [i]this[/i] color picker.
[b]Note:[/b] The presets list is only for [i]this[/i] color picker.
</description>
</method>
<method name="erase_preset">

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@ -5,7 +5,7 @@
</brief_description>
<description>
Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles.
Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static.
[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>

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@ -88,7 +88,7 @@
<argument index="1" name="ciphertext" type="PackedByteArray" />
<description>
Decrypt the given [code]ciphertext[/code] with the provided private [code]key[/code].
[b]Note[/b]: The maximum size of accepted ciphertext is limited by the key size.
[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key size.
</description>
</method>
<method name="encrypt">
@ -97,7 +97,7 @@
<argument index="1" name="plaintext" type="PackedByteArray" />
<description>
Encrypt the given [code]plaintext[/code] with the provided public [code]key[/code].
[b]Note[/b]: The maximum size of accepted plaintext is limited by the key size.
[b]Note:[/b] The maximum size of accepted plaintext is limited by the key size.
</description>
</method>
<method name="generate_random_bytes">

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@ -23,7 +23,7 @@
<argument index="1" name="public_only" type="bool" default="false" />
<description>
Loads a key from [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be loaded.
[b]Note[/b]: [code]path[/code] should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
[b]Note:[/b] [code]path[/code] should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
</description>
</method>
<method name="load_from_string">
@ -40,7 +40,7 @@
<argument index="1" name="public_only" type="bool" default="false" />
<description>
Saves a key to the given [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be saved.
[b]Note[/b]: [code]path[/code] should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
[b]Note:[/b] [code]path[/code] should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise.
</description>
</method>
<method name="save_to_string">

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@ -160,7 +160,7 @@
<argument index="0" name="udp_peer" type="PacketPeerUDP" />
<description>
Try to initiate the DTLS handshake with the given [code]udp_peer[/code] which must be already connected (see [method PacketPeerUDP.connect_to_host]).
[b]Note[/b]: You must check that the state of the return PacketPeerUDP is [constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the new connections will be invalid due to cookie exchange.
[b]Note:[/b] You must check that the state of the return PacketPeerUDP is [constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the new connections will be invalid due to cookie exchange.
</description>
</method>
</methods>

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@ -32,7 +32,7 @@
<argument index="3" name="userdata" type="Variant" />
<description>
Queue the [code]resource[/code] being edited for preview. Once the preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be called. The [code]receiver_func[/code] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [code]userdata[/code] can be anything, and will be returned when [code]receiver_func[/code] is called.
[b]Note[/b]: If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null.
[b]Note:[/b] If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null.
</description>
</method>
<method name="queue_resource_preview">
@ -43,7 +43,7 @@
<argument index="3" name="userdata" type="Variant" />
<description>
Queue a resource file located at [code]path[/code] for preview. Once the preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be called. The [code]receiver_func[/code] must take the following four arguments: [String] path, [Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. [code]userdata[/code] can be anything, and will be returned when [code]receiver_func[/code] is called.
[b]Note[/b]: If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null.
[b]Note:[/b] If it was not possible to create the preview the [code]receiver_func[/code] will still be called, but the preview will be null.
</description>
</method>
<method name="remove_preview_generator">

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@ -23,7 +23,8 @@
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all rendered glyphs information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually.
Removes all rendered glyphs information from the cache entry.
[b]Note:[/b] This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually.
</description>
</method>
<method name="clear_kerning_map">
@ -46,7 +47,8 @@
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all textures from font cache entry. Note: This function will not remove glyphs associated with the texture, use [method remove_glyph] to remove them manually.
Removes all textures from font cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, use [method remove_glyph] to remove them manually.
</description>
</method>
<method name="find_cache" qualifiers="const">
@ -97,7 +99,8 @@
<argument index="1" name="size" type="int" />
<argument index="2" name="glyph" type="int" />
<description>
Returns glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved.
Returns glyph advance (offset of the next glyph).
[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
<method name="get_glyph_index" qualifiers="const">
@ -364,7 +367,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="glyph" type="int" />
<description>
Removes specified rendered glyph information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually.
Removes specified rendered glyph information from the cache entry.
[b]Note:[/b] This function will not remove textures associated with the glyphs, use [method remove_texture] to remove them manually.
</description>
</method>
<method name="remove_kerning">
@ -404,7 +408,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="texture_index" type="int" />
<description>
Removes specified texture from font cache entry. Note: This function will not remove glyphs associated with the texture, remove them manually, using [method remove_glyph].
Removes specified texture from font cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method remove_glyph].
</description>
</method>
<method name="render_glyph">
@ -472,7 +477,8 @@
<argument index="2" name="glyph" type="int" />
<argument index="3" name="advance" type="Vector2" />
<description>
Sets glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved.
Sets glyph advance (offset of the next glyph).
[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
<method name="set_glyph_offset">

