Don't generate empty doc sections and reduce code duplication

This commit is contained in:
Aaron Franke 2021-09-20 19:37:32 -05:00
parent 2d1699ef82
commit d54f2ad7ca
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647 changed files with 76 additions and 2011 deletions

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@ -228,6 +228,4 @@
If the size is negative, you can use [method abs] to fix it.
</member>
</members>
<constants>
</constants>
</class>

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@ -326,6 +326,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -297,6 +297,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -90,8 +90,6 @@
</description>
</signal>
</signals>
<constants>
</constants>
<theme_items>
<theme_item name="panel" data_type="style" type="StyleBox">
Panel that fills up the background of the window.

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@ -10,13 +10,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
</member>
</members>
<constants>
</constants>
</class>

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@ -13,13 +13,9 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>
</methods>
<members>
<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
</member>
</members>
<constants>
</constants>
</class>

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@ -74,6 +74,4 @@
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -56,6 +56,4 @@
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -9,13 +9,9 @@
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
<constants>
</constants>
</class>

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@ -14,13 +14,9 @@
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
<constants>
</constants>
</class>

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@ -11,13 +11,9 @@
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;&quot;">
Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].
</member>
</members>
<constants>
</constants>
</class>

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@ -11,13 +11,9 @@
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
<constants>
</constants>
</class>

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@ -13,13 +13,9 @@
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
<constants>
</constants>
</class>

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@ -80,6 +80,4 @@
Label of the virtual axis of the blend space.
</member>
</members>
<constants>
</constants>
</class>

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@ -10,8 +10,4 @@
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -187,6 +187,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -74,6 +74,4 @@
<members>
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" override="true" default="true" />
</members>
<constants>
</constants>
</class>

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@ -7,8 +7,6 @@
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="&amp;&quot;&quot;">
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:

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@ -10,8 +10,4 @@
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -29,8 +29,4 @@
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -47,6 +47,4 @@
Cross-fading time (in seconds) between each animation connected to the inputs.
</member>
</members>
<constants>
</constants>
</class>

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@ -6,8 +6,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -6,8 +6,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -550,6 +550,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -203,6 +203,4 @@
<member name="shadow_mesh" type="ArrayMesh" setter="set_shadow_mesh" getter="get_shadow_mesh">
</member>
</members>
<constants>
</constants>
</class>

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@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="alignment_horizontal" type="int" setter="set_alignment_horizontal" getter="get_alignment_horizontal" enum="AspectRatioContainer.AlignMode" default="1">
Specifies the horizontal relative position of child controls.

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="atlas" type="Texture2D" setter="set_atlas" getter="get_atlas">
The texture that contains the atlas. Can be any [Texture2D] subtype.
@ -25,6 +23,4 @@
The AtlasTexture's used region.
</member>
</members>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -9,8 +9,4 @@
<tutorials>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -9,13 +9,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
Amount of amplification in decibels. Positive values make the sound louder, negative values make it quieter. Value can range from -80 to 24.
</member>
</members>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -61,6 +61,4 @@
Length of the internal ring buffer, in seconds. Setting the buffer length will have no effect if already initialized.
</member>
</members>
<constants>
</constants>
</class>

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@ -171,6 +171,4 @@
The effect's processed signal.
</member>
</members>
<constants>
</constants>
</class>

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@ -14,8 +14,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="attack_us" type="float" setter="set_attack_us" getter="get_attack_us" default="20.0">
Compressor's reaction time when the signal exceeds the threshold, in microseconds. Value can range from 20 to 2000.
@ -39,6 +37,4 @@
The level above which compression is applied to the audio. Value can range from -60 to 0.
</member>
</members>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="dry" type="float" setter="set_dry" getter="get_dry" default="1.0">
Output percent of original sound. At 0, only delayed sounds are output. Value can range from 0 to 1.
@ -52,6 +50,4 @@
Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 (fully right).
</member>
</members>
<constants>
</constants>
</class>

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@ -11,8 +11,6 @@
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="drive" type="float" setter="set_drive" getter="get_drive" default="0.0">
Distortion power. Value can range from 0 to 1.

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@ -32,6 +32,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -20,8 +20,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -31,8 +31,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -16,8 +16,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="cutoff_hz" type="float" setter="set_cutoff" getter="get_cutoff" default="2000.0">
Threshold frequency for the filter, in Hz.

