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Replace Pool*Arrays with Packed*Arrays in tutorials and references

Yuri Sizov 5 years ago
parent
commit
075acc61b0

+ 9 - 7
_extensions/gdscript.py

@@ -282,13 +282,15 @@ class GDScriptLexer(RegexLexer):
                         "NodePath",
                         "NodePath",
                         "Dictionary",
                         "Dictionary",
                         "Array",
                         "Array",
-                        "PoolByteArray",
-                        "PoolIntArray",
-                        "PoolRealArray",
-                        "PoolStringArray",
-                        "PoolVector2Array",
-                        "PoolVector3Array",
-                        "PoolColorArray",
+                        "PackedByteArray",
+                        "PackedInt32Array",
+                        "PackedInt64Array",
+                        "PackedFloat32Array",
+                        "PackedFloat64Array",
+                        "PackedStringArray",
+                        "PackedVector2Array",
+                        "PackedVector3Array",
+                        "PackedColorArray",
                         "null",
                         "null",
                     ),
                     ),
                     prefix=r"(?<!\.)",
                     prefix=r"(?<!\.)",

+ 3 - 3
development/file_formats/tscn.rst

@@ -408,7 +408,7 @@ Each track is described by a list of key-value pairs in the format
     - 1 (linear)
     - 1 (linear)
     - 2 (cubic)
     - 2 (cubic)
 
 
-4. The ``keys`` correspond to the keyframes. It appears as a ``PoolRealArray()``,
+4. The ``keys`` correspond to the keyframes. It appears as a ``PackedFloat32Array()``,
    but may have a different structure for tracks with different types.
    but may have a different structure for tracks with different types.
 
 
     - A Transform track uses every 12 real numbers in the ``keys`` to describe
     - A Transform track uses every 12 real numbers in the ``keys`` to describe
@@ -430,11 +430,11 @@ Each track is described by a list of key-value pairs in the format
     tracks/0/loop_wrap = true
     tracks/0/loop_wrap = true
     tracks/0/imported = true
     tracks/0/imported = true
     tracks/0/enabled = true
     tracks/0/enabled = true
-    tracks/0/keys = PoolRealArray( 0, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074, 4.95833, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074 )
+    tracks/0/keys = PackedFloat32Array( 0, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074, 4.95833, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074 )
     tracks/1/type = "transform"
     tracks/1/type = "transform"
     tracks/1/path = NodePath("Armature001/Skeleton:Bone.001")
     tracks/1/path = NodePath("Armature001/Skeleton:Bone.001")
     tracks/1/interp = 1
     tracks/1/interp = 1
     tracks/1/loop_wrap = true
     tracks/1/loop_wrap = true
     tracks/1/imported = true
     tracks/1/imported = true
     tracks/1/enabled = false
     tracks/1/enabled = false
-    tracks/1/keys = PoolRealArray( 0, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1, 4.95833, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1 )
+    tracks/1/keys = PackedFloat32Array( 0, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1, 4.95833, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1 )

+ 16 - 14
getting_started/scripting/c_sharp/c_sharp_differences.rst

@@ -266,20 +266,22 @@ GDScript               C#
 Array
 Array
 -----
 -----
 
 
-*This is temporary. PoolArrays will need their own types to be used the way they are meant to.*
-
-=====================  ==============================================================
-GDScript               C#
-=====================  ==============================================================
-``Array``              ``Godot.Collections.Array``
-``PoolIntArray``       ``int[]``
-``PoolByteArray``      ``byte[]``
-``PoolFloatArray``     ``float[]``
-``PoolStringArray``    ``String[]``
-``PoolColorArray``     ``Color[]``
-``PoolVector2Array``   ``Vector2[]``
-``PoolVector3Array``   ``Vector3[]``
-=====================  ==============================================================
+*This is temporary. PackedArrays will need their own types to be used the way they are meant to.*
+
+======================  ==============================================================
+GDScript                C#
+======================  ==============================================================
+``Array``                ``Godot.Collections.Array``
+``PackedInt32Array``     ``int[]``
+``PackedInt64Array``     ``long[]``
+``PackedByteArray``      ``byte[]``
+``PackedFloat32Array``   ``float[]``
+``PackedFloat64Array``   ``double[]``
+``PackedStringArray``    ``String[]``
+``PackedColorArray``     ``Color[]``
+``PackedVector2Array``   ``Vector2[]``
+``PackedVector3Array``   ``Vector3[]``
+======================  ==============================================================
 
 
 ``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``.
 ``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``.
 Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one.
 Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one.

