Pārlūkot izejas kodu

Sync classref with current source

Rémi Verschelde 6 gadi atpakaļ
vecāks
revīzija
a20f5e758e
100 mainītis faili ar 807 papildinājumiem un 308 dzēšanām
  1. 2 0
      classes/class_@c#.rst
  2. 33 8
      classes/[email protected]
  3. 212 167
      classes/[email protected]
  4. 2 0
      classes/[email protected]
  5. 2 0
      classes/[email protected]
  6. 2 0
      classes/class_aabb.rst
  7. 4 2
      classes/class_acceptdialog.rst
  8. 5 1
      classes/class_animatedsprite.rst
  9. 3 1
      classes/class_animatedsprite3d.rst
  10. 2 0
      classes/class_animatedtexture.rst
  11. 16 14
      classes/class_animation.rst
  12. 9 5
      classes/class_animationnode.rst
  13. 10 1
      classes/class_animationnodeadd2.rst
  14. 18 1
      classes/class_animationnodeadd3.rst
  15. 10 1
      classes/class_animationnodeanimation.rst
  16. 10 1
      classes/class_animationnodeblend2.rst
  17. 18 1
      classes/class_animationnodeblend3.rst
  18. 36 1
      classes/class_animationnodeblendspace1d.rst
  19. 53 4
      classes/class_animationnodeblendspace2d.rst
  20. 2 0
      classes/class_animationnodeblendtree.rst
  21. 2 0
      classes/class_animationnodeoneshot.rst
  22. 2 0
      classes/class_animationnodeoutput.rst
  23. 50 4
      classes/class_animationnodestatemachine.rst
  24. 22 2
      classes/class_animationnodestatemachineplayback.rst
  25. 8 2
      classes/class_animationnodestatemachinetransition.rst
  26. 2 0
      classes/class_animationnodetimescale.rst
  27. 2 0
      classes/class_animationnodetimeseek.rst
  28. 2 0
      classes/class_animationnodetransition.rst
  29. 4 2
      classes/class_animationplayer.rst
  30. 2 0
      classes/class_animationrootnode.rst
  31. 2 0
      classes/class_animationtrackeditplugin.rst
  32. 2 0
      classes/class_animationtree.rst
  33. 5 3
      classes/class_animationtreeplayer.rst
  34. 2 0
      classes/class_area.rst
  35. 4 2
      classes/class_area2d.rst
  36. 5 3
      classes/class_array.rst
  37. 24 18
      classes/class_arraymesh.rst
  38. 4 2
      classes/class_arvranchor.rst
  39. 2 0
      classes/class_arvrcamera.rst
  40. 2 0
      classes/class_arvrcontroller.rst
  41. 3 1
      classes/class_arvrinterface.rst
  42. 2 0
      classes/class_arvrinterfacegdnative.rst
  43. 2 0
      classes/class_arvrorigin.rst
  44. 2 0
      classes/class_arvrpositionaltracker.rst
  45. 3 1
      classes/class_arvrserver.rst
  46. 31 30
      classes/class_astar.rst
  47. 2 0
      classes/class_atlastexture.rst
  48. 2 0
      classes/class_audiobuslayout.rst
  49. 2 0
      classes/class_audioeffect.rst
  50. 2 0
      classes/class_audioeffectamplify.rst
  51. 2 0
      classes/class_audioeffectbandlimitfilter.rst
  52. 2 0
      classes/class_audioeffectbandpassfilter.rst
  53. 2 0
      classes/class_audioeffectchorus.rst
  54. 2 0
      classes/class_audioeffectcompressor.rst
  55. 2 0
      classes/class_audioeffectdelay.rst
  56. 3 1
      classes/class_audioeffectdistortion.rst
  57. 2 0
      classes/class_audioeffecteq.rst
  58. 2 0
      classes/class_audioeffecteq10.rst
  59. 2 0
      classes/class_audioeffecteq21.rst
  60. 2 0
      classes/class_audioeffecteq6.rst
  61. 2 0
      classes/class_audioeffectfilter.rst
  62. 2 0
      classes/class_audioeffecthighpassfilter.rst
  63. 2 0
      classes/class_audioeffecthighshelffilter.rst
  64. 2 0
      classes/class_audioeffectinstance.rst
  65. 2 0
      classes/class_audioeffectlimiter.rst
  66. 2 0
      classes/class_audioeffectlowpassfilter.rst
  67. 2 0
      classes/class_audioeffectlowshelffilter.rst
  68. 2 0
      classes/class_audioeffectnotchfilter.rst
  69. 2 0
      classes/class_audioeffectpanner.rst
  70. 2 0
      classes/class_audioeffectphaser.rst
  71. 2 0
      classes/class_audioeffectpitchshift.rst
  72. 2 0
      classes/class_audioeffectrecord.rst
  73. 7 5
      classes/class_audioeffectreverb.rst
  74. 3 1
      classes/class_audioeffectspectrumanalyzer.rst
  75. 4 2
      classes/class_audioeffectspectrumanalyzerinstance.rst
  76. 2 0
      classes/class_audioeffectstereoenhance.rst
  77. 2 0
      classes/class_audioserver.rst
  78. 2 0
      classes/class_audiostream.rst
  79. 2 0
      classes/class_audiostreamgenerator.rst
  80. 2 0
      classes/class_audiostreamgeneratorplayback.rst
  81. 2 0
      classes/class_audiostreammicrophone.rst
  82. 2 0
      classes/class_audiostreamoggvorbis.rst
  83. 2 0
      classes/class_audiostreamplayback.rst
  84. 2 0
      classes/class_audiostreamplaybackresampled.rst
  85. 2 0
      classes/class_audiostreamplayer.rst
  86. 2 0
      classes/class_audiostreamplayer2d.rst
  87. 2 0
      classes/class_audiostreamplayer3d.rst
  88. 2 0
      classes/class_audiostreamrandompitch.rst
  89. 6 2
      classes/class_audiostreamsample.rst
  90. 4 2
      classes/class_backbuffercopy.rst
  91. 10 2
      classes/class_bakedlightmap.rst
  92. 2 0
      classes/class_bakedlightmapdata.rst
  93. 4 2
      classes/class_basebutton.rst
  94. 8 6
      classes/class_basis.rst
  95. 5 3
      classes/class_bitmap.rst
  96. 2 0
      classes/class_bitmapfont.rst
  97. 24 1
      classes/class_bone2d.rst
  98. 2 0
      classes/class_boneattachment.rst
  99. 5 3
      classes/class_bool.rst
  100. 2 0
      classes/class_boxcontainer.rst

+ 2 - 0
classes/class_@c#.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the @C#.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 33 - 8
classes/[email protected]

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the @GDScript.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -289,15 +291,15 @@ Returns the arc sine of ``s`` in radians. Use to get the angle of sine ``s``.
 
