Fix invalid use of markdown syntax in classref
Also: * changed `[b]true[/b]` to `[code]true[/code]` * use `[i]` for mathematical constant "e" * use `[b]` for button text & menu item text * improve markups about "tap1" and "tap2" in AudioEffectDelay
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9 changed files with 19 additions and 19 deletions
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@ -362,8 +362,8 @@
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<return type="float" />
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<param index="0" name="x" type="float" />
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<description>
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The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [param x] and returns it.
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[b]e[/b] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
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The natural exponential function. It raises the mathematical constant [i]e[/i] to the power of [param x] and returns it.
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[i]e[/i] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
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For exponents to other bases use the method [method pow].
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[codeblock]
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var a = exp(2) # Approximately 7.39
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@ -6,7 +6,7 @@
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<description>
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[Area3D] is a region of 3D space defined by one or multiple [CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other [CollisionObject3D]s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
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This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
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[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] child of this node (created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple [ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some cases it may be replaceable by a [CollisionPolygon3D].
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[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] child of this node (created e.g. by using the [b]Create Trimesh Collision Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple [ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some cases it may be replaceable by a [CollisionPolygon3D].
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</description>
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<tutorials>
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<link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link>
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@ -21,34 +21,34 @@
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Feedback delay time in milliseconds.
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</member>
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<member name="feedback_level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db" default="-6.0">
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Sound level for [code]tap1[/code].
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Sound level for feedback.
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</member>
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<member name="feedback_lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass" default="16000.0">
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Low-pass filter for feedback, in Hz. Frequencies below this value are filtered out of the source signal.
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</member>
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<member name="tap1_active" type="bool" setter="set_tap1_active" getter="is_tap1_active" default="true">
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If [code]true[/code], [code]tap1[/code] will be enabled.
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If [code]true[/code], the first tap will be enabled.
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</member>
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<member name="tap1_delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms" default="250.0">
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[code]tap1[/code] delay time in milliseconds.
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First tap delay time in milliseconds.
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</member>
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<member name="tap1_level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db" default="-6.0">
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Sound level for [code]tap1[/code].
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Sound level for the first tap.
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</member>
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<member name="tap1_pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan" default="0.2">
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Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 (fully right).
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Pan position for the first tap. Value can range from -1 (fully left) to 1 (fully right).
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</member>
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<member name="tap2_active" type="bool" setter="set_tap2_active" getter="is_tap2_active" default="true">
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If [code]true[/code], [code]tap2[/code] will be enabled.
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If [code]true[/code], the second tap will be enabled.
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</member>
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<member name="tap2_delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms" default="500.0">
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[b]Tap2[/b] delay time in milliseconds.
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Second tap delay time in milliseconds.
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</member>
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<member name="tap2_level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db" default="-12.0">
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Sound level for [code]tap2[/code].
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Sound level for the second tap.
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</member>
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<member name="tap2_pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan" default="-0.4">
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Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 (fully right).
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Pan position for the second tap. Value can range from -1 (fully left) to 1 (fully right).
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</member>
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</members>
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</class>
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BackBufferCopy" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``).
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Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with [code]hint_screen_texture[/code]).
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</brief_description>
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<description>
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Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer.
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@ -112,7 +112,7 @@
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<param index="1" name="debug" type="bool" />
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<description>
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Virtual method to be overridden by the user. This is called to retrieve the local paths of the Android libraries archive (AAR) files provided by this plugin.
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[b]Note:[/b] Relative paths **must** be relative to Godot's [code]res://addons/[/code] directory. For example, an AAR file located under [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld.release.aar[/code].
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[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://addons/[/code] directory. For example, an AAR file located under [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld.release.aar[/code].
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[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
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</description>
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</method>
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[PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range [code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag.
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</constant>
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<constant name="ARRAY_INDEX" value="12" enum="ArrayType">
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[PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
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[PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the [i]i[/i]'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
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For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
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</constant>
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<constant name="ARRAY_MAX" value="13" enum="ArrayType">
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<method name="has_data">
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<return type="bool" />
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<description>
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Returns [b]true[/b] when parsed source geometry data exists.
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Returns [code]true[/code] when parsed source geometry data exists.
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</description>
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</method>
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<method name="set_indices">
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<method name="get_use_taa" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [b]true[/b] if TAA is enabled.
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Returns [code]true[/code] if TAA is enabled.
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</description>
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</method>
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<method name="get_velocity_layer">
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<param index="0" name="context" type="StringName" />
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<param index="1" name="name" type="StringName" />
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<description>
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Returns [b]true[/b] if a cached texture exists for this name.
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Returns [code]true[/code] if a cached texture exists for this name.
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</description>
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</method>
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</methods>
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<description>
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Mark the following method for remote procedure calls. See [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/url].
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If [param mode] is set as [code]"any_peer"[/code], allows any peer to call this RPC function. Otherwise, only the authority peer is allowed to call it and [param mode] should be kept as [code]"authority"[/code]. When configuring functions as RPCs with [method Node.rpc_config], each of these modes respectively corresponds to the [constant MultiplayerAPI.RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority tries to call a function that is only allowed for the authority, the function will not be executed. If the error can be detected locally (when the RPC configuration is consistent between the local and the remote peer), an error message will be displayed on the sender peer. Otherwise, the remote peer will detect the error and print an error there.
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If [param sync] is set as [code]"call_remote"[/code], the function will only be executed on the remote peer, but not locally. To run this function locally too, set [param sync] to [code]"call_local"[/code]. When configuring functions as RPCs with [method Node.rpc_config], this is equivalent to setting `call_local` to `true`.
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If [param sync] is set as [code]"call_remote"[/code], the function will only be executed on the remote peer, but not locally. To run this function locally too, set [param sync] to [code]"call_local"[/code]. When configuring functions as RPCs with [method Node.rpc_config], this is equivalent to setting [code]call_local[/code] to [code]true[/code].
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The [param transfer_mode] accepted values are [code]"unreliable"[/code], [code]"unreliable_ordered"[/code], or [code]"reliable"[/code]. It sets the transfer mode of the underlying [MultiplayerPeer]. See [member MultiplayerPeer.transfer_mode].
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The [param transfer_channel] defines the channel of the underlying [MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].
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The order of [param mode], [param sync] and [param transfer_mode] does not matter, but values related to the same argument must not be used more than once. [param transfer_channel] always has to be the 4th argument (you must specify 3 preceding arguments).
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