+ 11 - 9
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -339,7 +339,7 @@ Built-in types
 Built-in types are stack-allocated. They are passed as values. This means a copy
 Built-in types are stack-allocated. They are passed as values. This means a copy
 is created on each assignment or when passing them as arguments to functions.
 is created on each assignment or when passing them as arguments to functions.
 The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by
 The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by
-reference so they are shared. (Pooled arrays such as ``PoolByteArray`` are still
+reference so they are shared. (Pooled arrays such as ``PackedByteArray`` are still
 passed as values.)
 passed as values.)
 
 
 Basic built-in types
 Basic built-in types
@@ -370,7 +370,7 @@ It is stored as a 64-bit value, equivalent to "int64_t" in C++.
 Stores real numbers, including decimals, using floating-point values.
 Stores real numbers, including decimals, using floating-point values.
 It is stored as a 64-bit value, equivalent to "double" in C++.
 It is stored as a 64-bit value, equivalent to "double" in C++.
 Note: Currently, data structures such as Vector2, Vector3, and
 Note: Currently, data structures such as Vector2, Vector3, and
-PoolRealArray store 32-bit single-precision "float" values.
+PackedFloat32Array store 32-bit single-precision "float" values.
 
 
 :ref:`String <class_String>`
 :ref:`String <class_String>`
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -490,13 +490,15 @@ arrays are available. These only accept a single data type. They avoid memory
 fragmentation and use less memory, but are atomic and tend to run slower than generic
 fragmentation and use less memory, but are atomic and tend to run slower than generic
 arrays. They are therefore only recommended to use for large data sets:
 arrays. They are therefore only recommended to use for large data sets:
 
 
-- :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
-- :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
-- :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
-- :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
-- :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
-- :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
-- :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
+- :ref:`PackedByteArray <class_PackedByteArray>`: An array of bytes (integers from 0 to 255).
+- :ref:`PackedInt32Array <class_PackedInt32Array>`: An array of 32-bit integers.
+- :ref:`PackedInt64Array <class_PackedInt64Array>`: An array of 64-bit integers.
+- :ref:`PackedFloat32Array <class_PackedFloat32Array>`: An array of 32-bit floats.
+- :ref:`PackedFloat64Array <class_PackedFloat64Array>`: An array of 64-bit floats.
+- :ref:`PackedStringArray <class_PackedStringArray>`: An array of strings.
+- :ref:`PackedVector2Array <class_PackedVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
+- :ref:`PackedVector3Array <class_PackedVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
+- :ref:`PackedColorArray <class_PackedColorArray>`: An array of :ref:`Color <class_Color>` objects.
 
 
 :ref:`Dictionary <class_Dictionary>`
 :ref:`Dictionary <class_Dictionary>`
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

+ 2 - 2
getting_started/scripting/gdscript/gdscript_exports.rst

@@ -173,8 +173,8 @@ initializers, but they must be constant expressions.
 
 
     # Typed arrays also work, only initialized empty:
     # Typed arrays also work, only initialized empty:
 
 
-    export var vector3s = PoolVector3Array()
-    export var strings = PoolStringArray()
+    export var vector3s = PackedVector3Array()
+    export var strings = PackedStringArray()
 
 
     # Regular array, created local for every instance.
     # Regular array, created local for every instance.
     # Default value can include run-time values, but can't
     # Default value can include run-time values, but can't

+ 1 - 1
getting_started/workflow/best_practices/data_preferences.rst

@@ -54,7 +54,7 @@ to each other.
   array object in traditional C++ libraries. It is a "templated"
   array object in traditional C++ libraries. It is a "templated"
   type, meaning that its records can only contain a particular type (denoted
   type, meaning that its records can only contain a particular type (denoted
   by angled brackets). So, for example, a
   by angled brackets). So, for example, a
-  :ref:`PoolStringArray <class_PoolStringArray>` would be something like
+  :ref:`PackedStringArray <class_PackedStringArray>` would be something like
   a ``Vector<String>``.
   a ``Vector<String>``.
 