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@ -31,7 +31,7 @@
# [0, 9, [JavaScriptObject:1180]]
print(args)
[/codeblock]
Note: Only available in the "HTML5" platform.
[b]Note:[/b] Only available in the HTML5 platform.
</description>
<tutorials>
</tutorials>

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@ -175,7 +175,7 @@
</member>
<member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="false">
Allow moving caret, selecting and removing the individual composite character components.
Note: [kbd]Backspace[/kbd] is always removing individual composite character components.
[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components.
</member>
<member name="clear_button_enabled" type="bool" setter="set_clear_button_enabled" getter="is_clear_button_enabled" default="false">
If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/code] is not empty, which can be used to clear the text quickly.

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@ -95,7 +95,7 @@
<argument index="1" name="peer_id" type="int" default="0" />
<description>
Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behaviour, or call your send custom send callable if specified in [method sync_config].
Note: The default implementation only allow syncing from server to clients.
[b]Note:[/b] The default implementation only allow syncing from server to clients.
</description>
</method>
<method name="sync_config">

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@ -8,7 +8,7 @@
Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer2D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
[b]Note:[/b] the collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
</description>
<tutorials>

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@ -8,7 +8,7 @@
Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer3D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
[b]Note:[/b] the collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
</description>
<tutorials>
@ -234,7 +234,7 @@
<description>
Process the collision avoidance agents.
The result of this process is needed by the physics server, so this must be called in the main thread.
Note: This function is not thread safe.
[b]Note:[/b] This function is not thread safe.
</description>
</method>
<method name="region_bake_navmesh" qualifiers="const">

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@ -74,7 +74,7 @@
<description>
Joins the multicast group specified by [code]multicast_address[/code] using the interface identified by [code]interface_name[/code].
You can join the same multicast group with multiple interfaces. Use [method IP.get_local_interfaces] to know which are available.
Note: Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work.
[b]Note:[/b] Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work.
</description>
</method>
<method name="leave_multicast_group">
@ -90,7 +90,7 @@
<argument index="0" name="enabled" type="bool" />
<description>
Enable or disable sending of broadcast packets (e.g. [code]set_dest_address("255.255.255.255", 4343)[/code]. This option is disabled by default.
Note: Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be enabled to receive broadcast packets too.
[b]Note:[/b] Some Android devices might require the [code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be enabled to receive broadcast packets too.
</description>
</method>
<method name="set_dest_address">
@ -99,7 +99,7 @@
<argument index="1" name="port" type="int" />
<description>
Sets the destination address and port for sending packets and variables. A hostname will be resolved using DNS if needed.
Note: [method set_broadcast_enabled] must be enabled before sending packets to a broadcast address (e.g. [code]255.255.255.255[/code]).
[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending packets to a broadcast address (e.g. [code]255.255.255.255[/code]).
</description>
</method>
<method name="wait">

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@ -70,7 +70,7 @@
<return type="Vector2" />
<description>
Returns the collision point at which the ray intersects the closest object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
</description>
</method>
<method name="is_colliding" qualifiers="const">

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@ -2351,7 +2351,8 @@
<argument index="0" name="particles" type="RID" />
<argument index="1" name="material" type="RID" />
<description>
Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material].
Sets the material for processing the particles.
[b]Note:[/b] This is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material].
</description>
</method>
<method name="particles_set_randomness_ratio">

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@ -36,7 +36,8 @@
<argument index="0" name="param" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Changes the value set for this material of a uniform in the shader. [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
Changes the value set for this material of a uniform in the shader.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
</description>
</method>
</methods>

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@ -4,7 +4,7 @@
A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D.
</brief_description>
<description>
This [SkeletonModification2D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] so it reaches a defined target.
This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] so it reaches a defined target.
CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.

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@ -4,7 +4,7 @@
A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to reach a target.
</brief_description>
<description>
This [SkeletonModification2D] uses an algorithm called [b]F[/b]orward [b]A[/b]nd [b]B[/b]ackward [b]R[/b]eaching [b]I[/b]nverse [b]K[/b]inematics, or FABRIK, to rotate a bone chain so that it reaches a target.
This [SkeletonModification2D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.
FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.
Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle constraints, which are fully taken into account when solving.
[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from [Bone2D] nodes! FABRIK joints hold the data needed for each [Bone2D] in the bone chain used by FABRIK.

