doc: Sync classref with current source, fix formatting issues
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6 changed files with 10 additions and 7 deletions
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Blends two of three animations additively inside of an [AnimationNodeBlendTree].
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</brief_description>
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<description>
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A resource to add to an [AnimationNodeBlendTree]. Blends two animations together additively out of three based on a value in the [-1.0, 1.0] range.
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A resource to add to an [AnimationNodeBlendTree]. Blends two animations together additively out of three based on a value in the [code][-1.0, 1.0][/code] range.
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This node has three inputs:
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- The base animation to add to
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- A -add animation to blend with when the blend amount is in the [-1.0, 0.0] range.
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- A -add animation to blend with when the blend amount is in the [code][-1.0, 0.0][/code] range.
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- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
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</description>
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<tutorials>
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Blends two of three animations linearly inside of an [AnimationNodeBlendTree].
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</brief_description>
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<description>
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A resource to add to an [AnimationNodeBlendTree]. Blends two animations together linearly out of three based on a value in the [-1.0, 1.0] range.
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A resource to add to an [AnimationNodeBlendTree]. Blends two animations together linearly out of three based on a value in the [code][-1.0, 1.0][/code] range.
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This node has three inputs:
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- The base animation
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- A -blend animation to blend with when the blend amount is in the [-1.0, 0.0] range.
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- A -blend animation to blend with when the blend amount is in the [code][-1.0, 0.0][/code] range.
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- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
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</description>
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<tutorials>
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The blend space plays the animation of the node the blending position is closest to. Useful for frame-by-frame 2D animations.
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</constant>
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<constant name="BLEND_MODE_DISCRETE_CARRY" value="2" enum="BlendMode">
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Similar to [const BLEND_MODE_DISCRETE], but starts the new animation at the last animation's playback position.
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Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at the last animation's playback position.
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</constant>
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</constants>
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</class>
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The YCbCr camera image.
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</constant>
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<constant name="FEED_Y_IMAGE" value="0" enum="FeedImage">
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The Y component camera image.
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The Y component camera image.
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</constant>
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<constant name="FEED_CbCr_IMAGE" value="1" enum="FeedImage">
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The CbCr component camera image.
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CameraTexture" inherits="Texture" category="Core" version="3.2">
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<brief_description>
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This texture gives access to the camera texture provided by a [CameraFeed]. Note that many cameras supply YCbCr images which need to be converted in a shader.
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This texture gives access to the camera texture provided by a [CameraFeed]. Note that many cameras supply YCbCr images which need to be converted in a shader.
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</brief_description>
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<description>
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</description>
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<member name="application/boot_splash/image" type="String" setter="" getter="">
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Path to an image used as the boot splash.
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</member>
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<member name="application/boot_splash/use_filter" type="bool" setter="" getter="">
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If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
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</member>
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<member name="application/config/custom_user_dir_name" type="String" setter="" getter="">
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This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
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The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
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