 
 Contiguous memory stores imply the following operation performance:
 Contiguous memory stores imply the following operation performance:

+ 1 - 1
getting_started/workflow/export/exporting_for_web.rst

@@ -193,7 +193,7 @@ returned by ``eval()`` under certain circumstances:
  * JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`
  * JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`
  * JavaScript ``string`` is returned as GDScript :ref:`class_String`
  * JavaScript ``string`` is returned as GDScript :ref:`class_String`
  * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as
  * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as
-   GDScript :ref:`class_PoolByteArray`
+   GDScript :ref:`PackedByteArray<class_PackedByteArray>`
 
 
 ::
 ::
 
 

+ 5 - 5
tutorials/2d/custom_drawing_in_2d.rst

@@ -171,7 +171,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
 
 
     func draw_circle_arc(center, radius, angle_from, angle_to, color):
     func draw_circle_arc(center, radius, angle_from, angle_to, color):
         var nb_points = 32
         var nb_points = 32
-        var points_arc = PoolVector2Array()
+        var points_arc = PackedVector2Array()
 
 
         for i in range(nb_points + 1):
         for i in range(nb_points + 1):
             var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
             var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
@@ -200,7 +200,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
 
 
 Remember the number of points our shape has to be decomposed into? We fixed this
 Remember the number of points our shape has to be decomposed into? We fixed this
 number in the ``nb_points`` variable to a value of ``32``. Then, we initialize an empty
 number in the ``nb_points`` variable to a value of ``32``. Then, we initialize an empty
-``PoolVector2Array``, which is simply an array of ``Vector2``\ s.
+``PackedVector2Array``, which is simply an array of ``Vector2``\ s.
 
 
 The next step consists of computing the actual positions of these 32 points that
 The next step consists of computing the actual positions of these 32 points that
 compose an arc. This is done in the first for-loop: we iterate over the number of
 compose an arc. This is done in the first for-loop: we iterate over the number of
@@ -219,7 +219,7 @@ between -1 and 1, the position is located on a circle of radius 1. To have this
 position on our support circle, which has a radius of ``radius``, we simply need to
 position on our support circle, which has a radius of ``radius``, we simply need to
 multiply the position by ``radius``. Finally, we need to position our support circle
 multiply the position by ``radius``. Finally, we need to position our support circle
 at the ``center`` position, which is performed by adding it to our ``Vector2`` value.
 at the ``center`` position, which is performed by adding it to our ``Vector2`` value.
-Finally, we insert the point in the ``PoolVector2Array`` which was previously defined.
+Finally, we insert the point in the ``PackedVector2Array`` which was previously defined.
 
 
 Now, we need to actually draw our points. As you can imagine, we will not simply
 Now, we need to actually draw our points. As you can imagine, we will not simply
 draw our 32 points: we need to draw everything that is between each of them.
 draw our 32 points: we need to draw everything that is between each of them.
@@ -276,9 +276,9 @@ the same as before, except that we draw a polygon instead of lines:
 
 
     func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
     func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
         var nb_points = 32
         var nb_points = 32
-        var points_arc = PoolVector2Array()
+        var points_arc = PackedVector2Array()
         points_arc.push_back(center)
         points_arc.push_back(center)
-        var colors = PoolColorArray([color])
+        var colors = PackedColorArray([color])
 
 
         for i in range(nb_points + 1):
         for i in range(nb_points + 1):
             var angle_point = deg2rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)
             var angle_point = deg2rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)

+ 21 - 21
tutorials/content/procedural_geometry/arraymesh.rst

@@ -14,19 +14,19 @@ lines, points, etc. A complete list can be found under the :ref:`Mesh <class_mes
 class reference page.
 class reference page.
 
 
 The second is the actual Array that stores the mesh information. The array is a normal Godot array that
 The second is the actual Array that stores the mesh information. The array is a normal Godot array that
-is constructed with empty brackets ``[]``. It stores a ``Pool**Array`` (e.g. PoolVector3Array,
-PoolIntArray, etc.) for each type of information.
+is constructed with empty brackets ``[]``. It stores a ``Packed**Array`` (e.g. PackedVector3Array,
+PackedInt32Array, etc.) for each type of information.
 