 - void **assert** **(** :ref:`bool<class_bool>` condition **)**
 
-Assert that the ``condition`` is true. If the ``condition`` is false a fatal error is generated and the program is halted. Useful for debugging to make sure a value is always true.
+Asserts that the ``condition`` is ``true`` . If the ``condition`` is ``false``, an error is generated and the program is halted until you resume it. Only executes in debug builds, or when running the game from the editor. Use it for debugging purposes, to make sure a statement is ``true`` during development.
 
 ::
 
-    # Speed should always be between 0 and 20
+    # Imagine we always want speed to be between 0 and 20
     speed = -10
-    assert(speed < 20) # Is true and program continues
-    assert(speed >= 0) # Is false and program stops
-    assert(speed >= 0 && speed < 20) # Or combined
+    assert(speed < 20) # True, the program will continue
+    assert(speed >= 0) # False, the program will stop
+    assert(speed >= 0 && speed < 20) # You can also combine the two conditional statements in one check
 
 .. _class_@GDScript_method_atan:
 
@@ -1034,9 +1036,9 @@ Returns a number smoothly interpolated between the ``from`` and ``to``, based on
 
 ::
 
-    smooth_step(0, 2, 0.5) # returns 0.15
-    smooth_step(0, 2, 1.0) # returns 0.5
-    smooth_step(0, 2, 2.0) # returns 1.0
+    smoothstep(0, 2, 0.5) # returns 0.15
+    smoothstep(0, 2, 1.0) # returns 0.5
+    smoothstep(0, 2, 2.0) # returns 1.0
 
 .. _class_@GDScript_method_sqrt:
 
@@ -1209,6 +1211,20 @@ Usable for creating loop-alike behavior or infinite surfaces.
     # infinite loop between 0.0 and 0.99
     f = wrapf(f + 0.1, 0.0, 1.0)
 
+::
+
+    # infinite rotation (in radians)
+    angle = wrapf(angle + 0.1, 0.0, TAU)
+
+Note: If you just want to wrap between 0.0 and ``n`` (where ``n`` is a positive float value) then it's better for performance to use :ref:`fmod<class_@GDScript_method_fmod>` method like ``fmod(number, n)``.
+
+The usage of ``wrapf`` is more flexible than using the :ref:`fmod<class_@GDScript_method_fmod>` approach by giving the user a simple control over the minimum value. It also fully supports negative numbers, e.g.
+
+::
+
+    # infinite rotation (in radians)
+    angle = wrapf(angle + 0.1, -PI, PI)
+
 .. _class_@GDScript_method_wrapi:
 
 - :ref:`int<class_int>` **wrapi** **(** :ref:`int<class_int>` value, :ref:`int<class_int>` min, :ref:`int<class_int>` max **)**
@@ -1232,6 +1248,15 @@ Usable for creating loop-alike behavior or infinite surfaces.
     # infinite loop between 0 and 9
     frame = wrapi(frame + 1, 0, 10)
 
+Note: If you just want to wrap between 0 and ``n`` (where ``n`` is a positive integer value) then it's better for performance to use modulo operator like ``number % n``.
+
+The usage of ``wrapi`` is more flexible than using the modulo approach by giving the user a simple control over the minimum value. It also fully supports negative numbers, e.g.
+
+::
+
+    # result is -2
+    var result = wrapi(-6, -5, -1)
+
 .. _class_@GDScript_method_yield:
 
 - :ref:`GDScriptFunctionState<class_GDScriptFunctionState>` **yield** **(** :ref:`Object<class_Object>` object=null, :ref:`String<class_String>` signal="" **)**

+ 212 - 167
classes/[email protected]

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the @GlobalScope.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -978,7 +980,7 @@ enum **KeyList**:
 
 - **KEY_UNDERSCORE** = **95** --- \_ key
 
-- **KEY_QUOTELEFT** = **96** --- Left Quote Key
+- **KEY_QUOTELEFT** = **96** --- ` key.
 
 - **KEY_BRACELEFT** = **123** --- { key
 
@@ -996,9 +998,9 @@ enum **KeyList**:
 
 - **KEY_STERLING** = **163**
 
-- **KEY_CURRENCY** = **164**
+- **KEY_CURRENCY** = **164** --- ¤ key.
 
-- **KEY_YEN** = **165** --- Yen Key
+- **KEY_YEN** = **165** --- ¥ key.
 
 - **KEY_BROKENBAR** = **166** --- ¦ key
 
@@ -1008,17 +1010,17 @@ enum **KeyList**:
 
 - **KEY_COPYRIGHT** = **169** --- © key
 
-- **KEY_ORDFEMININE** = **170**
+- **KEY_ORDFEMININE** = **170** --- ª key.
 
 - **KEY_GUILLEMOTLEFT** = **171** --- « key
 
-- **KEY_NOTSIGN** = **172** --- » key
+- **KEY_NOTSIGN** = **172** --- ¬ key.
 
-- **KEY_HYPHEN** = **173** --- ‐ key
+- **KEY_HYPHEN** = **173** --- Soft hyphen key.
 
 - **KEY_REGISTERED** = **174** --- ® key
 
-- **KEY_MACRON** = **175** --- Macron Key
+- **KEY_MACRON** = **175** --- ¯ key.
 
 - **KEY_DEGREE** = **176** --- ° key
 
@@ -1032,15 +1034,15 @@ enum **KeyList**:
 
 - **KEY_MU** = **181** --- µ key
 
-- **KEY_PARAGRAPH** = **182** --- Paragraph Key
+- **KEY_PARAGRAPH** = **182** --- ¶ key.
 
 - **KEY_PERIODCENTERED** = **183** --- · key
 
-- **KEY_CEDILLA** = **184** --- ¬ key
+- **KEY_CEDILLA** = **184** --- ¸ key.
 
 - **KEY_ONESUPERIOR** = **185** --- ¹ key
 
-- **KEY_MASCULINE** = **186** --- ♂ key
+- **KEY_MASCULINE** = **186** --- º key.
 
 - **KEY_GUILLEMOTRIGHT** = **187** --- » key
 
@@ -1052,67 +1054,67 @@ enum **KeyList**:
 
 - **KEY_QUESTIONDOWN** = **191** --- ¿ key
 
-- **KEY_AGRAVE** = **192** --- à key
+- **KEY_AGRAVE** = **192** --- À key.
 
-- **KEY_AACUTE** = **193** --- á key
+- **KEY_AACUTE** = **193** --- Á key.
 
-- **KEY_ACIRCUMFLEX** = **194** --- â key
+- **KEY_ACIRCUMFLEX** = **194** --- Â key.
 
-- **KEY_ATILDE** = **195** --- ã key
+- **KEY_ATILDE** = **195** --- Ã key.
 
