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Calls the method represented by this **Callable** in deferred mode, i.e. at the end of the current frame. Arguments can be passed and should match the method's signature.
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::
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.. tabs::
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.. code-tab:: gdscript
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func _ready():
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grab_focus.call_deferred()
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.. code-tab:: csharp
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public override void _Ready()
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{
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Callable.From(GrabFocus).CallDeferred();
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}
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See also :ref:`Object.call_deferred<class_Object_method_call_deferred>`.
Copy file name to clipboardExpand all lines: classes/class_color.rst
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@@ -17,7 +17,7 @@ A color represented in RGBA format.
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Description
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-----------
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A color represented in RGBA format by a red (:ref:`r<class_Color_property_r>`), green (:ref:`g<class_Color_property_g>`), blue (:ref:`b<class_Color_property_b>`), and alpha (:ref:`a<class_Color_property_a>`) component. Each component is a 16-bit floating-point value, usually ranging from ``0.0`` to ``1.0``. Some properties (such as :ref:`CanvasItem.modulate<class_CanvasItem_property_modulate>`) may support values greater than ``1.0``, for overbright or HDR (High Dynamic Range) colors.
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A color represented in RGBA format by a red (:ref:`r<class_Color_property_r>`), green (:ref:`g<class_Color_property_g>`), blue (:ref:`b<class_Color_property_b>`), and alpha (:ref:`a<class_Color_property_a>`) component. Each component is a 32-bit floating-point value, usually ranging from ``0.0`` to ``1.0``. Some properties (such as :ref:`CanvasItem.modulate<class_CanvasItem_property_modulate>`) may support values greater than ``1.0``, for overbright or HDR (High Dynamic Range) colors.
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Colors can be created in various ways: By the various **Color** constructors, by static methods such as :ref:`from_hsv<class_Color_method_from_hsv>`, and by using a name from the set of standardized colors based on `X11 color names <https://en.wikipedia.org/wiki/X11_color_names>`__ with the addition of :ref:`TRANSPARENT<class_Color_constant_TRANSPARENT>`. GDScript also provides :ref:`@GDScript.Color8<class_@GDScript_method_Color8>`, which uses integers from ``0`` to ``255`` and doesn't support overbright colors.
Unique application identifier in a reverse-DNS format, can only contain alphanumeric characters (``A-Z``, ``a-z``, and ``0-9``), hyphens (``-``), and periods (``.``).
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Unique application identifier in a reverse-DNS format. The reverse DNS format should preferably match a domain name you control, but this is not strictly required. For instance, if you own ``example.com``, your package unique name should preferably be of the form ``com.example.mygame``. This identifier can only contain lowercase alphanumeric characters (``a-z``, and ``0-9``), underscores (``_``), and periods (``.``). Each component of the reverse DNS format must start with a letter: for instance, ``com.example.8game`` is not valid.
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If ``$genname`` is present in the value, it will be replaced by the project name converted to lowercase. If there are invalid characters in the project name, they will be stripped. If all characters in the project name are stripped, ``$genname`` is replaced by ``noname``.
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\ **Note:** Changing the package name will cause the package to be considered as a new package, with its own installation and data paths. The new package won't be usable to update existing installations.
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\ **Note:** When publishing to Google Play, the package name must be *globally* unique. This means no other apps published on Google Play must be using the same package name as yours. Otherwise, you'll be prevented from publishing your app on Google Play.
Sets the V-Sync mode for the editor. Does not affect the project when run from the editor (this is controlled by :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_display/window/vsync/vsync_mode>`).
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Depending on the platform and used renderer, the engine will fall back to **Enabled** if the desired mode is not supported.
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\ **Note:** V-Sync modes other than **Enabled** are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
If ``true``, adds static typing hints such as ``-> void`` and ``: int`` when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the :kbd:`Ctrl` key.
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If ``true``, adds :doc:`GDScript static typing <../tutorials/scripting/gdscript/static_typing>` hints such as ``-> void`` and ``: int`` when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the :kbd:`Ctrl` key. If ``true``, newly created scripts will also automatically have type hints added to their method parameters and return types.
Height map data, pool arraymust be of :ref:`map_width<class_HeightMapShape3D_property_map_width>` \*:ref:`map_depth<class_HeightMapShape3D_property_map_depth>` size.
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Height map data. The array's size must be equal to :ref:`map_width<class_HeightMapShape3D_property_map_width>` multiplied by :ref:`map_depth<class_HeightMapShape3D_property_map_depth>`.
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.. rst-class:: classref-item-separator
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@@ -95,6 +109,35 @@ Number of vertices in the depth of the height map. Changing this will resize the
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Number of vertices in the width of the height map. Changing this will resize the :ref:`map_data<class_HeightMapShape3D_property_map_data>`.
Returns the largest height value found in :ref:`map_data<class_HeightMapShape3D_property_map_data>`. Recalculates only when :ref:`map_data<class_HeightMapShape3D_property_map_data>` changes.
Returns the smallest height value found in :ref:`map_data<class_HeightMapShape3D_property_map_data>`. Recalculates only when :ref:`map_data<class_HeightMapShape3D_property_map_data>` changes.
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.. |virtual| replace:::abbr:`virtual(This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:::abbr:`const(This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:::abbr:`vararg(This method accepts any number of arguments after the ones described here.)`
Returns the last mouse velocity in screen coordinates. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.
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