Commit graph

75 commits

Author SHA1 Message Date
Micky
61bdbdd9ee Replace some "uncommon" words in class reference 2024-01-15 18:51:52 +01:00
Hugo Locurcio
ce2a7f3253
Document AudioServer.playback_speed_scale in Engine.time_scale
This also documents `physics_ticks_per_second` not being automatically
adjusted, which can be important when speeding up simulation.
2023-12-12 13:13:05 +01:00
Aaron Franke
ebc6ec1692
Fix incorrect documentation for Engine.get_architecture_name() 2023-07-07 14:51:51 -05:00
Rémi Verschelde
81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00
Rémi Verschelde
346f1ab86b
Bump version to 4.2-dev
Keep on waitin'
2023-07-05 22:07:03 +02:00
VolTer
04562662d3 Overhaul the top sections of the class reference (Core classes) 2023-05-19 07:04:48 +02:00
Ninni Pipping
16a1465380 Add information about how Engine.time_scale affects Timers 2023-04-23 10:21:18 +02:00
Rémi Verschelde
1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
Emmanuel Leblond
58f4139164
Add Engine::unregister_script_language and make Engine::register_script_language returns a Error 2023-02-10 19:50:24 +01:00
Rémi Verschelde
94e9860b82
Merge pull request #65836 from Calinou/add-max-physics-steps-per-frame-setting
Implement adjusting the maximum number of physics steps per rendered frame
2022-11-15 16:24:56 +01:00
Hugo Locurcio
66f7c48e39
Implement adjusting the maximum number of physics steps per rendered frame
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.

This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
2022-10-09 23:00:09 +02:00
kobewi
1b7aee3c8d Fill random docs 2022-10-07 20:10:18 +02:00
Hugo Locurcio
1c6c72caf1
Rename Engine.target_fps and associated project setting to max_fps
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
Paul Joannon
2316c3a3a9
Add new C# code blocks to class ref pages
- AStarGrid2D
- Engine
- Font
- Node
- OS
- Tweens
2022-09-19 19:38:29 +02:00
kobewi
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Andy Maloney
ea2192b99e [doc] Use "param" instead of "code" to refer to parameters (6) 2022-08-12 12:07:53 -04:00
Rémi Verschelde
682dbe5d00
Merge pull request #64008 from YuriSizov/doctool-add-param-reference-syntax 2022-08-08 22:50:35 +02:00
Yuri Sizov
c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
Hugo Locurcio
27a072c884
Print expected os.arch tuple for current platform in GDExtension error
This also adds `Engine.get_architecture_name()` to get the name of the
CPU architecture the Godot binary was built for.
2022-08-08 19:30:34 +02:00
Hugo Locurcio
aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
reduz
360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
Hugo Locurcio
b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
Hugo Locurcio
9e6b1b16c6
Document physics simulation being limited to 8 ticks per rendered frame 2021-12-06 16:39:33 +01:00
Rémi Verschelde
6c1bd4d227
Replace Godot docs URL with $DOCS_URL in XML class reference 2021-11-15 13:02:21 +01:00
Rémi Verschelde
c7f67daccd
Merge pull request #52855 from Calinou/engine-editor-hint-getter-only 2021-09-25 22:09:51 +02:00
Aaron Franke
d54f2ad7ca
Don't generate empty doc sections and reduce code duplication 2021-09-20 20:59:33 -05:00
Hugo Locurcio
2560070c0a
Remove Engine.editor_hint in favor of Engine.is_editor_hint()
The `Engine.set_editor_hint()` setter method is no longer exposed
to scripting, which makes the property effectively read-only from
an user perspective.
2021-09-20 14:24:39 +02:00
Hugo Locurcio
4a745aa0b8
Improve documentation for Engine.get_process_frames/get_physics_frames() 2021-09-12 23:07:40 +02:00
reduz
e2f8df8c5b Add ability to register singletons from engine API
* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
2021-08-25 08:32:25 -03:00
Hugo Locurcio
937c1a716c
Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
Rémi Verschelde
7adf4cc9b5
doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
Nicholas Huelin
9a72b0d3d0 Fix doc typos
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`,  `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
2021-07-23 12:15:15 -04:00
Rémi Verschelde
cca29b78b9
Merge pull request #48359 from Calinou/add-engine-print-error-property 2021-06-20 13:22:08 +02:00
Hugo Locurcio
8f4ac7bc4a
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
2021-06-08 19:52:48 +02:00
Hugo Locurcio
0eb9b414c1
Add Engine.print_error_messages property to disable printing errors
This can be used during unit test suite runs to hide error and warning
messages.

Care should be taken when using this feature, as it can hide important
information if used wrongly.
2021-05-01 23:11:08 +02:00
Hugo Locurcio
17591fc6a1
Improve the Engine.editor_hint property documentation 2021-04-20 22:56:44 +02:00
Paul Joannon
8455e901f3
class reference proofreading 2021-03-19 13:21:20 +01:00
Rémi Verschelde
215d18814e
doc: Sync classref with current source 2021-01-04 14:33:44 +01:00
Marcel Admiraal
d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
HaSa1002
8fb113bb4c Port code examples to C# (D)
Includes:
 * Decal
 * Dictionary
 * Directory
 * DisplayServer
 * DTLSServer
 * DynamicFont
 * EditorImportPlugin
 * EditorPlugin
 * EditorScenePostImport
 * EditorScript
 * EditorSettings
 * EditorTranslationParserPlugin
 * Engine
 * Expression

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-01 09:05:17 +01:00
Rémi Verschelde
d2d4c1c957 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg

Thanks to all contributors and donors for making Godot possible!

---

Also changes to relevant code that parses the DONORS.md to match
the new tiers.
2020-08-14 00:06:51 +02:00
Chris Bradfield
975ed93794 [DOCS] minor description changes 2020-05-09 18:56:14 -07:00
Hugo Locurcio
b89a37269b
Improve documentation related to fixed physics processing 2020-02-27 22:23:46 +01:00
clayjohn
57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
Rémi Verschelde
2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Andrii Doroshenko (Xrayez)
42567bffb9 Document Engine.get_idle/physics_frames methods 2020-01-14 22:32:32 +02:00
Tomasz Chabora
508e624b87 Complete documentation of various classes 2020-01-10 14:14:07 +01:00
lawnjelly
bf6c301b9c Add access to interpolation fraction for fixed timestep interpolation
Addresses #30068

This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.

The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
2019-07-11 08:25:26 +01:00
Rémi Verschelde
b9aa13e591 doc: Remove hardcoded default values from descriptions
They are now generated automatically by doctool.
2019-06-30 13:58:07 +02:00
Rémi Verschelde
c6cea6e9b3 doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-30 13:58:07 +02:00