diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml
index 4fb33eb5a39..37005c3bd3b 100644
--- a/doc/classes/AnimationTreePlayer.xml
+++ b/doc/classes/AnimationTreePlayer.xml
@@ -4,7 +4,7 @@
Animation Player that uses a node graph for the blending.
- Animation Player that uses a node graph for the blending. This kind of player is very useful when animating character or other skeleton based rigs, because it can combine several animations to form a desired pose.
+ A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
@@ -19,7 +19,7 @@
- Add a node of a given type in the graph with given id.
+ Adds a [code]type[/code] node to the graph with name [code]id[/code].
@@ -28,6 +28,7 @@
+ Shifts position in the animation timeline. Delta is the time in seconds to shift.
@@ -36,7 +37,7 @@
- Returns an animation given its name.
+ Returns the [AnimationPlayer]'s animation bound to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
@@ -45,6 +46,7 @@
+ Returns the name of the [member master_player]'s animation bound to this animation node.
@@ -55,7 +57,7 @@
- Set the animation for an animation node.
+ Binds a new animation from the [member master_player] to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
@@ -68,6 +70,7 @@
+ If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
@@ -78,6 +81,7 @@
+ Binds the animation named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
@@ -123,6 +127,7 @@
+ If [code]enable[/code] is [code]true[/code], the blend2 node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
@@ -199,6 +204,7 @@
+ Returns the path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes.
@@ -423,6 +429,7 @@
+ If [code]enable[/code] is [code]true[/code], the oneshot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
@@ -440,13 +447,14 @@
- Stops a OneShot node given its name.
+ Stops the OneShot node with name [code]id[/code].
+ Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
@@ -455,6 +463,7 @@
+ Removes the animation node with name [code]id[/code].
@@ -496,7 +505,7 @@
- Returns time scale value of a TimeScale node given its name.
+ Returns time scale value of the TimeScale node with name [code]id[/code].
@@ -507,7 +516,7 @@
- Sets time scale value of a TimeScale node given its name and value.
+ Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
@@ -518,7 +527,7 @@
- Sets time seek value of a TimeSeek node given its name and value.
+ Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code]
@@ -529,6 +538,7 @@
+ Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
@@ -537,6 +547,7 @@
+ Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
@@ -545,6 +556,7 @@
+ Returns the number of inputs for the transition node with name [code]id[/code].
@@ -553,6 +565,7 @@
+ Returns the cross fade time for the transition node with name [code]id[/code].
@@ -563,6 +576,7 @@
+ Returns [code]true[/code] if the input at [code]input_idx[/code] on transition node with name [code]id[/code] is set to automatically advance to the next input upon completion.
@@ -573,6 +587,7 @@
+ The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
@@ -585,6 +600,7 @@
+ The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
@@ -595,6 +611,7 @@
+ Resizes the number of inputs available for the transition node with name [code]id[/code].
@@ -605,11 +622,22 @@
+ The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
+ The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
+
+
+ The path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes.
+
+
+ The node from which to relatively access other nodes. Default value: [code]".."[/code].
+
+
+ If [code]true[/code] the [code]AnimationTreePlayer[/code] is able to play animations. Default value: [code]false[/code].
@@ -644,8 +672,10 @@
Transition node.
+ Process animation during the physics process. This is especially useful when animating physics bodies.
+ Process animation during the idle process.
diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml
index f577a4676f1..54b3accb193 100644
--- a/doc/classes/EditorFileSystem.xml
+++ b/doc/classes/EditorFileSystem.xml
@@ -33,6 +33,7 @@
+ Returns a view into the filesystem at [code]path[/code].
@@ -83,6 +84,7 @@
+ Remitted if a resource is reimported.
diff --git a/scene/animation/animation_tree_player.cpp b/scene/animation/animation_tree_player.cpp
index 23eccec82f6..96b5ea51b0f 100644
--- a/scene/animation/animation_tree_player.cpp
+++ b/scene/animation/animation_tree_player.cpp
@@ -1796,6 +1796,10 @@ void AnimationTreePlayer::_bind_methods() {
ADD_GROUP("Playback", "playback_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_animation_process_mode", "get_animation_process_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "master_player"), "set_master_player", "get_master_player");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "base_path"), "set_base_path", "get_base_path");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active");
+
BIND_ENUM_CONSTANT(NODE_OUTPUT);
BIND_ENUM_CONSTANT(NODE_ANIMATION);
BIND_ENUM_CONSTANT(NODE_ONESHOT);