doc: Sync classref with current source, fix formatting issues

This commit is contained in:
Rémi Verschelde 2019-06-16 11:22:38 +02:00
parent 9d3342545d
commit 9c7cce3c9b
6 changed files with 10 additions and 7 deletions

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Blends two of three animations additively inside of an [AnimationNodeBlendTree].
</brief_description>
<description>
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.
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.
This node has three inputs:
- The base animation to add to
- A -add animation to blend with when the blend amount is in the [-1.0, 0.0] range.
- A -add animation to blend with when the blend amount is in the [code][-1.0, 0.0][/code] range.
- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>

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Blends two of three animations linearly inside of an [AnimationNodeBlendTree].
</brief_description>
<description>
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.
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.
This node has three inputs:
- The base animation
- A -blend animation to blend with when the blend amount is in the [-1.0, 0.0] range.
- A -blend animation to blend with when the blend amount is in the [code][-1.0, 0.0][/code] range.
- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<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.
</constant>
<constant name="BLEND_MODE_DISCRETE_CARRY" value="2" enum="BlendMode">
Similar to [const BLEND_MODE_DISCRETE], but starts the new animation at the last animation's playback position.
Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at the last animation's playback position.
</constant>
</constants>
</class>

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The YCbCr camera image.
</constant>
<constant name="FEED_Y_IMAGE" value="0" enum="FeedImage">
The Y component camera image.
The Y component camera image.
</constant>
<constant name="FEED_CbCr_IMAGE" value="1" enum="FeedImage">
The CbCr component camera image.

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraTexture" inherits="Texture" category="Core" version="3.2">
<brief_description>
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.
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.
</brief_description>
<description>
</description>

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<member name="application/boot_splash/image" type="String" setter="" getter="">
Path to an image used as the boot splash.
</member>
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="">
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).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="">
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]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.