-- **KEY_ADIAERESIS** = **196** --- ä key
+- **KEY_ADIAERESIS** = **196** --- Ä key.
 
-- **KEY_ARING** = **197** --- å key
+- **KEY_ARING** = **197** --- Å key.
 
-- **KEY_AE** = **198** --- æ key
+- **KEY_AE** = **198** --- Æ key.
 
-- **KEY_CCEDILLA** = **199** --- ç key
+- **KEY_CCEDILLA** = **199** --- Ç key.
 
-- **KEY_EGRAVE** = **200** --- è key
+- **KEY_EGRAVE** = **200** --- È key.
 
-- **KEY_EACUTE** = **201** --- é key
+- **KEY_EACUTE** = **201** --- É key.
 
-- **KEY_ECIRCUMFLEX** = **202** --- ê key
+- **KEY_ECIRCUMFLEX** = **202** --- Ê key.
 
-- **KEY_EDIAERESIS** = **203** --- ë key
+- **KEY_EDIAERESIS** = **203** --- Ë key.
 
-- **KEY_IGRAVE** = **204** --- ì key
+- **KEY_IGRAVE** = **204** --- Ì key.
 
-- **KEY_IACUTE** = **205** --- í key
+- **KEY_IACUTE** = **205** --- Í key.
 
-- **KEY_ICIRCUMFLEX** = **206** --- î key
+- **KEY_ICIRCUMFLEX** = **206** --- Î key.
 
-- **KEY_IDIAERESIS** = **207** --- ë key
+- **KEY_IDIAERESIS** = **207** --- Ï key.
 
-- **KEY_ETH** = **208** --- ð key
+- **KEY_ETH** = **208** --- Ð key.
 
-- **KEY_NTILDE** = **209** --- ñ key
+- **KEY_NTILDE** = **209** --- Ñ key.
 
-- **KEY_OGRAVE** = **210** --- ò key
+- **KEY_OGRAVE** = **210** --- Ò key.
 
-- **KEY_OACUTE** = **211** --- ó key
+- **KEY_OACUTE** = **211** --- Ó key.
 
-- **KEY_OCIRCUMFLEX** = **212** --- ô key
+- **KEY_OCIRCUMFLEX** = **212** --- Ô key.
 
-- **KEY_OTILDE** = **213** --- õ key
+- **KEY_OTILDE** = **213** --- Õ key.
 
-- **KEY_ODIAERESIS** = **214** --- ö key
+- **KEY_ODIAERESIS** = **214** --- Ö key.
 
 - **KEY_MULTIPLY** = **215** --- × key
 
-- **KEY_OOBLIQUE** = **216** --- ø key
+- **KEY_OOBLIQUE** = **216** --- Ø key.
 
-- **KEY_UGRAVE** = **217** --- ù key
+- **KEY_UGRAVE** = **217** --- Ù key.
 
-- **KEY_UACUTE** = **218** --- ú key
+- **KEY_UACUTE** = **218** --- Ú key.
 
-- **KEY_UCIRCUMFLEX** = **219** --- û key
+- **KEY_UCIRCUMFLEX** = **219** --- Û key.
 
-- **KEY_UDIAERESIS** = **220** --- ü key
+- **KEY_UDIAERESIS** = **220** --- Ü key.
 
-- **KEY_YACUTE** = **221** --- ý key
+- **KEY_YACUTE** = **221** --- Ý key.
 
-- **KEY_THORN** = **222** --- þ key
+- **KEY_THORN** = **222** --- Þ key.
 
 - **KEY_SSHARP** = **223** --- ß key
 
@@ -1372,7 +1374,7 @@ enum **JoystickList**:
 
 - **JOY_BUTTON_15** = **15** --- Joypad Button 15
 
-- **JOY_BUTTON_MAX** = **16** --- Joypad Button 16
+- **JOY_BUTTON_MAX** = **16** --- Represents the maximum number of joystick buttons supported.
 
 - **JOY_SONY_CIRCLE** = **1** --- DUALSHOCK circle button
 
@@ -1390,13 +1392,13 @@ enum **JoystickList**:
 
 - **JOY_XBOX_Y** = **3** --- XBOX controller Y button
 
-- **JOY_DS_A** = **1** --- DualShock controller A button
+- **JOY_DS_A** = **1** --- Nintendo controller A button.
 
-- **JOY_DS_B** = **0** --- DualShock controller B button
+- **JOY_DS_B** = **0** --- Nintendo controller B button.
 
-- **JOY_DS_X** = **3** --- DualShock controller X button
+- **JOY_DS_X** = **3** --- Nintendo controller X button.
 
-- **JOY_DS_Y** = **2** --- DualShock controller Y button
+- **JOY_DS_Y** = **2** --- Nintendo controller Y button.
 
 - **JOY_SELECT** = **10** --- Joypad Button Select
 
@@ -1430,19 +1432,19 @@ enum **JoystickList**:
 
 - **JOY_AXIS_3** = **3** --- Joypad Right Stick Vertical Axis
 
-- **JOY_AXIS_4** = **4**
+- **JOY_AXIS_4** = **4** --- Generic gamepad axis 4.
 
-- **JOY_AXIS_5** = **5**
+- **JOY_AXIS_5** = **5** --- Generic gamepad axis 5.
 
 - **JOY_AXIS_6** = **6** --- Joypad Left Trigger Analog Axis
 
 - **JOY_AXIS_7** = **7** --- Joypad Right Trigger Analog Axis
 
-- **JOY_AXIS_8** = **8**
+- **JOY_AXIS_8** = **8** --- Generic gamepad axis 8.
 
-- **JOY_AXIS_9** = **9**
+- **JOY_AXIS_9** = **9** --- Generic gamepad axis 9.
 
-- **JOY_AXIS_MAX** = **10**
+- **JOY_AXIS_MAX** = **10** --- Represents the maximum number of joystick axes supported.
 
 - **JOY_ANALOG_LX** = **0** --- Joypad Left Stick Horizontal Axis
 
@@ -1474,19 +1476,19 @@ enum **JoystickList**:
 
 enum **MidiMessageList**:
 
-- **MIDI_MESSAGE_NOTE_OFF** = **8**
+- **MIDI_MESSAGE_NOTE_OFF** = **8** --- MIDI note OFF message.
 
-- **MIDI_MESSAGE_NOTE_ON** = **9**
+- **MIDI_MESSAGE_NOTE_ON** = **9** --- MIDI note ON message.
 
-- **MIDI_MESSAGE_AFTERTOUCH** = **10**
+- **MIDI_MESSAGE_AFTERTOUCH** = **10** --- MIDI aftertouch message.
 