View file

@ -4,7 +4,7 @@
A modification that uses CCDIK to manipulate a series of bones to reach a target.
</brief_description>
<description>
This [SkeletonModification3D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target.
This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to maniuplate a chain of bones in a Skeleton so it reaches a defined target.
CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.

View file

@ -4,7 +4,7 @@
A modification that uses FABRIK to manipulate a series of bones to reach a target.
</brief_description>
<description>
This [SkeletonModification3D] uses an algorithm called [b]F[/b]orward [b]A[/b]nd [b]B[/b]ackward [b]R[/b]eaching [b]I[/b]nverse [b]K[/b]inematics, or FABRIK, to rotate a bone chain so that it reaches a target.
This [SkeletonModification3D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.
FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.
Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification3DCCDIK], though FABRIK currently does not support joint constraints.
[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from a bone! FABRIK joints hold the data needed for each bone in the bone chain used by FABRIK.
@ -67,7 +67,7 @@
<argument index="0" name="joint_idx" type="int" />
<description>
Returns a boolean indiciating whether the FABRIK joint uses the target's [Basis] for its rotation.
[b]Note:[/b] this option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
[b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
</description>
</method>
<method name="get_fabrik_joint_use_tip_node" qualifiers="const">
@ -132,7 +132,7 @@
<argument index="1" name="use_target_basis" type="bool" />
<description>
Sets whether the FABRIK joint at [code]joint_idx[/code] uses the target's [Basis] for its rotation.
[b]Note:[/b] this option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
[b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
</description>
</method>
<method name="set_fabrik_joint_use_tip_node">

View file

@ -5,7 +5,7 @@
</brief_description>
<description>
This [SkeletonModification3D] holds a reference to a [SkeletonModificationStack3D], allowing you to use multiple modification stacks on a single [Skeleton3D].
[b]Note[/b]: The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder.
[b]Note:[/b] The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder.
</description>
<tutorials>
</tutorials>

View file

@ -173,7 +173,7 @@
<argument index="0" name="value" type="String" />
<description>
Puts a zero-terminated ASCII string into the stream prepended by a 32-bit unsigned integer representing its size.
Note: To put an ASCII string without prepending its size, you can use [method put_data]:
[b]Note:[/b] To put an ASCII string without prepending its size, you can use [method put_data]:
[codeblocks]
[gdscript]
put_data("Hello world".to_ascii())
@ -217,7 +217,7 @@
<argument index="0" name="value" type="String" />
<description>
Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits unsigned integer representing its size.
Note: To put an UTF-8 string without prepending its size, you can use [method put_data]:
[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use [method put_data]:
[codeblocks]
[gdscript]
put_data("Hello world".to_utf8())

View file

@ -599,7 +599,7 @@
<argument index="3" name="to_column" type="int" />
<description>
Removes text between the given positions.
[b]Note:[/b]This does not adjust the caret or selection, which as a result it can end up in an invalid position.
[b]Note:[/b] This does not adjust the caret or selection, which as a result it can end up in an invalid position.
</description>
</method>
<method name="search" qualifiers="const">
@ -902,7 +902,7 @@
</member>
<member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="false">
Allow moving caret, selecting and removing the individual composite character components.
Note: [kbd]Backspace[/kbd] is always removing individual composite character components.
[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite character components.
</member>
<member name="caret_move_on_right_click" type="bool" setter="set_move_caret_on_right_click_enabled" getter="is_move_caret_on_right_click_enabled" default="true">
If [code]true[/code], a right-click moves the caret at the mouse position before displaying the context menu.

