doc: Sync classref with current source

And fix copyright headers in new code.
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Rémi Verschelde 2021-01-13 16:54:31 +01:00
parent a994bb4ad3
commit b9c5e2f9eb
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10 changed files with 19 additions and 19 deletions

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?> <?xml version="1.0" encoding="UTF-8" ?>
<class name="AspectRatioContainer" inherits="Container" version="4.0"> <class name="AspectRatioContainer" inherits="Container" version="3.2">
<brief_description> <brief_description>
Container that preserves its child controls' aspect ratio. Container that preserves its child controls' aspect ratio.
</brief_description> </brief_description>

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@ -996,7 +996,7 @@
The default linear damp in 3D. The default linear damp in 3D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member> </member>
<member name="physics/3d/godot_physics/use_bvh" type="bool" setter="" getter="" default="false"> <member name="physics/3d/godot_physics/use_bvh" type="bool" setter="" getter="" default="true">
Enables the use of bounding volume hierarchy instead of octree for physics spatial partitioning. This may give better performance. Enables the use of bounding volume hierarchy instead of octree for physics spatial partitioning. This may give better performance.
</member> </member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;"> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
@ -1247,7 +1247,7 @@
The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches. The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
Larger branches can increase performance significantly in some projects. Larger branches can increase performance significantly in some projects.
</member> </member>
<member name="rendering/quality/spatial_partitioning/use_bvh" type="bool" setter="" getter="" default="false"> <member name="rendering/quality/spatial_partitioning/use_bvh" type="bool" setter="" getter="" default="true">
Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance. Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
</member> </member>
<member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false"> <member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false">

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */ /* GODOT ENGINE */
/* https://godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */