Merge pull request #78571 from MewPurPur/include-extension-info
Document file extensions of GDScript, CSharpScript, and Shader
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3 changed files with 6 additions and 5 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shader" inherits="Resource" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A custom shader program.
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A shader implemented in the Godot shading language.
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</brief_description>
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<description>
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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.
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A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension.
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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.
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</description>
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<tutorials>
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<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
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<method name="get_mode" qualifiers="const">
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<return type="int" enum="Shader.Mode" />
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<description>
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Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
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Returns the shader mode for the shader.
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</description>
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</method>
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<method name="get_shader_uniform_list">
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A script implemented in the GDScript programming language.
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</brief_description>
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<description>
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A script implemented in the GDScript programming language. The script extends the functionality of all objects that instantiate it.
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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.
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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.
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If you are looking for GDScript's built-in functions, see [@GDScript] instead.
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</description>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CSharpScript" inherits="Script" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A script implemented in the C# programming language (Mono-enabled builds only).
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A script implemented in the C# programming language, saved with the [code].cs[/code] extension (Mono-enabled builds only).
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</brief_description>
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<description>
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This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Godot builds.
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