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classref: Sync with current master branch (8e666ad)

Godot Organization 11 months ago
parent
commit
9c9e3a391e

+ 8 - 1
classes/class_animationmixer.rst

@@ -25,6 +25,13 @@ Base class for :ref:`AnimationPlayer<class_AnimationPlayer>` and :ref:`Animation
 
 
 After instantiating the playback information data within the extended class, the blending is processed by the **AnimationMixer**.
 After instantiating the playback information data within the extended class, the blending is processed by the **AnimationMixer**.
 
 
+.. rst-class:: classref-introduction-group
+
+Tutorials
+---------
+
+- `Migrating Animations from Godot 4.0 to 4.3 <https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/>`__
+
 .. rst-class:: classref-reftable-group
 .. rst-class:: classref-reftable-group
 
 
 Properties
 Properties
@@ -665,7 +672,7 @@ The most basic example is applying position to :ref:`CharacterBody3D<class_Chara
 
 
 
 
 
 
-By using this in combination with :ref:`get_root_motion_position_accumulator<class_AnimationMixer_method_get_root_motion_position_accumulator>`, you can apply the root motion position more correctly to account for the rotation of the node.
+By using this in combination with :ref:`get_root_motion_rotation_accumulator<class_AnimationMixer_method_get_root_motion_rotation_accumulator>`, you can apply the root motion position more correctly to account for the rotation of the node.
 
 
 
 
 .. tabs::
 .. tabs::

+ 1 - 1
classes/class_compositoreffect.rst

@@ -21,7 +21,7 @@ This resource allows for creating a custom rendering effect.
 Description
 Description
 -----------
 -----------
 
 
-This resource defines a custom rendering effect that can be applied to :ref:`Viewport<class_Viewport>`\ s through the viewports' :ref:`Environment<class_Environment>`. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread.
+This resource defines a custom rendering effect that can be applied to :ref:`Viewport<class_Viewport>`\ s through the viewports' :ref:`Environment<class_Environment>`. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread. CompositorEffect is an abstract base class and must be extended to implement specific rendering logic.
 
 
 .. rst-class:: classref-reftable-group
 .. rst-class:: classref-reftable-group
 
 

+ 4 - 4
classes/class_editorimportplugin.rst

@@ -120,18 +120,18 @@ Below is an example EditorImportPlugin that imports a :ref:`Mesh<class_Mesh>` fr
             };
             };
         }
         }
     
     
-        public override int _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array<string> platformVariants, Godot.Collections.Array<string> genFiles)
+        public override Error _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array<string> platformVariants, Godot.Collections.Array<string> genFiles)
         {
         {
             using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read);
             using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read);
             if (file.GetError() != Error.Ok)
             if (file.GetError() != Error.Ok)
             {
             {
-                return (int)Error.Failed;
+                return Error.Failed;
             }
             }
     
     
             var mesh = new ArrayMesh();
             var mesh = new ArrayMesh();
             // Fill the Mesh with data read in "file", left as an exercise to the reader.
             // Fill the Mesh with data read in "file", left as an exercise to the reader.
             string filename = $"{savePath}.{_GetSaveExtension()}";
             string filename = $"{savePath}.{_GetSaveExtension()}";
-            return (int)ResourceSaver.Save(mesh, filename);
+            return ResourceSaver.Save(mesh, filename);
         }
         }
     }
     }
 
 
@@ -388,7 +388,7 @@ This method must be overridden to do the actual importing work. See this class'
 
 
 :ref:`Error<enum_@GlobalScope_Error>` **append_import_external_resource**\ (\ path\: :ref:`String<class_String>`, custom_options\: :ref:`Dictionary<class_Dictionary>` = {}, custom_importer\: :ref:`String<class_String>` = "", generator_parameters\: :ref:`Variant<class_Variant>` = null\ ) :ref:`🔗<class_EditorImportPlugin_method_append_import_external_resource>`
 :ref:`Error<enum_@GlobalScope_Error>` **append_import_external_resource**\ (\ path\: :ref:`String<class_String>`, custom_options\: :ref:`Dictionary<class_Dictionary>` = {}, custom_importer\: :ref:`String<class_String>` = "", generator_parameters\: :ref:`Variant<class_Variant>` = null\ ) :ref:`🔗<class_EditorImportPlugin_method_append_import_external_resource>`
 
 
-This function can only be called during the :ref:`_import<class_EditorImportPlugin_private_method__import>` callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the ``custom_options``. Additionally, in cases where multiple importers can handle a file, the ``custom_importer`` ca be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. ``generator_parameters`` defines optional extra metadata which will be stored as ``generator_parameters`` in the ``remap`` section of the ``.import`` file, for example to store a md5 hash of the source data.
+This function can only be called during the :ref:`_import<class_EditorImportPlugin_private_method__import>` callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the ``custom_options``. Additionally, in cases where multiple importers can handle a file, the ``custom_importer`` can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. ``generator_parameters`` defines optional extra metadata which will be stored as ``generator_parameters`` in the ``remap`` section of the ``.import`` file, for example to store a md5 hash of the source data.
 