-- **MIDI_MESSAGE_CONTROL_CHANGE** = **11**
+- **MIDI_MESSAGE_CONTROL_CHANGE** = **11** --- MIDI control change message.
 
-- **MIDI_MESSAGE_PROGRAM_CHANGE** = **12**
+- **MIDI_MESSAGE_PROGRAM_CHANGE** = **12** --- MIDI program change message.
 
-- **MIDI_MESSAGE_CHANNEL_PRESSURE** = **13**
+- **MIDI_MESSAGE_CHANNEL_PRESSURE** = **13** --- MIDI channel pressure message.
 
-- **MIDI_MESSAGE_PITCH_BEND** = **14**
+- **MIDI_MESSAGE_PITCH_BEND** = **14** --- MIDI pitch bend message.
 
 .. _enum_@GlobalScope_Error:
 
@@ -1532,8 +1534,6 @@ enum **MidiMessageList**:
 
 .. _class_@GlobalScope_constant_ERR_CANT_CREATE:
 
-.. _class_@GlobalScope_constant_ERR_PARSE_ERROR:
-
 .. _class_@GlobalScope_constant_ERR_QUERY_FAILED:
 
 .. _class_@GlobalScope_constant_ERR_ALREADY_IN_USE:
@@ -1542,8 +1542,16 @@ enum **MidiMessageList**:
 
 .. _class_@GlobalScope_constant_ERR_TIMEOUT:
 
+.. _class_@GlobalScope_constant_ERR_CANT_CONNECT:
+
+.. _class_@GlobalScope_constant_ERR_CANT_RESOLVE:
+
+.. _class_@GlobalScope_constant_ERR_CONNECTION_ERROR:
+
 .. _class_@GlobalScope_constant_ERR_CANT_ACQUIRE_RESOURCE:
 
+.. _class_@GlobalScope_constant_ERR_CANT_FORK:
+
 .. _class_@GlobalScope_constant_ERR_INVALID_DATA:
 
 .. _class_@GlobalScope_constant_ERR_INVALID_PARAMETER:
@@ -1566,95 +1574,132 @@ enum **MidiMessageList**:
 
 .. _class_@GlobalScope_constant_ERR_CYCLIC_LINK:
 
+.. _class_@GlobalScope_constant_ERR_INVALID_DECLARATION:
+
+.. _class_@GlobalScope_constant_ERR_DUPLICATE_SYMBOL:
+
+.. _class_@GlobalScope_constant_ERR_PARSE_ERROR:
+
 .. _class_@GlobalScope_constant_ERR_BUSY:
 
+.. _class_@GlobalScope_constant_ERR_SKIP:
+
 .. _class_@GlobalScope_constant_ERR_HELP:
 
 .. _class_@GlobalScope_constant_ERR_BUG:
 
+.. _class_@GlobalScope_constant_ERR_PRINTER_ON_FIRE:
+
 enum **Error**:
 
-- **OK** = **0** --- Functions that return Error return OK when no error occurred. Most functions don't return errors and/or just print errors to STDOUT.
+- **OK** = **0** --- Methods that return :ref:`Error<enum_@GlobalScope_Error>` return :ref:`OK<class_@GlobalScope_constant_OK>` when no error occurred. Note that many functions don't return an error code but will print error messages to stdout.
+
+Since :ref:`OK<class_@GlobalScope_constant_OK>` has value 0, and all other failure codes are positive integers, it can also be used in boolean checks, e.g.:
+
+::
+
+    var err = method_that_returns_error()
+    if (err != OK):
+        print("Failure!)
+    # Or, equivalent:
+    if (err):
+        print("Still failing!)
 
 - **FAILED** = **1** --- Generic error.
 
-- **ERR_UNAVAILABLE** = **2** --- Unavailable error
+- **ERR_UNAVAILABLE** = **2** --- Unavailable error.
+
+- **ERR_UNCONFIGURED** = **3** --- Unconfigured error.
+
+- **ERR_UNAUTHORIZED** = **4** --- Unauthorized error.
+
+- **ERR_PARAMETER_RANGE_ERROR** = **5** --- Parameter range error.
+
+- **ERR_OUT_OF_MEMORY** = **6** --- Out of memory (OOM) error.
+
+- **ERR_FILE_NOT_FOUND** = **7** --- File: Not found error.
+
+- **ERR_FILE_BAD_DRIVE** = **8** --- File: Bad drive error.
+
+- **ERR_FILE_BAD_PATH** = **9** --- File: Bad path error.
+
+- **ERR_FILE_NO_PERMISSION** = **10** --- File: No permission error.
 
-- **ERR_UNCONFIGURED** = **3** --- Unconfigured error
+- **ERR_FILE_ALREADY_IN_USE** = **11** --- File: Already in use error.
 
-- **ERR_UNAUTHORIZED** = **4** --- Unauthorized error
+- **ERR_FILE_CANT_OPEN** = **12** --- File: Can't open error.
 
-- **ERR_PARAMETER_RANGE_ERROR** = **5** --- Parameter range error
+- **ERR_FILE_CANT_WRITE** = **13** --- File: Can't write error.
 
-- **ERR_OUT_OF_MEMORY** = **6** --- Out of memory (OOM) error
+- **ERR_FILE_CANT_READ** = **14** --- File: Can't read error.
 
-- **ERR_FILE_NOT_FOUND** = **7** --- File: Not found error
+- **ERR_FILE_UNRECOGNIZED** = **15** --- File: Unrecognized error.
 
-- **ERR_FILE_BAD_DRIVE** = **8** --- File: Bad drive error
+- **ERR_FILE_CORRUPT** = **16** --- File: Corrupt error.
 
-- **ERR_FILE_BAD_PATH** = **9** --- File: Bad path error
+- **ERR_FILE_MISSING_DEPENDENCIES** = **17** --- File: Missing dependencies error.
 
-- **ERR_FILE_NO_PERMISSION** = **10** --- File: No permission error
+- **ERR_FILE_EOF** = **18** --- File: End of file (EOF) error.
 
-- **ERR_FILE_ALREADY_IN_USE** = **11** --- File: Already in use error
+- **ERR_CANT_OPEN** = **19** --- Can't open error.
 
-- **ERR_FILE_CANT_OPEN** = **12** --- File: Can't open error
+- **ERR_CANT_CREATE** = **20** --- Can't create error.
 
-- **ERR_FILE_CANT_WRITE** = **13** --- File: Can't write error
+- **ERR_QUERY_FAILED** = **21** --- Query failed error.
 
-- **ERR_FILE_CANT_READ** = **14** --- File: Can't read error
+- **ERR_ALREADY_IN_USE** = **22** --- Already in use error.
 
-- **ERR_FILE_UNRECOGNIZED** = **15** --- File: Unrecognized error
+- **ERR_LOCKED** = **23** --- Locked error.
 