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@ -8,8 +8,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -6,8 +6,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="ceiling_db" type="float" setter="set_ceiling_db" getter="get_ceiling_db" default="-0.1">
The waveform's maximum allowed value, in decibels. Value can range from -20 to -0.1.
@ -24,6 +22,4 @@
Threshold from which the limiter begins to be active, in decibels. Value can range from -30 to 0.
</member>
</members>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
<tutorials>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -8,8 +8,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -8,13 +8,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="pan" type="float" setter="set_pan" getter="get_pan" default="0.0">
Pan position. Value can range from -1 (fully left) to 1 (fully right).
</member>
</members>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
Governs how high the filter frequencies sweep. Low value will primarily affect bass frequencies. High value can sweep high into the treble. Value can range from 0.1 to 4.
@ -28,6 +26,4 @@
Adjusts the rate in Hz at which the effect sweeps up and down across the frequency range.
</member>
</members>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="fft_size" type="int" setter="set_fft_size" getter="get_fft_size" enum="AudioEffectPitchShift.FFTSize" default="3">
The size of the [url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values smooth out the effect over time, but have greater latency. The effects of this higher latency are especially noticeable on sounds that have sudden amplitude changes.

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@ -36,6 +36,4 @@
Specifies the format in which the sample will be recorded. See [enum AudioStreamSample.Format] for available formats.
</member>
</members>
<constants>
</constants>
</class>

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@ -10,8 +10,6 @@
<tutorials>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.5">
Defines how reflective the imaginary room's walls are. Value can range from 0 to 1.
@ -38,6 +36,4 @@
Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1.
</member>
</members>
<constants>
</constants>
</class>

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@ -11,8 +11,6 @@
<link title="https://godotengine.org/asset-library/asset/528">Audio Spectrum Demo</link>
<link title="https://godotengine.org/article/godot-32-will-get-new-audio-features">Godot 3.2 will get new audio features</link>
</tutorials>
<methods>
</methods>
<members>
<member name="buffer_length" type="float" setter="set_buffer_length" getter="get_buffer_length" default="2.0">
The length of the buffer to keep (in seconds). Higher values keep data around for longer, but require more memory.

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@ -6,8 +6,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="pan_pullout" type="float" setter="set_pan_pullout" getter="get_pan_pullout" default="1.0">
</member>
@ -16,6 +14,4 @@
<member name="time_pullout_ms" type="float" setter="set_time_pullout" getter="get_time_pullout" default="0.0">
</member>
</members>
<constants>
</constants>
</class>

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@ -30,6 +30,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -35,6 +35,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -46,6 +46,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -12,8 +12,6 @@
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
<link title="https://godotengine.org/article/godot-32-will-get-new-audio-features">Godot 3.2 will get new audio features</link>
</tutorials>
<methods>
</methods>
<members>
<member name="buffer_length" type="float" setter="set_buffer_length" getter="get_buffer_length" default="0.5">
The length of the buffer to generate (in seconds). Lower values result in less latency, but require the script to generate audio data faster, resulting in increased CPU usage and more risk for audio cracking if the CPU can't keep up.
@ -24,6 +22,4 @@
According to the [url=https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], there is no quality difference to human hearing when going past 40,000 Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are generating lower-pitched sounds such as voices, lower sample rates such as [code]32000[/code] or [code]22050[/code] may be usable with no loss in quality.
</member>
</members>
<constants>
</constants>
</class>

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@ -50,6 +50,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -6,8 +6,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -51,6 +51,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -6,8 +6,4 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -87,6 +87,4 @@
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="audio_stream" type="AudioStream" setter="set_audio_stream" getter="get_audio_stream">
The current [AudioStream].
@ -18,6 +16,4 @@
The intensity of random pitch variation.
</member>
</members>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="copy_mode" type="int" setter="set_copy_mode" getter="get_copy_mode" enum="BackBufferCopy.CopyMode" default="1">
Buffer mode. See [enum CopyMode] constants.