 
-- ``ARRAY_VERTEX`` = 0 | PoolVector3Array or PoolVector2Array
-- ``ARRAY_NORMAL`` = 1 | PoolVector3Array
-- ``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats determine the tangent, and
+- ``ARRAY_VERTEX`` = 0 | PackedVector3Array or PackedVector2Array
+- ``ARRAY_NORMAL`` = 1 | PackedVector3Array
+- ``ARRAY_TANGENT`` = 2 | PackedFloat32Array of groups of 4 floats. first 3 floats determine the tangent, and
   the last the binormal direction as -1 or 1.
   the last the binormal direction as -1 or 1.
-- ``ARRAY_COLOR`` = 3 | PoolColorArray
-- ``ARRAY_TEX_UV`` = 4 | PoolVector2Array or PoolVector3Array
-- ``ARRAY_TEX_UV2`` = 5 | PoolVector2Array or PoolVector3Array
-- ``ARRAY_BONES`` = 6 | PoolRealArray of groups of 4 floats or PoolIntArray of groups of 4 ints
-- ``ARRAY_WEIGHTS`` = 7 | PoolRealArray of groups of 4 floats
-- ``ARRAY_INDEX`` = 8 | PoolIntArray
+- ``ARRAY_COLOR`` = 3 | PackedColorArray
+- ``ARRAY_TEX_UV`` = 4 | PackedVector2Array or PackedVector3Array
+- ``ARRAY_TEX_UV2`` = 5 | PackedVector2Array or PackedVector3Array
+- ``ARRAY_BONES`` = 6 | PackedFloat32Array of groups of 4 floats or PackedInt32Array of groups of 4 ints
+- ``ARRAY_WEIGHTS`` = 7 | PackedFloat32Array of groups of 4 floats
+- ``ARRAY_INDEX`` = 8 | PackedInt32Array
 
 
 The Array of vertices is always required. All the others are optional and will only be used if included.
 The Array of vertices is always required. All the others are optional and will only be used if included.
 
 
@@ -75,10 +75,10 @@ Next create the arrays for each data type you will use.
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    var verts = PoolVector3Array()
-    var uvs = PoolVector2Array()
-    var normals = PoolVector3Array()
-    var indices = PoolIntArray()
+    var verts = PackedVector3Array()
+    var uvs = PackedVector2Array()
+    var normals = PackedVector3Array()
+    var indices = PackedInt32Array()
 
 
 Once you have filled your data arrays with your geometry you can create a mesh
 Once you have filled your data arrays with your geometry you can create a mesh
 by adding each array to ``surface_array`` and then committing to the mesh.
 by adding each array to ``surface_array`` and then committing to the mesh.
@@ -107,11 +107,11 @@ Put together the full code looks like:
         var arr = []
         var arr = []
         arr.resize(Mesh.ARRAY_MAX)
         arr.resize(Mesh.ARRAY_MAX)
 
 
-        # PoolVectorXXArrays for mesh construction.
-        var verts = PoolVector3Array()
-        var uvs = PoolVector2Array()
-        var normals = PoolVector3Array()
-        var indices = PoolIntArray()
+        # PackedVectorXArrays for mesh construction.
+        var verts = PackedVector3Array()
+        var uvs = PackedVector2Array()
+        var normals = PackedVector3Array()
+        var indices = PackedInt32Array()
 
 
         #######################################
         #######################################
         ## Insert code here to generate mesh ##
         ## Insert code here to generate mesh ##
@@ -152,7 +152,7 @@ that you find online.
 
 
     func _ready():
     func _ready():
 
 
-        # Set up the PoolVectorXArrays.
+        # Set up the PackedVectorXArrays.
 