View file

@ -21,8 +21,8 @@
<argument index="1" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method free_rid] method.
Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
[b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
[b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
</description>
</method>
<method name="draw_hex_code_box" qualifiers="const">
@ -41,7 +41,8 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all rendered glyphs information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually.
Removes all rendered glyphs information from the cache entry.
[b]Note:[/b] This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually.
</description>
</method>
<method name="font_clear_kerning_map">
@ -64,7 +65,8 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all textures from font cache entry. Note: This function will not remove glyphs associated with the texture, use [method font_remove_glyph] to remove them manually.
Removes all textures from font cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, use [method font_remove_glyph] to remove them manually.
</description>
</method>
<method name="font_draw_glyph" qualifiers="const">
@ -77,7 +79,7 @@
<argument index="5" name="color" type="Color" default="Color(1, 1, 1, 1)" />
<description>
Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
Note: Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
</description>
</method>
<method name="font_draw_glyph_outline" qualifiers="const">
@ -91,7 +93,7 @@
<argument index="6" name="color" type="Color" default="Color(1, 1, 1, 1)" />
<description>
Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
Note: Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
</description>
</method>
<method name="font_get_ascent" qualifiers="const">
@ -129,7 +131,8 @@
<argument index="1" name="size" type="int" />
<argument index="2" name="glyph" type="int" />
<description>
Returns glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved.
Returns glyph advance (offset of the next glyph).
[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
<method name="font_get_glyph_contours" qualifiers="const">
@ -404,7 +407,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="glyph" type="int" />
<description>
Removes specified rendered glyph information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually.
Removes specified rendered glyph information from the cache entry.
[b]Note:[/b] This function will not remove textures associated with the glyphs, use [method font_remove_texture] to remove them manually.
</description>
</method>
<method name="font_remove_kerning">
@ -446,7 +450,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="texture_index" type="int" />
<description>
Removes specified texture from font cache entry. Note: This function will not remove glyphs associated with the texture, remove them manually, using [method font_remove_glyph].
Removes specified texture from font cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method font_remove_glyph].
</description>
</method>
<method name="font_render_glyph">
@ -523,7 +528,7 @@
<argument index="0" name="oversampling" type="float" />
<description>
Sets oversampling factor, shared by all font in the TextServer.
Note: This value can be automaticaly changed by display server.
[b]Note:[/b] This value can be automaticaly changed by display server.
</description>
</method>
<method name="font_set_glyph_advance">
@ -533,7 +538,8 @@
<argument index="2" name="glyph" type="int" />
<argument index="3" name="advance" type="Vector2" />
<description>
Sets glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved.
Sets glyph advance (offset of the next glyph).
[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
<method name="font_set_glyph_offset">
@ -797,7 +803,7 @@
<argument index="0" name="filename" type="String" />
<description>
Loads optional TextServer database (e.g. ICU break iterators and dictionaries).
Note: This function should be called before any other TextServer functions used, otherwise it won't have any effect.
[b]Note:[/b] This function should be called before any other TextServer functions used, otherwise it won't have any effect.
</description>
</method>
<method name="name_to_tag" qualifiers="const">
@ -827,7 +833,7 @@
<argument index="0" name="filename" type="String" />
<description>
Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file.
Note: This function is used by during project export, to include TextServer database.
[b]Note:[/b] This function is used by during project export, to include TextServer database.
</description>
</method>
<method name="shaped_text_add_object">
@ -900,7 +906,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
Note: overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.
[b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.
</description>
</method>
<method name="shaped_text_get_carets" qualifiers="const">
@ -916,7 +922,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
Note: overall descent can be higher than font descent, if some glyphs are displaced from the baseline.
[b]Note:[/b] Overall descent can be higher than font descent, if some glyphs are displaced from the baseline.
</description>
</method>
<method name="shaped_text_get_direction" qualifiers="const">
@ -1032,7 +1038,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters.
Note: If set to [code]false[/code], nothing is displayed in place of invalid characters.
[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters.
</description>
</method>
<method name="shaped_text_get_range" qualifiers="const">
@ -1167,7 +1173,7 @@
<argument index="1" name="direction" type="int" enum="TextServer.Direction" default="0" />
<description>
Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale.
Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
[b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
</description>
</method>
<method name="shaped_text_set_orientation">
@ -1176,7 +1182,7 @@
<argument index="1" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Sets desired text orientation.
Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
[b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
</description>
</method>
<method name="shaped_text_set_preserve_control">
@ -1200,7 +1206,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully.
Note: It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.
[b]Note:[/b] It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.
</description>
</method>
<method name="shaped_text_sort_logical">

