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doc: Sync classref with current source
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akien-mga committed Mar 10, 2021
1 parent a3cdaa7 commit 469ac1e
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Showing 9 changed files with 71 additions and 45 deletions.
4 changes: 4 additions & 0 deletions doc/classes/@GlobalScope.xml
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<constant name="HORIZONTAL" value="0" enum="Orientation">
General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
</constant>
<constant name="CLOCKWISE" value="0" enum="ClockDirection">
</constant>
<constant name="COUNTERCLOCKWISE" value="1" enum="ClockDirection">
</constant>
<constant name="HALIGN_LEFT" value="0" enum="HAlign">
Horizontal left alignment, usually for text-derived classes.
</constant>
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66 changes: 33 additions & 33 deletions doc/classes/BaseMaterial3D.xml

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14 changes: 7 additions & 7 deletions doc/classes/EditorNode3DGizmoPlugin.xml
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Expand Up @@ -98,6 +98,13 @@
Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden.
</description>
</method>
<method name="get_gizmo_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method to provide the name that will appear in the gizmo visibility menu.
</description>
</method>
<method name="get_handle_name" qualifiers="virtual">
<return type="String">
</return>
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Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable).
</description>
</method>
<method name="get_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method to provide the name that will appear in the gizmo visibility menu.
</description>
</method>
<method name="get_priority" qualifiers="virtual">
<return type="int">
</return>
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14 changes: 14 additions & 0 deletions doc/classes/GLTFState.xml
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Expand Up @@ -109,6 +109,12 @@
<description>
</description>
</method>
<method name="get_unique_animation_names">
<return type="Array">
</return>
<description>
</description>
</method>
<method name="get_unique_names">
<return type="Array">
</return>
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<description>
</description>
</method>
<method name="set_unique_animation_names">
<return type="void">
</return>
<argument index="0" name="unique_animation_names" type="Array">
</argument>
<description>
</description>
</method>
<method name="set_unique_names">
<return type="void">
</return>
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2 changes: 1 addition & 1 deletion doc/classes/GLTFTexture.xml
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Expand Up @@ -9,7 +9,7 @@
<methods>
</methods>
<members>
<member name="src_image" type="int" setter="set_src_image" getter="get_src_image" default="4">
<member name="src_image" type="int" setter="set_src_image" getter="get_src_image" default="195773152">
</member>
</members>
<constants>
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2 changes: 1 addition & 1 deletion doc/classes/ProjectSettings.xml
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Expand Up @@ -469,7 +469,7 @@
<member name="debug/shapes/collision/max_contacts_displayed" type="int" setter="" getter="" default="10000">
Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.5 )">
<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.42 )">
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color( 1, 0.7, 0.1, 0.4 )">
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4 changes: 2 additions & 2 deletions doc/classes/RayCast3D.xml
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Expand Up @@ -136,11 +136,11 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape__custom_color" getter="get_debug_shape_custom_color" default="Color( 0.0, 0.0, 0.0 )">
<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color( 0, 0, 0, 1 )">
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
</member>
<member name="debug_shape_thickness" type="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="1">
<member name="debug_shape_thickness" type="float" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2.0">
If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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8 changes: 8 additions & 0 deletions doc/classes/SceneTree.xml
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Expand Up @@ -88,6 +88,14 @@
The timer will be automatically freed after its time elapses.
</description>
</method>
<method name="get_first_node_in_group">
<return type="Node">
</return>
<argument index="0" name="group" type="StringName">
</argument>
<description>
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="int">
</return>
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2 changes: 1 addition & 1 deletion doc/classes/TextEdit.xml
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Expand Up @@ -412,7 +412,7 @@
[/gdscript]
[csharp]
int[] result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
if (result.Length > 0)
if (result.Length &gt; 0)
{
// Result found.
int lineNumber = result[(int)TextEdit.SearchResult.Line];
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