-- **ERR_FILE_CORRUPT** = **16** --- File: Corrupt error
+- **ERR_TIMEOUT** = **24** --- Timeout error.
 
-- **ERR_FILE_MISSING_DEPENDENCIES** = **17** --- File: Missing dependencies error
+- **ERR_CANT_CONNECT** = **25** --- Can't connect error.
 
-- **ERR_FILE_EOF** = **18** --- File: End of file (EOF) error
+- **ERR_CANT_RESOLVE** = **26** --- Can't resolve error.
 
-- **ERR_CANT_OPEN** = **19** --- Can't open error
+- **ERR_CONNECTION_ERROR** = **27** --- Connection error.
 
-- **ERR_CANT_CREATE** = **20** --- Can't create error
+- **ERR_CANT_ACQUIRE_RESOURCE** = **28** --- Can't acquire resource error.
 
-- **ERR_PARSE_ERROR** = **43** --- Parse error
+- **ERR_CANT_FORK** = **29** --- Can't fork process error.
 
-- **ERR_QUERY_FAILED** = **21** --- Query failed error
+- **ERR_INVALID_DATA** = **30** --- Invalid data error.
 
-- **ERR_ALREADY_IN_USE** = **22** --- Already in use error
+- **ERR_INVALID_PARAMETER** = **31** --- Invalid parameter error.
 
-- **ERR_LOCKED** = **23** --- Locked error
+- **ERR_ALREADY_EXISTS** = **32** --- Already exists error.
 
-- **ERR_TIMEOUT** = **24** --- Timeout error
+- **ERR_DOES_NOT_EXIST** = **33** --- Does not exist error.
 
-- **ERR_CANT_ACQUIRE_RESOURCE** = **28** --- Can't acquire resource error
+- **ERR_DATABASE_CANT_READ** = **34** --- Database: Read error.
 
-- **ERR_INVALID_DATA** = **30** --- Invalid data error
+- **ERR_DATABASE_CANT_WRITE** = **35** --- Database: Write error.
 
-- **ERR_INVALID_PARAMETER** = **31** --- Invalid parameter error
+- **ERR_COMPILATION_FAILED** = **36** --- Compilation failed error.
 
-- **ERR_ALREADY_EXISTS** = **32** --- Already exists error
+- **ERR_METHOD_NOT_FOUND** = **37** --- Method not found error.
 
-- **ERR_DOES_NOT_EXIST** = **33** --- Does not exist error
+- **ERR_LINK_FAILED** = **38** --- Linking failed error.
 
-- **ERR_DATABASE_CANT_READ** = **34** --- Database: Read error
+- **ERR_SCRIPT_FAILED** = **39** --- Script failed error.
 
-- **ERR_DATABASE_CANT_WRITE** = **35** --- Database: Write error
+- **ERR_CYCLIC_LINK** = **40** --- Cycling link (import cycle) error.
 
-- **ERR_COMPILATION_FAILED** = **36** --- Compilation failed error
+- **ERR_INVALID_DECLARATION** = **41** --- Invalid declaration error.
 
-- **ERR_METHOD_NOT_FOUND** = **37** --- Method not found error
+- **ERR_DUPLICATE_SYMBOL** = **42** --- Duplicate symbol error.
 
-- **ERR_LINK_FAILED** = **38** --- Linking failed error
+- **ERR_PARSE_ERROR** = **43** --- Parse error.
 
-- **ERR_SCRIPT_FAILED** = **39** --- Script failed error
+- **ERR_BUSY** = **44** --- Busy error.
 
-- **ERR_CYCLIC_LINK** = **40** --- Cycling link (import cycle) error
+- **ERR_SKIP** = **45** --- Skip error.
 
-- **ERR_BUSY** = **44** --- Busy error
+- **ERR_HELP** = **46** --- Help error.
 
-- **ERR_HELP** = **46** --- Help error
+- **ERR_BUG** = **47** --- Bug error.
 
-- **ERR_BUG** = **47** --- Bug error
+- **ERR_PRINTER_ON_FIRE** = **48** --- Printer on fire error. (This is an easter egg, no engine methods return this error code.)
 
 .. _enum_@GlobalScope_PropertyHint:
 
@@ -1706,47 +1751,47 @@ enum **PropertyHint**:
 
 - **PROPERTY_HINT_NONE** = **0** --- No hint for edited property.
 
-- **PROPERTY_HINT_RANGE** = **1** --- Hints that the string is a range, defined as "min,max" or "min,max,step". This is valid for integers and floats.
+- **PROPERTY_HINT_RANGE** = **1** --- Hints that an integer or float property should be within a range specified via the hint string ``"min,max"`` or ``"min,max,step"``. The hint string can optionally include ``"allow_greater"`` and/or ``"allow_lesser"`` to allow manual input going respectively above the max or below the min values. Example: ``"-360,360,1,allow_greater,allow_lesser"``.
 
-- **PROPERTY_HINT_EXP_RANGE** = **2** --- Hints that the string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats.
+- **PROPERTY_HINT_EXP_RANGE** = **2** --- Hints that an integer or float property should be within an exponential range specified via the hint string ``"min,max"`` or ``"min,max,step"``. The hint string can optionally include ``"allow_greater"`` and/or ``"allow_lesser"`` to allow manual input going respectively above the max or below the min values. Example: ``"0.01,100,0.01,allow_greater"``.
 
-- **PROPERTY_HINT_ENUM** = **3** --- Property hint for an enumerated value, like "Hello,Something,Else". This is valid for integer, float and string properties.
+- **PROPERTY_HINT_ENUM** = **3** --- Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string such as ``"Hello,Something,Else"``.
 
-- **PROPERTY_HINT_EXP_EASING** = **4**
+- **PROPERTY_HINT_EXP_EASING** = **4** --- Hints that a float property should be edited via an exponential easing function. The hint string can include ``"attenuation"`` to flip the curve horizontally and/or ``"inout"`` to also include in/out easing.
 
-- **PROPERTY_HINT_LENGTH** = **5**
+- **PROPERTY_HINT_LENGTH** = **5** --- Deprecated hint, unused.
 
-- **PROPERTY_HINT_KEY_ACCEL** = **7**
+- **PROPERTY_HINT_KEY_ACCEL** = **7** --- Deprecated hint, unused.
 
-- **PROPERTY_HINT_FLAGS** = **8** --- Property hint for a bitmask description, for bits 0,1,2,3 and 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers.
+- **PROPERTY_HINT_FLAGS** = **8** --- Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like ``"Bit0,Bit1,Bit2,,Bit4"``.
 
-- **PROPERTY_HINT_LAYERS_2D_RENDER** = **9**
+- **PROPERTY_HINT_LAYERS_2D_RENDER** = **9** --- Hints that an integer property is a bitmask using the optionally named 2D render layers.
 