 
         # Vertex indices.
         # Vertex indices.
         var thisrow = 0
         var thisrow = 0

+ 1 - 1
tutorials/content/procedural_geometry/index.rst

@@ -59,7 +59,7 @@ Surface array
 
 
 The surface array is an array of length ``ArrayMesh.ARRAY_MAX``. Each position in the array is
 The surface array is an array of length ``ArrayMesh.ARRAY_MAX``. Each position in the array is
 filled with a sub-array containing per-vertex information. For example, the array located at 
 filled with a sub-array containing per-vertex information. For example, the array located at 
-``ArrayMesh.ARRAY_NORMAL`` is a :ref:`PoolVector3Array <class_PoolVector3Array>` of vertex normals. 
+``ArrayMesh.ARRAY_NORMAL`` is a :ref:`PackedVector3Array <class_PackedVector3Array>` of vertex normals. 
 
 
 The surface array can be indexed or non-indexed. Creating a non-indexed array is as easy as not assigning
 The surface array can be indexed or non-indexed. Creating a non-indexed array is as easy as not assigning
 an array at the index ``ArrayMesh.ARRAY_INDEX``. A non-indexed array stores unique vertex information for
 an array at the index ``ArrayMesh.ARRAY_INDEX``. A non-indexed array stores unique vertex information for

+ 50 - 24
tutorials/misc/binary_serialization_api.rst

@@ -64,19 +64,23 @@ integer, specifying the type of data:
 +--------+--------------------------+
 +--------+--------------------------+
 | 20     | raw array                |
 | 20     | raw array                |
 +--------+--------------------------+
 +--------+--------------------------+
-| 21     | int array                |
+| 21     | int32 array              |
 +--------+--------------------------+
 +--------+--------------------------+
-| 22     | real array               |
+| 22     | int64 array              |
 +--------+--------------------------+
 +--------+--------------------------+
-| 23     | string array             |
+| 23     | float32 array            |
 +--------+--------------------------+
 +--------+--------------------------+
-| 24     | vector2 array            |
+| 24     | float64 array            |
 +--------+--------------------------+
 +--------+--------------------------+
-| 25     | vector3 array            |
+| 25     | string array             |
 +--------+--------------------------+
 +--------+--------------------------+
-| 26     | color array              |
+| 26     | vector2 array            |
 +--------+--------------------------+
 +--------+--------------------------+
-| 27     | max                      |
+| 27     | vector3 array            |
++--------+--------------------------+
+| 28     | color array              |
++--------+--------------------------+
+| 29     | max                      |
 +--------+--------------------------+
 +--------+--------------------------+
 
 
 Following this is the actual packet contents, which varies for each type
 Following this is the actual packet contents, which varies for each type
@@ -109,7 +113,7 @@ of packet:
 +----------+-------+---------+-------------------------+
 +----------+-------+---------+-------------------------+
 | Offset   | Len   | Type    | Description             |
 | Offset   | Len   | Type    | Description             |
 +==========+=======+=========+=========================+
 +==========+=======+=========+=========================+
-| 4        | 4     | Float   | IEE 754 32-Bits Float   |
+| 4        | 4     | Float   | IEEE 754 32-Bits Float  |
 +----------+-------+---------+-------------------------+
 +----------+-------+---------+-------------------------+
 
 
 4: :ref:`String<class_string>`
 4: :ref:`String<class_string>`
@@ -376,8 +380,8 @@ one after the other, using this same format.
 Then what follows is, for amount of "elements", values one after the
 Then what follows is, for amount of "elements", values one after the
 other, using this same format.
 other, using this same format.
 
 
-20: :ref:`PoolByteArray<class_poolbytearray>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+20: :ref:`PackedByteArray<class_PackedByteArray>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +---------------+-------+-----------+------------------------+
 +---------------+-------+-----------+------------------------+
 | Offset        | Len   | Type      | Description            |
 | Offset        | Len   | Type      | Description            |
@@ -389,8 +393,8 @@ other, using this same format.
 
 
 The array data is padded to 4 bytes.
 The array data is padded to 4 bytes.
 
