Merge pull request #78571 from MewPurPur/include-extension-info

Document file extensions of GDScript, CSharpScript, and Shader
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Rémi Verschelde 2023-06-22 18:32:25 +02:00
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<?xml version="1.0" encoding="UTF-8" ?> <?xml version="1.0" encoding="UTF-8" ?>
<class name="Shader" inherits="Resource" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <class name="Shader" inherits="Resource" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description> <brief_description>
A custom shader program. A shader implemented in the Godot shading language.
</brief_description> </brief_description>
<description> <description>
This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension.
This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description> </description>
<tutorials> <tutorials>
<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
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<method name="get_mode" qualifiers="const"> <method name="get_mode" qualifiers="const">
<return type="int" enum="Shader.Mode" /> <return type="int" enum="Shader.Mode" />
<description> <description>
Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES]. Returns the shader mode for the shader.
</description> </description>
</method> </method>
<method name="get_shader_uniform_list"> <method name="get_shader_uniform_list">

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A script implemented in the GDScript programming language. A script implemented in the GDScript programming language.
</brief_description> </brief_description>
<description> <description>
A script implemented in the GDScript programming language. The script extends the functionality of all objects that instantiate it. A script implemented in the GDScript programming language, saved with the [code].gd[/code] extension. The script extends the functionality of all objects that instantiate it.
Calling [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. Calling [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
If you are looking for GDScript's built-in functions, see [@GDScript] instead. If you are looking for GDScript's built-in functions, see [@GDScript] instead.
</description> </description>

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<?xml version="1.0" encoding="UTF-8" ?> <?xml version="1.0" encoding="UTF-8" ?>
<class name="CSharpScript" inherits="Script" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <class name="CSharpScript" inherits="Script" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description> <brief_description>
A script implemented in the C# programming language (Mono-enabled builds only). A script implemented in the C# programming language, saved with the [code].cs[/code] extension (Mono-enabled builds only).
</brief_description> </brief_description>
<description> <description>
This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Godot builds. This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Godot builds.