-- **PROPERTY_HINT_LAYERS_2D_PHYSICS** = **10**
+- **PROPERTY_HINT_LAYERS_2D_PHYSICS** = **10** --- Hints that an integer property is a bitmask using the optionally named 2D physics layers.
 
-- **PROPERTY_HINT_LAYERS_3D_RENDER** = **11**
+- **PROPERTY_HINT_LAYERS_3D_RENDER** = **11** --- Hints that an integer property is a bitmask using the optionally named 3D render layers.
 
-- **PROPERTY_HINT_LAYERS_3D_PHYSICS** = **12**
+- **PROPERTY_HINT_LAYERS_3D_PHYSICS** = **12** --- Hints that an integer property is a bitmask using the optionally named 3D physics layers.
 
-- **PROPERTY_HINT_FILE** = **13** --- String property is a file (so pop up a file dialog when edited). Hint string can be a set of wildcards like "\*.doc".
+- **PROPERTY_HINT_FILE** = **13** --- Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like ``"*.png,*.jpg"``.
 
-- **PROPERTY_HINT_DIR** = **14** --- String property is a directory (so pop up a file dialog when edited).
+- **PROPERTY_HINT_DIR** = **14** --- Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.
 
-- **PROPERTY_HINT_GLOBAL_FILE** = **15**
+- **PROPERTY_HINT_GLOBAL_FILE** = **15** --- Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like ``"*.png,*.jpg"``.
 
-- **PROPERTY_HINT_GLOBAL_DIR** = **16**
+- **PROPERTY_HINT_GLOBAL_DIR** = **16** --- Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
 
-- **PROPERTY_HINT_RESOURCE_TYPE** = **17** --- String property is a resource, so open the resource popup menu when edited.
+- **PROPERTY_HINT_RESOURCE_TYPE** = **17** --- Hints that a property is an instance of a :ref:`Resource<class_Resource>`-derived type, optionally specified via the hint string (e.g. ``"Texture"``). Editing it will show a popup menu of valid resource types to instantiate.
 
-- **PROPERTY_HINT_MULTILINE_TEXT** = **18**
+- **PROPERTY_HINT_MULTILINE_TEXT** = **18** --- Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
 
-- **PROPERTY_HINT_PLACEHOLDER_TEXT** = **19**
+- **PROPERTY_HINT_PLACEHOLDER_TEXT** = **19** --- Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
 
-- **PROPERTY_HINT_COLOR_NO_ALPHA** = **20**
+- **PROPERTY_HINT_COLOR_NO_ALPHA** = **20** --- Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
 
-- **PROPERTY_HINT_IMAGE_COMPRESS_LOSSY** = **21** --- Hints that the image is compressed using lossy compression.
+- **PROPERTY_HINT_IMAGE_COMPRESS_LOSSY** = **21** --- Hints that an image is compressed using lossy compression.
 
-- **PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS** = **22** --- Hints that the image is compressed using lossless compression.
+- **PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS** = **22** --- Hints that an image is compressed using lossless compression.
 
 .. _enum_@GlobalScope_PropertyUsageFlags:
 
@@ -1782,35 +1827,35 @@ enum **PropertyHint**:
 
 enum **PropertyUsageFlags**:
 
-- **PROPERTY_USAGE_STORAGE** = **1** --- Property will be used as storage (default).
+- **PROPERTY_USAGE_STORAGE** = **1** --- The property is serialized and saved in the scene file (default).
 
-- **PROPERTY_USAGE_EDITOR** = **2** --- Property will be visible in editor (default).
+- **PROPERTY_USAGE_EDITOR** = **2** --- The property is shown in the editor inspector (default).
 
-- **PROPERTY_USAGE_NETWORK** = **4**
+- **PROPERTY_USAGE_NETWORK** = **4** --- Deprecated usage flag, unused.
 
-- **PROPERTY_USAGE_EDITOR_HELPER** = **8**
+- **PROPERTY_USAGE_EDITOR_HELPER** = **8** --- Deprecated usage flag, unused.
 
-- **PROPERTY_USAGE_CHECKABLE** = **16**
+- **PROPERTY_USAGE_CHECKABLE** = **16** --- The property can be checked in the editor inspector.
 
-- **PROPERTY_USAGE_CHECKED** = **32**
+- **PROPERTY_USAGE_CHECKED** = **32** --- The property is checked in the editor inspector.
 
-- **PROPERTY_USAGE_INTERNATIONALIZED** = **64**
+- **PROPERTY_USAGE_INTERNATIONALIZED** = **64** --- The property is a translatable string.
 
-- **PROPERTY_USAGE_GROUP** = **128**
+- **PROPERTY_USAGE_GROUP** = **128** --- Used to group properties together in the editor.
 
-- **PROPERTY_USAGE_CATEGORY** = **256**
+- **PROPERTY_USAGE_CATEGORY** = **256** --- Used to categorize properties together in the editor.
 
-- **PROPERTY_USAGE_NO_INSTANCE_STATE** = **2048**
+- **PROPERTY_USAGE_NO_INSTANCE_STATE** = **2048** --- The property does not save its state in :ref:`PackedScene<class_PackedScene>`.
 
-- **PROPERTY_USAGE_RESTART_IF_CHANGED** = **4096**
+- **PROPERTY_USAGE_RESTART_IF_CHANGED** = **4096** --- Editing the property prompts the user for restarting the editor.
 
-- **PROPERTY_USAGE_SCRIPT_VARIABLE** = **8192**
+- **PROPERTY_USAGE_SCRIPT_VARIABLE** = **8192** --- The property is a script variable which should be serialized and saved in the scene file.
 
-- **PROPERTY_USAGE_DEFAULT** = **7** --- Default usage (storage and editor).
+- **PROPERTY_USAGE_DEFAULT** = **7** --- Default usage (storage, editor and network).
 
-- **PROPERTY_USAGE_DEFAULT_INTL** = **71**
+- **PROPERTY_USAGE_DEFAULT_INTL** = **71** --- Default usage for translatable strings (storage, editor, network and internationalized).
 
-- **PROPERTY_USAGE_NOEDITOR** = **5**
+- **PROPERTY_USAGE_NOEDITOR** = **5** --- Default usage but without showing the property in the editor (storage, network).
 
 .. _enum_@GlobalScope_MethodFlags:
 
@@ -1836,15 +1881,15 @@ enum **MethodFlags**:
 
 - **METHOD_FLAG_EDITOR** = **2** --- Flag for editor method
 
-- **METHOD_FLAG_NOSCRIPT** = **4**
+- **METHOD_FLAG_NOSCRIPT** = **4** --- Deprecated method flag, unused.
 