 
-21: :ref:`PoolIntArray<class_poolintarray>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+21: :ref:`PackedInt32Array<class_PackedInt32Array>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +------------------+-------+-----------+---------------------------+
 +------------------+-------+-----------+---------------------------+
 | Offset           | Len   | Type      | Description               |
 | Offset           | Len   | Type      | Description               |
@@ -400,19 +404,41 @@ The array data is padded to 4 bytes.
 | 8..8+length\*4   | 4     | Integer   | 32 Bits Signed Integer    |
 | 8..8+length\*4   | 4     | Integer   | 32 Bits Signed Integer    |
 +------------------+-------+-----------+---------------------------+
 +------------------+-------+-----------+---------------------------+
 
 
-22: :ref:`PoolRealArray<class_poolrealarray>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+22: :ref:`PackedInt64Array<class_PackedInt64Array>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +------------------+-------+-----------+---------------------------+
 +------------------+-------+-----------+---------------------------+
 | Offset           | Len   | Type      | Description               |
 | Offset           | Len   | Type      | Description               |
 +==================+=======+===========+===========================+
 +==================+=======+===========+===========================+
-| 4                | 4     |Integer    | Array Length (Floats)     |
+| 4                | 8     | Integer   | Array Length (Integers)   |
 +------------------+-------+-----------+---------------------------+
 +------------------+-------+-----------+---------------------------+
-| 8..8+length\*4   | 4     |Integer    | 32 Bits IEE 754 Float     |
+| 8..8+length\*8   | 8     | Integer   | 64 Bits Signed Integer    |
 +------------------+-------+-----------+---------------------------+
 +------------------+-------+-----------+---------------------------+
 
 
-23: :ref:`PoolStringArray<class_poolstringarray>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+23: :ref:`PackedFloat32Array<class_PackedFloat32Array>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
++------------------+-------+-----------+---------------------------+
+| Offset           | Len   | Type      | Description               |
++==================+=======+===========+===========================+
+| 4                | 4     | Integer   | Array Length (Floats)     |
++------------------+-------+-----------+---------------------------+
+| 8..8+length\*4   | 4     | Integer   | 32 Bits IEEE 754 Float    |
++------------------+-------+-----------+---------------------------+
+
+24: :ref:`PackedFloat64Array<class_PackedFloat64Array>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
++------------------+-------+-----------+---------------------------+
+| Offset           | Len   | Type      | Description               |
++==================+=======+===========+===========================+
+| 4                | 4     | Integer   | Array Length (Floats)     |
++------------------+-------+-----------+---------------------------+
+| 8..8+length\*8   | 8     | Integer   | 64 Bits IEEE 754 Float    |
++------------------+-------+-----------+---------------------------+
+
+25: :ref:`PackedStringArray<class_PackedStringArray>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +----------+-------+-----------+--------------------------+
 +----------+-------+-----------+--------------------------+
 | Offset   | Len   | Type      | Description              |
 | Offset   | Len   | Type      | Description              |
@@ -432,8 +458,8 @@ For each String:
 
 
 Every string is padded to 4 bytes.
 Every string is padded to 4 bytes.
 
 
-24: :ref:`PoolVector2Array<class_poolvector2array>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+26: :ref:`PackedVector2Array<class_PackedVector2Array>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +-------------------+-------+-----------+----------------+
 +-------------------+-------+-----------+----------------+
 | Offset            | Len   | Type      | Description    |
 | Offset            | Len   | Type      | Description    |
@@ -445,8 +471,8 @@ Every string is padded to 4 bytes.
 | 8..12+length\*8   | 4     | Float     | Y Coordinate   |
 | 8..12+length\*8   | 4     | Float     | Y Coordinate   |
 +-------------------+-------+-----------+----------------+
 +-------------------+-------+-----------+----------------+
 
 
-25: :ref:`PoolVector3Array<class_poolvector3array>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+27: :ref:`PackedVector3Array<class_PackedVector3Array>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +--------------------+-------+-----------+----------------+
 +--------------------+-------+-----------+----------------+
 | Offset             | Len   | Type      | Description    |
 | Offset             | Len   | Type      | Description    |
@@ -460,8 +486,8 @@ Every string is padded to 4 bytes.
 | 8..16+length\*12   | 4     | Float     | Z Coordinate   |
 | 8..16+length\*12   | 4     | Float     | Z Coordinate   |
 +--------------------+-------+-----------+----------------+
 +--------------------+-------+-----------+----------------+
 
 
-26: :ref:`PoolColorArray<class_poolcolorarray>`
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+28: :ref:`PackedColorArray<class_PackedColorArray>`
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 +--------------------+-------+-----------+----------------+
 +--------------------+-------+-----------+----------------+
 | Offset             | Len   | Type      | Description    |
 | Offset             | Len   | Type      | Description    |

+ 1 - 1
tutorials/networking/http_client_class.rst

@@ -81,7 +81,7 @@ It will connect and fetch a website.
 