View file

@ -21,8 +21,8 @@
<argument index="1" name="orientation" type="int" enum="TextServer.Orientation" />
<description>
Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method _free] method.
Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
[b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
[b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
</description>
</method>
<method name="_draw_hex_code_box" qualifiers="virtual const">
@ -41,7 +41,8 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all rendered glyphs information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually.
Removes all rendered glyphs information from the cache entry.
[b]Note:[/b] This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually.
</description>
</method>
<method name="_font_clear_kerning_map" qualifiers="virtual">
@ -64,7 +65,8 @@
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all textures from font cache entry. Note: This function will not remove glyphs associated with the texture, use [method _font_remove_glyph] to remove them manually.
Removes all textures from font cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, use [method _font_remove_glyph] to remove them manually.
</description>
</method>
<method name="_font_draw_glyph" qualifiers="virtual const">
@ -77,7 +79,7 @@
<argument index="5" name="color" type="Color" />
<description>
Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
Note: Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index].
[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index].
</description>
</method>
<method name="_font_draw_glyph_outline" qualifiers="virtual const">
@ -91,7 +93,7 @@
<argument index="6" name="color" type="Color" />
<description>
Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
Note: Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index].
[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index].
</description>
</method>
<method name="_font_get_ascent" qualifiers="virtual const">
@ -129,7 +131,8 @@
<argument index="1" name="size" type="int" />
<argument index="2" name="glyph" type="int" />
<description>
Returns glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved.
Returns glyph advance (offset of the next glyph).
[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
<method name="_font_get_glyph_contours" qualifiers="virtual const">
@ -404,7 +407,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="glyph" type="int" />
<description>
Removes specified rendered glyph information from the cache entry. Note: This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually.
Removes specified rendered glyph information from the cache entry.
[b]Note:[/b] This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually.
</description>
</method>
<method name="_font_remove_kerning" qualifiers="virtual">
@ -446,7 +450,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="texture_index" type="int" />
<description>
Removes specified texture from font cache entry. Note: This function will not remove glyphs associated with the texture, remove them manually, using [method _font_remove_glyph].
Removes specified texture from font cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method _font_remove_glyph].
</description>
</method>
<method name="_font_render_glyph" qualifiers="virtual">
@ -531,7 +536,7 @@
<argument index="0" name="oversampling" type="float" />
<description>
Sets oversampling factor, shared by all font in the TextServer.
Note: This value can be automaticaly changed by display server.
[b]Note:[/b] This value can be automaticaly changed by display server.
</description>
</method>
<method name="_font_set_glyph_advance" qualifiers="virtual">
@ -541,7 +546,8 @@
<argument index="2" name="glyph" type="int" />
<argument index="3" name="advance" type="Vector2" />
<description>
Sets glyph advance (offset of the next glyph). Note: advance for glyphs outlines is the same as the base glyph advance and is not saved.
Sets glyph advance (offset of the next glyph).
[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
<method name="_font_set_glyph_offset" qualifiers="virtual">
@ -804,7 +810,7 @@
<argument index="0" name="filename" type="String" />
<description>
Loads optional TextServer database (e.g. ICU break iterators and dictionaries).
Note: This function should be called before any other TextServer functions used, otherwise it won't have any effect.
[b]Note:[/b] This function should be called before any other TextServer functions used, otherwise it won't have any effect.
</description>
</method>
<method name="_name_to_tag" qualifiers="virtual const">
@ -834,7 +840,7 @@
<argument index="0" name="filename" type="String" />
<description>
Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file.
Note: This function is used by during project export, to include TextServer database.
[b]Note:[/b] This function is used by during project export, to include TextServer database.
</description>
</method>
<method name="_shaped_text_add_object" qualifiers="virtual">
@ -906,7 +912,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
Note: overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.
[b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.
</description>
</method>
<method name="_shaped_text_get_carets" qualifiers="virtual const">
@ -923,7 +929,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
Note: overall descent can be higher than font descent, if some glyphs are displaced from the baseline.
[b]Note:[/b] Overall descent can be higher than font descent, if some glyphs are displaced from the baseline.
</description>
</method>
<method name="_shaped_text_get_direction" qualifiers="virtual const">
@ -1041,7 +1047,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters.
Note: If set to [code]false[/code], nothing is displayed in place of invalid characters.
[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters.
</description>
</method>
<method name="_shaped_text_get_range" qualifiers="virtual const">
@ -1176,7 +1182,7 @@
<argument index="1" name="direction" type="int" enum="TextServer.Direction" />
<description>
Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale.
Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
[b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
</description>
</method>
<method name="_shaped_text_set_orientation" qualifiers="virtual">
@ -1185,7 +1191,7 @@
<argument index="1" name="orientation" type="int" enum="TextServer.Orientation" />
<description>
Sets desired text orientation.
Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
[b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
</description>
</method>
<method name="_shaped_text_set_preserve_control" qualifiers="virtual">
@ -1209,7 +1215,7 @@
<argument index="0" name="shaped" type="RID" />
<description>
Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully.
Note: It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.
[b]Note:[/b] It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.
</description>
</method>
<method name="_shaped_text_sort_logical" qualifiers="virtual">