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@ -81,6 +81,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -90,6 +90,4 @@
Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].
</member>
</members>
<constants>
</constants>
</class>

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@ -78,6 +78,4 @@
The name of the attached bone.
</member>
</members>
<constants>
</constants>
</class>

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@ -10,8 +10,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)">
The box's width, height and depth.
@ -26,6 +24,4 @@
Number of extra edge loops inserted along the X axis.
</member>
</members>
<constants>
</constants>
</class>

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@ -11,13 +11,9 @@
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
</tutorials>
<methods>
</methods>
<members>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)">
The box's width, height and depth.
</member>
</members>
<constants>
</constants>
</class>

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@ -34,6 +34,4 @@
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -168,6 +168,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -22,6 +22,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1">
The amount of blur for both near and far depth-of-field effects. The amount of blur increases the radius of the blur effect, making the affected area blurrier. However, If the amount is too high, you might start to see lines appearing, especially when using a low quality blur.
@ -40,6 +38,4 @@
If [code]true[/code], overrides the manual or automatic exposure defined in the [Environment] with the value in [member override_exposure].
</member>
</members>
<constants>
</constants>
</class>

View file

@ -9,8 +9,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="0">
The ID of the [CameraFeed] for which we want to display the image.
@ -22,6 +20,4 @@
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -6,8 +6,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="clear_margin" type="float" setter="set_clear_margin" getter="get_clear_margin" default="10.0">
</member>
@ -16,6 +14,4 @@
<member name="use_mipmaps" type="bool" setter="set_use_mipmaps" getter="is_using_mipmaps" default="false">
</member>
</members>
<constants>
</constants>
</class>

View file

@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="CanvasItemMaterial.BlendMode" default="0">
The manner in which a material's rendering is applied to underlying textures.

View file

@ -45,6 +45,4 @@
The layer's transform.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -8,13 +8,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
The tint color to apply.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -6,8 +6,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="diffuse_texture" type="Texture2D" setter="set_diffuse_texture" getter="get_diffuse_texture">
</member>
@ -24,6 +22,4 @@
<member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0">
</member>
</members>
<constants>
</constants>
</class>

View file

@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="3.0">
Total height of the capsule mesh (including the hemispherical ends).
@ -24,6 +22,4 @@
Number of rings along the height of the capsule.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="30.0">
The capsule's height.
@ -18,6 +16,4 @@
The capsule's radius.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -9,8 +9,6 @@
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
</tutorials>
<methods>
</methods>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="3.0">
The capsule's height.
@ -19,6 +17,4 @@
The capsule's radius.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -8,13 +8,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="use_top_left" type="bool" setter="set_use_top_left" getter="is_using_top_left" default="false">
If [code]true[/code], centers children relative to the [CenterContainer]'s top left corner.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -10,8 +10,6 @@
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0, 0, 0, 1)">
The color the character will be drawn with.
@ -46,6 +44,4 @@
If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -128,6 +128,4 @@
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -9,14 +9,10 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="align" type="int" setter="set_text_align" getter="get_text_align" override="true" enum="Button.TextAlign" default="0" />
<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" override="true" default="true" />
</members>
<constants>
</constants>
<theme_items>
<theme_item name="check_vadjust" data_type="constant" type="int" default="0">
The vertical offset used when rendering the check icons (in pixels).

View file

@ -9,14 +9,10 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="align" type="int" setter="set_text_align" getter="get_text_align" override="true" enum="Button.TextAlign" default="0" />
<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" override="true" default="true" />
</members>
<constants>
</constants>
<theme_items>
<theme_item name="check_vadjust" data_type="constant" type="int" default="0">
The vertical offset used when rendering the toggle icons (in pixels).

View file

@ -8,13 +8,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The circle's radius.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -199,6 +199,4 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

View file

@ -138,6 +138,4 @@
Sets the color for symbols.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode" default="0">
Collision build mode. Use one of the [enum BuildMode] constants.

View file

@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
Length that the resulting collision extends in either direction perpendicular to its polygon.
@ -25,6 +23,4 @@
[b]Note:[/b] The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the [code]polygon[/code] member.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -12,8 +12,6 @@
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
</methods>
<members>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
@ -28,6 +26,4 @@
The actual shape owned by this collision shape.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -35,6 +35,4 @@
The actual shape owned by this collision shape.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -52,8 +52,6 @@
</description>
</signal>
</signals>
<constants>
</constants>
<theme_items>
<theme_item name="bg" data_type="icon" type="Texture2D">
The background of the color preview rect on the button.

View file

@ -9,8 +9,6 @@
<tutorials>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
The fill color.
@ -24,6 +22,4 @@
[/codeblocks]
</member>
</members>
<constants>
</constants>
</class>

View file

@ -9,13 +9,9 @@
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="segments" type="PackedVector2Array" setter="set_segments" getter="get_segments" default="PackedVector2Array()">
The array of points that make up the [ConcavePolygonShape2D]'s line segments.
</member>
</members>
<constants>
</constants>
</class>

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