 
             # This method works for both anyway
             # This method works for both anyway
 
 
-            var rb = PoolByteArray() # Array that will hold the data.
+            var rb = PackedByteArray() # Array that will hold the data.
 
 
             while http.get_status() == HTTPClient.STATUS_BODY:
             while http.get_status() == HTTPClient.STATUS_BODY:
                 # While there is body left to be read
                 # While there is body left to be read

+ 6 - 6
tutorials/plugins/editor/spatial_gizmos.rst

@@ -89,12 +89,12 @@ or all the handle related ones.
 
 
         var spatial = gizmo.get_spatial_node()
         var spatial = gizmo.get_spatial_node()
         
         
-        var lines = PoolVector3Array()
+        var lines = PackedVector3Array()
         
         
         lines.push_back(Vector3(0, 1, 0))
         lines.push_back(Vector3(0, 1, 0))
         lines.push_back(Vector3(0, spatial.my_custom_value, 0))
         lines.push_back(Vector3(0, spatial.my_custom_value, 0))
 
 
-        var handles = PoolVector3Array()
+        var handles = PackedVector3Array()
 
 
         handles.push_back(Vector3(0, 1, 0))
         handles.push_back(Vector3(0, 1, 0))
         handles.push_back(Vector3(0, spatial.my_custom_value, 0))
         handles.push_back(Vector3(0, spatial.my_custom_value, 0))
@@ -129,12 +129,12 @@ So the final plugin would look somewhat like this:
 
 
         var spatial = gizmo.get_spatial_node()
         var spatial = gizmo.get_spatial_node()
         
         
-        var lines = PoolVector3Array()
+        var lines = PackedVector3Array()
         
         
         lines.push_back(Vector3(0, 1, 0))
         lines.push_back(Vector3(0, 1, 0))
         lines.push_back(Vector3(0, spatial.my_custom_value, 0))
         lines.push_back(Vector3(0, spatial.my_custom_value, 0))
 
 
-        var handles = PoolVector3Array()
+        var handles = PackedVector3Array()
 
 
         handles.push_back(Vector3(0, 1, 0))
         handles.push_back(Vector3(0, 1, 0))
         handles.push_back(Vector3(0, spatial.my_custom_value, 0))
         handles.push_back(Vector3(0, spatial.my_custom_value, 0))
@@ -195,12 +195,12 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
 
 
         var spatial = get_spatial_node()
         var spatial = get_spatial_node()
         
         
-        var lines = PoolVector3Array()
+        var lines = PackedVector3Array()
         
         
         lines.push_back(Vector3(0, 1, 0))
         lines.push_back(Vector3(0, 1, 0))
         lines.push_back(Vector3(gizmo_size, spatial.my_custom_value, 0))
         lines.push_back(Vector3(gizmo_size, spatial.my_custom_value, 0))
 
 
-        var handles = PoolVector3Array()
+        var handles = PackedVector3Array()
 
 
         handles.push_back(Vector3(0, 1, 0))
         handles.push_back(Vector3(0, 1, 0))
         handles.push_back(Vector3(gizmo_size, spatial.my_custom_value, 0))
         handles.push_back(Vector3(gizmo_size, spatial.my_custom_value, 0))

+ 1 - 1
tutorials/shading/advanced_postprocessing.rst

@@ -162,7 +162,7 @@ Now, attach a script to the MeshInstance and use the following code:
 
 
   func _ready():
   func _ready():
     # Create a single triangle out of vertices:
     # Create a single triangle out of vertices:
-    var verts = PoolVector3Array()
+    var verts = PackedVector3Array()
     verts.append(Vector3(-1.0, -1.0, 0.0))
     verts.append(Vector3(-1.0, -1.0, 0.0))
     verts.append(Vector3(-1.0, 3.0, 0.0))
     verts.append(Vector3(-1.0, 3.0, 0.0))
     verts.append(Vector3(3.0, -1.0, 0.0))
     verts.append(Vector3(3.0, -1.0, 0.0))