 - **METHOD_FLAG_CONST** = **8** --- Flag for constant method
 
-- **METHOD_FLAG_REVERSE** = **16**
+- **METHOD_FLAG_REVERSE** = **16** --- Deprecated method flag, unused.
 
 - **METHOD_FLAG_VIRTUAL** = **32** --- Flag for virtual method
 
-- **METHOD_FLAG_FROM_SCRIPT** = **64** --- Flag for method from script
+- **METHOD_FLAG_FROM_SCRIPT** = **64** --- Deprecated method flag, unused.
 
 - **METHOD_FLAGS_DEFAULT** = **1** --- Default method flags
 
@@ -1908,13 +1953,13 @@ enum **MethodFlags**:
 
 enum **Variant.Type**:
 
-- **TYPE_NIL** = **0** --- Variable is of type nil (only applied for null).
+- **TYPE_NIL** = **0** --- Variable is of type :ref:`Nil<class_Nil>` (only applied for ``null``).
 
 - **TYPE_BOOL** = **1** --- Variable is of type :ref:`bool<class_bool>`.
 
 - **TYPE_INT** = **2** --- Variable is of type :ref:`int<class_int>`.
 
-- **TYPE_REAL** = **3** --- Variable is of type :ref:`float<class_float>`/real.
+- **TYPE_REAL** = **3** --- Variable is of type :ref:`float<class_float>` (real).
 
 - **TYPE_STRING** = **4** --- Variable is of type :ref:`String<class_String>`.
 
@@ -1962,7 +2007,7 @@ enum **Variant.Type**:
 
 - **TYPE_COLOR_ARRAY** = **26** --- Variable is of type :ref:`PoolColorArray<class_PoolColorArray>`.
 
-- **TYPE_MAX** = **27** --- Marker for end of type constants.
+- **TYPE_MAX** = **27** --- Represents the size of the :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>` enum.
 
 .. _enum_@GlobalScope_Variant.Operator:
 
@@ -2020,57 +2065,57 @@ enum **Variant.Type**:
 
 enum **Variant.Operator**:
 
-- **OP_EQUAL** = **0**
+- **OP_EQUAL** = **0** --- Equality operator (``==``).
 
-- **OP_NOT_EQUAL** = **1**
+- **OP_NOT_EQUAL** = **1** --- Inequality operator (``!=``).
 
-- **OP_LESS** = **2**
+- **OP_LESS** = **2** --- Less than operator (``<``).
 
-- **OP_LESS_EQUAL** = **3**
+- **OP_LESS_EQUAL** = **3** --- Less than or equal operator (``<=``).
 
-- **OP_GREATER** = **4**
+- **OP_GREATER** = **4** --- Greater than operator (``>``).
 
-- **OP_GREATER_EQUAL** = **5**
+- **OP_GREATER_EQUAL** = **5** --- Greater than or equal operator (``>=``).
 
-- **OP_ADD** = **6**
+- **OP_ADD** = **6** --- Addition operator (``+``).
 
-- **OP_SUBTRACT** = **7**
+- **OP_SUBTRACT** = **7** --- Subtraction operator (``-``).
 
-- **OP_MULTIPLY** = **8**
+- **OP_MULTIPLY** = **8** --- Multiplication operator (``*``).
 
-- **OP_DIVIDE** = **9**
+- **OP_DIVIDE** = **9** --- Division operator (``/``).
 
-- **OP_NEGATE** = **10**
+- **OP_NEGATE** = **10** --- Unary negation operator (``-``).
 
-- **OP_POSITIVE** = **11**
+- **OP_POSITIVE** = **11** --- Unary plus operator (``+``).
 
-- **OP_MODULE** = **12**
+- **OP_MODULE** = **12** --- Remainder/modulo operator (``%``).
 
-- **OP_STRING_CONCAT** = **13**
+- **OP_STRING_CONCAT** = **13** --- String concatenation operator (``+``).
 
-- **OP_SHIFT_LEFT** = **14**
+- **OP_SHIFT_LEFT** = **14** --- Left shift operator (``<<``).
 
-- **OP_SHIFT_RIGHT** = **15**
+- **OP_SHIFT_RIGHT** = **15** --- Right shift operator (``>>``).
 
-- **OP_BIT_AND** = **16**
+- **OP_BIT_AND** = **16** --- Bitwise AND operator (``&``).
 
-- **OP_BIT_OR** = **17**
+- **OP_BIT_OR** = **17** --- Bitwise OR operator (``|``).
 
-- **OP_BIT_XOR** = **18**
+- **OP_BIT_XOR** = **18** --- Bitwise XOR operator (``^``).
 
-- **OP_BIT_NEGATE** = **19**
+- **OP_BIT_NEGATE** = **19** --- Bitwise NOT operator (``~``).
 
-- **OP_AND** = **20**
+- **OP_AND** = **20** --- Logical AND operator (``and`` or ``&&``).
 
-- **OP_OR** = **21**
+- **OP_OR** = **21** --- Logical OR operator (``or`` or ``||``).
 
-- **OP_XOR** = **22**
+- **OP_XOR** = **22** --- Logical XOR operator (not implemented in GDScript).
 
-- **OP_NOT** = **23**
+- **OP_NOT** = **23** --- Logical NOT operator (``not`` or ``!``).
 
-- **OP_IN** = **24**
+- **OP_IN** = **24** --- Logical IN operator (``in``).
 
-- **OP_MAX** = **25**
+- **OP_MAX** = **25** --- Represents the size of the :ref:`Variant.Operator<enum_@GlobalScope_Variant.Operator>` enum.
 
 Constants
 ---------

+ 2 - 0
classes/[email protected]

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the @NativeScript.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/[email protected]

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the @VisualScript.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_aabb.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AABB.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 4 - 2
classes/class_acceptdialog.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AcceptDialog.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -112,13 +114,13 @@ Adds a button with label *name* and a cancel action to the dialog and returns th
 
 - :ref:`Label<class_Label>` **get_label** **(** **)**
 
-Return the label used for built-in text.
+Returns the label used for built-in text.
 
 .. _class_AcceptDialog_method_get_ok:
 
 - :ref:`Button<class_Button>` **get_ok** **(** **)**
 
-Return the OK Button.
+Returns the OK Button.
 
 .. _class_AcceptDialog_method_register_text_enter:
 

+ 5 - 1
classes/class_animatedsprite.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimatedSprite.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -173,6 +175,8 @@ If ``true``, the :ref:`animation<class_AnimatedSprite_property_animation>` is cu
 | *Getter* | get_speed_scale()      |
 +----------+------------------------+
 
+The animation speed is multiplied by this value.
+
 Method Descriptions
 -------------------
 
@@ -180,7 +184,7 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **is_playing** **(** **)** const
 
-Return true if an animation if currently being played.
+Returns ``true`` if an animation if currently being played.
 