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 1 - 1
classes/class_object.rst

@@ -695,7 +695,7 @@ Override this method to customize existing properties. Every property info goes
     
     
         public override void _ValidateProperty(Godot.Collections.Dictionary property)
         public override void _ValidateProperty(Godot.Collections.Dictionary property)
         {
         {
-            if (property["name"].AsStringName() == PropertyName.Number && IsNumberEditable)
+            if (property["name"].AsStringName() == PropertyName.Number && !IsNumberEditable)
             {
             {
                 var usage = property["usage"].As<PropertyUsageFlags>() | PropertyUsageFlags.ReadOnly;
                 var usage = property["usage"].As<PropertyUsageFlags>() | PropertyUsageFlags.ReadOnly;
                 property["usage"] = (int)usage;
                 property["usage"] = (int)usage;

+ 7 - 0
classes/class_skeletonmodifier3d.rst

@@ -27,6 +27,13 @@ If there is :ref:`AnimationMixer<class_AnimationMixer>`, modification always per
 
 
 This node should be used to implement custom IK solvers, constraints, or skeleton physics.
 This node should be used to implement custom IK solvers, constraints, or skeleton physics.
 
 
+.. rst-class:: classref-introduction-group
+
+Tutorials
+---------
+
+- `Design of the Skeleton Modifier 3D <https://godotengine.org/article/design-of-the-skeleton-modifier-3d/>`__
+
 .. rst-class:: classref-reftable-group
 .. rst-class:: classref-reftable-group
 
 
 Properties
 Properties

+ 1 - 1
classes/class_visibleonscreennotifier2d.rst

@@ -21,7 +21,7 @@ A rectangular region of 2D space that detects whether it is visible on screen.
 Description
 Description
 -----------
 -----------
 
 
-:ref:`VisibleOnScreenEnabler2D<class_VisibleOnScreenEnabler2D>` represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a :ref:`screen_entered<class_VisibleOnScreenNotifier2D_signal_screen_entered>` signal, and likewise it will emit a :ref:`screen_exited<class_VisibleOnScreenNotifier2D_signal_screen_exited>` signal when no part of it remains visible.
+**VisibleOnScreenNotifier2D** represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a :ref:`screen_entered<class_VisibleOnScreenNotifier2D_signal_screen_entered>` signal, and likewise it will emit a :ref:`screen_exited<class_VisibleOnScreenNotifier2D_signal_screen_exited>` signal when no part of it remains visible.
 
 
 If you want a node to be enabled automatically when this region is visible on screen, use :ref:`VisibleOnScreenEnabler2D<class_VisibleOnScreenEnabler2D>`.
 If you want a node to be enabled automatically when this region is visible on screen, use :ref:`VisibleOnScreenEnabler2D<class_VisibleOnScreenEnabler2D>`.
 
 

+ 1 - 1
classes/class_visibleonscreennotifier3d.rst

@@ -21,7 +21,7 @@ A box-shaped region of 3D space that detects whether it is visible on screen.
 Description
 Description
 -----------
 -----------
 
 
-:ref:`VisibleOnScreenEnabler3D<class_VisibleOnScreenEnabler3D>` represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a :ref:`Camera3D<class_Camera3D>`'s view, it will emit a :ref:`screen_entered<class_VisibleOnScreenNotifier3D_signal_screen_entered>` signal, and likewise it will emit a :ref:`screen_exited<class_VisibleOnScreenNotifier3D_signal_screen_exited>` signal when no part of it remains visible.
+**VisibleOnScreenNotifier3D** represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a :ref:`Camera3D<class_Camera3D>`'s view, it will emit a :ref:`screen_entered<class_VisibleOnScreenNotifier3D_signal_screen_entered>` signal, and likewise it will emit a :ref:`screen_exited<class_VisibleOnScreenNotifier3D_signal_screen_exited>` signal when no part of it remains visible.
 
 
 If you want a node to be enabled automatically when this region is visible on screen, use :ref:`VisibleOnScreenEnabler3D<class_VisibleOnScreenEnabler3D>`.
 If you want a node to be enabled automatically when this region is visible on screen, use :ref:`VisibleOnScreenEnabler3D<class_VisibleOnScreenEnabler3D>`.