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Merge pull request #88641 from Calinou/doc-add-keywords
Add keywords to improve search in the class reference
2 parents 4b543dd + f781571 commit b15105a

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doc/classes/@GlobalScope.xml

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@@ -362,7 +362,7 @@
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[/codeblock]
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</description>
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</method>
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<method name="ease">
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<method name="ease" keywords="smooth">
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<return type="float" />
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<param index="0" name="x" type="float" />
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<param index="1" name="curve" type="float" />
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[/codeblocks]
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</description>
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</method>
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<method name="inverse_lerp">
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<method name="inverse_lerp" keywords="interpolate">
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<return type="float" />
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<param index="0" name="from" type="float" />
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<param index="1" name="to" type="float" />
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See also [method lerp], which performs the reverse of this operation, and [method remap] to map a continuous series of values to another.
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</description>
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</method>
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<method name="is_equal_approx">
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<method name="is_equal_approx" keywords="roughly">
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<return type="bool" />
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<param index="0" name="a" type="float" />
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<param index="1" name="b" type="float" />
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This function is faster than using [method is_equal_approx] with one value as zero.
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</description>
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</method>
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<method name="lerp">
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<method name="lerp" keywords="interpolate">
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<return type="Variant" />
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<param index="0" name="from" type="Variant" />
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<param index="1" name="to" type="Variant" />
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[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp].
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</description>
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</method>
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<method name="lerp_angle">
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<method name="lerp_angle" keywords="interpolate">
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<return type="float" />
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<param index="0" name="from" type="float" />
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<param index="1" name="to" type="float" />
@@ -1080,7 +1080,7 @@
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[b]Note:[/b] This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use [method seed] to initialize the random number generator.
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</description>
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</method>
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<method name="remap" keywords="range, lerp">
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<method name="remap" keywords="range, lerp, interpolate">
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<return type="float" />
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<param index="0" name="value" type="float" />
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<param index="1" name="istart" type="float" />

doc/classes/AudioListener2D.xml

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@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioListener2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="AudioListener2D" inherits="Node2D" keywords="sound" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Overrides the location sounds are heard from.
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</brief_description>

doc/classes/AudioListener3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioListener3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="AudioListener3D" inherits="Node3D" keywords="sound" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Overrides the location sounds are heard from.
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</brief_description>

doc/classes/AudioStreamPlayer.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamPlayer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="AudioStreamPlayer" inherits="Node" keywords="sound, music, song" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Plays back audio non-positionally.
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</brief_description>

doc/classes/AudioStreamPlayer2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamPlayer2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="AudioStreamPlayer2D" inherits="Node2D" keywords="sound, sfx" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Plays positional sound in 2D space.
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</brief_description>

doc/classes/AudioStreamPlayer3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamPlayer3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="AudioStreamPlayer3D" inherits="Node3D" keywords="sound, sfx" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Plays positional sound in 3D space.
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</brief_description>

doc/classes/BaseButton.xml

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@@ -59,7 +59,7 @@
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If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
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[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
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If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
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</member>
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<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />

doc/classes/BaseMaterial3D.xml

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@@ -57,19 +57,19 @@
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</method>
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</methods>
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<members>
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<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
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<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)" keywords="albedo_colour, diffuse_color, diffuse_colour">
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The material's base color.
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[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
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</member>
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<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture" keywords="diffuse_texture">
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Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
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If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb].
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</member>
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<member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
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<member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false" keywords="diffuse_texture_force_srgb">
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If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb].
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This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright.
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</member>
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<member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false">
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<member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false" keywords="diffuse_texture_force_srgb">
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Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters.
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</member>
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<member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge">
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<member name="alpha_hash_scale" type="float" setter="set_alpha_hash_scale" getter="get_alpha_hash_scale">
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The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code].
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</member>
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<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
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<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold" keywords="alpha_test_threshold">
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Threshold at which the alpha scissor will discard values. Higher values will result in more pixels being discarded. If the material becomes too opaque at a distance, try increasing [member alpha_scissor_threshold]. If the material disappears at a distance, try decreasing [member alpha_scissor_threshold].
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</member>
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<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0">
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<constant name="TRANSPARENCY_ALPHA" value="1" enum="Transparency">
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The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.
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</constant>
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<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
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<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency" keywords="TRANSPARENCY_ALPHA_TEST">
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The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.
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</constant>
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<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">

doc/classes/Basis.xml

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[/codeblocks]
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</description>
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</method>
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<method name="slerp" qualifiers="const">
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<method name="slerp" qualifiers="const" keywords="interpolate">
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<return type="Basis" />
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<param index="0" name="to" type="Basis" />
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<param index="1" name="weight" type="float" />

doc/classes/BoneAttachment3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BoneAttachment3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="BoneAttachment3D" inherits="Node3D" keywords="tag" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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А node that dynamically copies or overrides the 3D transform of a bone in its parent [Skeleton3D].
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</brief_description>

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