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Copy file name to clipboardExpand all lines: classes/class_animatablebody2d.rst
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Description
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to ``ANIMATION_PROCESS_PHYSICS``), and :ref:`RemoteTransform2D<class_RemoteTransform2D>`.
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to :ref:`AnimationPlayer.ANIMATION_PROCESS_PHYSICS<class_AnimationPlayer_constant_ANIMATION_PROCESS_PHYSICS>`), and :ref:`RemoteTransform2D<class_RemoteTransform2D>`.
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When **AnimatableBody2D** is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
Copy file name to clipboardExpand all lines: classes/class_animatablebody3d.rst
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Description
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to ``ANIMATION_PROCESS_PHYSICS``), and :ref:`RemoteTransform3D<class_RemoteTransform3D>`.
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to :ref:`AnimationPlayer.ANIMATION_PROCESS_PHYSICS<class_AnimationPlayer_constant_ANIMATION_PROCESS_PHYSICS>`), and :ref:`RemoteTransform3D<class_RemoteTransform3D>`.
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When **AnimatableBody3D** is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
- :ref:`bool<class_bool>` **get_flag** **(** :ref:`Flags<enum_BaseMaterial3D_Flags>` flag **)** |const|
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If ``true``, the object will not be affected by fog (neither volumetric nor depth fog). This is useful for unshaded or transparent materials (e.g. particles), which without this setting will be affected even if fully transparent.
Copy file name to clipboardExpand all lines: classes/class_concavepolygonshape2d.rst
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Description
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A 2D polyline shape, intended for use in physics. Used internally in :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` when it's in ``BUILD_SEGMENTS`` mode.
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A 2D polyline shape, intended for use in physics. Used internally in :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` when it's in :ref:`CollisionPolygon2D.BUILD_SEGMENTS<class_CollisionPolygon2D_constant_BUILD_SEGMENTS>` mode.
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Being just a collection of interconnected line segments, **ConcavePolygonShape2D** is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>` is *hollow* even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.
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\ **Note:** When used for collision, **ConcavePolygonShape2D** is intended to work with static :ref:`CollisionShape2D<class_CollisionShape2D>` nodes like :ref:`StaticBody2D<class_StaticBody2D>` and will likely not behave well for :ref:`CharacterBody2D<class_CharacterBody2D>`\ s or :ref:`RigidBody2D<class_RigidBody2D>`\ s in a mode other than Static.
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\ **Warning:** Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. **ConcavePolygonShape2D** is hollow, so it won't detect a collision.
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\ **Performance:** Due to its complexity, **ConcavePolygonShape2D** is the slowest 2D collision shape to check collisions against. Its use should generally be limited to level geometry. If the polyline is closed, :ref:`CollisionPolygon2D<class_CollisionPolygon2D>`'s ``BUILD_SOLIDS`` mode can be used, which decomposes the polygon into convex ones; see :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>`'s documentation for instructions.
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\ **Performance:** Due to its complexity, **ConcavePolygonShape2D** is the slowest 2D collision shape to check collisions against. Its use should generally be limited to level geometry. If the polyline is closed, :ref:`CollisionPolygon2D<class_CollisionPolygon2D>`'s :ref:`CollisionPolygon2D.BUILD_SOLIDS<class_CollisionPolygon2D_constant_BUILD_SOLIDS>` mode can be used, which decomposes the polygon into convex ones; see :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>`'s documentation for instructions.
Copy file name to clipboardExpand all lines: classes/class_convexpolygonshape2d.rst
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A 2D convex polygon shape, intended for use in physics. Used internally in :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` when it's in ``BUILD_SOLIDS`` mode.
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A 2D convex polygon shape, intended for use in physics. Used internally in :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` when it's in :ref:`CollisionPolygon2D.BUILD_SOLIDS<class_CollisionPolygon2D_constant_BUILD_SOLIDS>` mode.
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\ **ConvexPolygonShape2D** is *solid*, which means it detects collisions from objects that are fully inside it, unlike :ref:`ConcavePolygonShape2D<class_ConcavePolygonShape2D>` which is hollow. This makes it more suitable for both detection and physics.
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\ **Convex decomposition:** A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several **ConvexPolygonShape2D** nodes or by using the :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` node in ``BUILD_SOLIDS`` mode. To generate a collision polygon from a sprite, select the :ref:`Sprite2D<class_Sprite2D>` node, go to the **Sprite2D** menu that appears above the viewport, and choose **Create Polygon2D Sibling**.
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\ **Convex decomposition:** A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several **ConvexPolygonShape2D** nodes or by using the :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` node in :ref:`CollisionPolygon2D.BUILD_SOLIDS<class_CollisionPolygon2D_constant_BUILD_SOLIDS>` mode. To generate a collision polygon from a sprite, select the :ref:`Sprite2D<class_Sprite2D>` node, go to the **Sprite2D** menu that appears above the viewport, and choose **Create Polygon2D Sibling**.
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\ **Performance:** **ConvexPolygonShape2D** is faster to check collisions against compared to :ref:`ConcavePolygonShape2D<class_ConcavePolygonShape2D>`, but it is slower than primitive collision shapes such as :ref:`CircleShape2D<class_CircleShape2D>` and :ref:`RectangleShape2D<class_RectangleShape2D>`. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
Returns ``true`` if positions of **OK** and **Cancel** buttons are swapped in dialogs. This is enabled by default on Windows and UWP to follow interface conventions, and be toggled by changing :ref:`ProjectSettings.gui/common/swap_cancel_ok<class_ProjectSettings_property_gui/common/swap_cancel_ok>`.
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Returns ``true`` if positions of **OK** and **Cancel** buttons are swapped in dialogs. This is enabled by default on Windows to follow interface conventions, and be toggled by changing :ref:`ProjectSettings.gui/common/swap_cancel_ok<class_ProjectSettings_property_gui/common/swap_cancel_ok>`.
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\ **Note:** This doesn't affect native dialogs such as the ones spawned by :ref:`dialog_show<class_DisplayServer_method_dialog_show>`.
Returns the name of the export operating system handled by this **EditorExportPlatform** class, as a friendly string. Possible return values are ``Windows``, ``Linux``, ``macOS``, ``Android``, ``iOS``, and ``Web``.
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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.)`
Copy file name to clipboardExpand all lines: classes/class_editorplugin.rst
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Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also :ref:`EditorScript<class_EditorScript>` to add functions to the editor.
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\ **Note:** Some names in this class contain "left" or "right" (e.g. :ref:`DOCK_SLOT_LEFT_UL<class_EditorPlugin_constant_DOCK_SLOT_LEFT_UL>`). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.
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.. rst-class:: classref-introduction-group
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Tutorials
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Copy file name to clipboardExpand all lines: classes/class_editorresourcetooltipplugin.rst
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@@ -68,7 +68,7 @@ Return ``true`` if the plugin is going to handle the given :ref:`Resource<class_
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Create and return a tooltip that will be displayed when the user hovers a resource under the given ``path`` in filesystem dock.
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The ``metadata`` dictionary is provided by preview generator (see method EditorResourcePreviewGenerator._generate]).
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The ``metadata`` dictionary is provided by preview generator (see :ref:`EditorResourcePreviewGenerator._generate<class_EditorResourcePreviewGenerator_method__generate>`).
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\ ``base`` is the base default tooltip, which is a :ref:`VBoxContainer<class_VBoxContainer>` with a file name, type and size labels. If another plugin handled the same file type, ``base`` will be output from the previous plugin. For best result, make sure the base tooltip is part of the returned :ref:`Control<class_Control>`.
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