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@ -5,7 +5,7 @@
</brief_description>
<description>
[TextServerManager] is the API backend for loading, enumeration and switching [TextServer]s.
Note: Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so.
[b]Note:[/b] Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so.
</description>
<tutorials>
</tutorials>

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@ -497,7 +497,7 @@
Marks [code]theme_type[/code] as being a variation of [code]base_type[/code].
This adds [code]theme_type[/code] as a suggested option for [member Control.theme_type_variation] on a [Control] that is of the [code]base_type[/code] class.
Variations can also be nested, i.e. [code]base_type[/code] can be another variation. If a chain of variations ends with a [code]base_type[/code] matching a class of a [Control], the whole chain is going to be suggested as options.
Note: Suggestions only show up if this [Theme] is set as the project default theme. See [member ProjectSettings.gui/theme/custom].
[b]Note:[/b] Suggestions only show up if this [Theme] is set as the project default theme. See [member ProjectSettings.gui/theme/custom].
</description>
</method>
</methods>

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@ -22,7 +22,7 @@
<argument index="0" name="time_sec" type="float" default="-1" />
<description>
Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if [code]time_sec &gt; 0[/code]. This also resets the remaining time to [code]wait_time[/code].
[b]Note:[/b] this method will not resume a paused timer. See [member paused].
[b]Note:[/b] This method will not resume a paused timer. See [member paused].
</description>
</method>
<method name="stop">

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@ -30,7 +30,7 @@
</member>
<member name="passby_press" type="bool" setter="set_passby_press" getter="is_passby_press_enabled" default="false">
If [code]true[/code], the [signal pressed] and [signal released] signals are emitted whenever a pressed finger goes in and out of the button, even if the pressure started outside the active area of the button.
[b]Note:[/b] this is a "pass-by" (not "bypass") press mode.
[b]Note:[/b] This is a "pass-by" (not "bypass") press mode.
</member>
<member name="pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed">
The button's texture for the pressed state.

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@ -51,7 +51,7 @@
<argument index="3" name="data" type="int" default="0" />
<description>
Initiates a connection to a foreign [code]address[/code] using the specified [code]port[/code] and allocting the requested [code]channels[/code]. Optional [code]data[/code] can be passed during connection in the form of a 32 bit integer.
Note: You must call either [method create_host] or [method create_host_bound] before calling this method.
[b]Note:[/b] You must call either [method create_host] or [method create_host_bound] before calling this method.
</description>
</method>
<method name="create_host">
@ -121,7 +121,7 @@
<return type="Array" />
<description>
Returns the list of peers associated with this host.
Note: This list might include some peers that are not fully connected or are still being disconnected.
[b]Note:[/b] This list might include some peers that are not fully connected or are still being disconnected.
</description>
</method>
<method name="pop_statistic">
@ -136,7 +136,7 @@
<argument index="0" name="refuse" type="bool" />
<description>
Configures the DTLS server to automatically drop new connections.
Note: This method is only relevant after calling [method dtls_server_setup].
[b]Note:[/b] This method is only relevant after calling [method dtls_server_setup].
</description>
</method>
<method name="service">

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@ -18,7 +18,7 @@
<argument index="1" name="host" type="ENetConnection" />
<description>
Add a new remote peer with the given [code]peer_id[/code] connected to the given [code]host[/code].
Note: The [code]host[/code] must have exactly one peer in the [constant ENetPacketPeer.STATE_CONNECTED] state.
[b]Note:[/b] The [code]host[/code] must have exactly one peer in the [constant ENetPacketPeer.STATE_CONNECTED] state.
</description>
</method>
<method name="close_connection">

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@ -38,7 +38,7 @@
<return type="Variant" />
<description>
Constructs a new object of the base type with a script of this type already attached.
[i]Note[/i]: Any arguments passed to this function will be ignored and not passed to the native constructor function. This will change with in a future API extension.
[b]Note:[/b] Any arguments passed to this function will be ignored and not passed to the native constructor function. This will change with in a future API extension.
</description>
</method>
</methods>

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@ -26,7 +26,8 @@
<method name="close">
<return type="void" />
<description>
Close the peer connection and all data channels associated with it. Note, you cannot reuse this object for a new connection unless you call [method initialize].
Close the peer connection and all data channels associated with it.
[b]Note:[/b] You cannot reuse this object for a new connection unless you call [method initialize].
</description>
</method>
<method name="create_data_channel">