 .. _class_AnimatedSprite_method_play:
 

+ 3 - 1
classes/class_animatedsprite3d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimatedSprite3D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -106,7 +108,7 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **is_playing** **(** **)** const
 
-Return true if an animation if currently being played.
+Returns ``true`` if an animation if currently being played.
 
 .. _class_AnimatedSprite3D_method_play:
 

+ 2 - 0
classes/class_animatedtexture.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimatedTexture.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 16 - 14
classes/class_animation.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the Animation.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -376,31 +378,31 @@ Adds a new track that is a copy of the given track from ``to_animation``.
 
 - :ref:`int<class_int>` **find_track** **(** :ref:`NodePath<class_NodePath>` path **)** const
 
-Return the index of the specified track. If the track is not found, return -1.
+Returns the index of the specified track. If the track is not found, return -1.
 
 .. _class_Animation_method_get_track_count:
 
 - :ref:`int<class_int>` **get_track_count** **(** **)** const
 
-Return the amount of tracks in the animation.
+Returns the amount of tracks in the animation.
 
 .. _class_Animation_method_method_track_get_key_indices:
 
 - :ref:`PoolIntArray<class_PoolIntArray>` **method_track_get_key_indices** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` time_sec, :ref:`float<class_float>` delta **)** const
 
-Return all the key indices of a method track, given a position and delta time.
+Returns all the key indices of a method track, given a position and delta time.
 
 .. _class_Animation_method_method_track_get_name:
 
 - :ref:`String<class_String>` **method_track_get_name** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)** const
 
-Return the method name of a method track.
+Returns the method name of a method track.
 
 .. _class_Animation_method_method_track_get_params:
 
 - :ref:`Array<class_Array>` **method_track_get_params** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)** const
 
-Return the arguments values to be called on a method track for a given key in a given track.
+Returns the arguments values to be called on a method track for a given key in a given track.
 
 .. _class_Animation_method_remove_track:
 
@@ -424,31 +426,31 @@ Returns ``true`` if the track at ``idx`` wraps the interpolation loop. Default v
 
 - :ref:`InterpolationType<enum_Animation_InterpolationType>` **track_get_interpolation_type** **(** :ref:`int<class_int>` idx **)** const
 
-Return the interpolation type of a given track, from the INTERPOLATION\_\* enum.
+Returns the interpolation type of a given track, from the INTERPOLATION\_\* enum.
 
 .. _class_Animation_method_track_get_key_count:
 
 - :ref:`int<class_int>` **track_get_key_count** **(** :ref:`int<class_int>` idx **)** const
 
-Return the amount of keys in a given track.
+Returns the amount of keys in a given track.
 
 .. _class_Animation_method_track_get_key_time:
 
 - :ref:`float<class_float>` **track_get_key_time** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)** const
 
-Return the time at which the key is located.
+Returns the time at which the key is located.
 
 .. _class_Animation_method_track_get_key_transition:
 
 - :ref:`float<class_float>` **track_get_key_transition** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)** const
 
-Return the transition curve (easing) for a specific key (see built-in math function "ease").
+Returns the transition curve (easing) for a specific key (see built-in math function "ease").
 
 .. _class_Animation_method_track_get_key_value:
 
 - :ref:`Variant<class_Variant>` **track_get_key_value** **(** :ref:`int<class_int>` idx, :ref:`int<class_int>` key_idx **)** const
 
-Return the value of a given key in a given track.
+Returns the value of a given key in a given track.
 
 .. _class_Animation_method_track_get_path:
 
@@ -478,7 +480,7 @@ Returns ``true`` if the track at index ``idx`` is enabled.
 
 - :ref:`bool<class_bool>` **track_is_imported** **(** :ref:`int<class_int>` idx **)** const
 
-Return true if the given track is imported. Else, return false.
+Returns ``true`` if the given track is imported. Else, return ``false``.
 
 .. _class_Animation_method_track_move_down:
 
@@ -562,19 +564,19 @@ Insert a transform key for a transform track.
 
 - :ref:`Array<class_Array>` **transform_track_interpolate** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` time_sec **)** const
 
-Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position (:ref:`Vector3<class_Vector3>`), rotation (:ref:`Quat<class_Quat>`) and scale (:ref:`Vector3<class_Vector3>`).
+Returns the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position (:ref:`Vector3<class_Vector3>`), rotation (:ref:`Quat<class_Quat>`) and scale (:ref:`Vector3<class_Vector3>`).
 
 .. _class_Animation_method_value_track_get_key_indices:
 
 - :ref:`PoolIntArray<class_PoolIntArray>` **value_track_get_key_indices** **(** :ref:`int<class_int>` idx, :ref:`float<class_float>` time_sec, :ref:`float<class_float>` delta **)** const
 
-Return all the key indices of a value track, given a position and delta time.
+Returns all the key indices of a value track, given a position and delta time.
 
 .. _class_Animation_method_value_track_get_update_mode:
 
 - :ref:`UpdateMode<enum_Animation_UpdateMode>` **value_track_get_update_mode** **(** :ref:`int<class_int>` idx **)** const
 
-Return the update mode of a value track.
+Returns the update mode of a value track.
 
 .. _class_Animation_method_value_track_set_update_mode:
 

+ 9 - 5
classes/class_animationnode.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNode.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -79,6 +81,8 @@ Called when the node was removed from the graph.
 
 - **tree_changed** **(** **)**
 
+Emitted by nodes that inherit from this class and that have an internal tree when one of their nodes changes. The nodes that emit this signal are :ref:`AnimationNodeBlendSpace1D<class_AnimationNodeBlendSpace1D>`, :ref:`AnimationNodeBlendSpace2D<class_AnimationNodeBlendSpace2D>`, :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`, and :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
+
 Enumerations
 ------------
 
@@ -122,7 +126,7 @@ Property Descriptions
 | *Getter* | is_filter_enabled()       |
 +----------+---------------------------+
 
-Return whether filtering is enabled.
+Returns whether filtering is enabled.
 
 Method Descriptions
 -------------------
@@ -143,7 +147,7 @@ Blend an animation by "blend" amount (name must be valid in the linked :ref:`Ani
 
 - :ref:`float<class_float>` **blend_input** **(** :ref:`int<class_int>` input_index, :ref:`float<class_float>` time, :ref:`bool<class_bool>` seek, :ref:`float<class_float>` blend, :ref:`FilterAction<enum_AnimationNode_FilterAction>` filter=0, :ref:`bool<class_bool>` optimize=true **)**
 
-Blend an input. This is only useful for nodes created for an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Time is a delta, unless "seek" is true, in which case it is absolute. A filter mode may be optionally passed.
+Blend an input. This is only useful for nodes created for an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Time is a delta, unless "seek" is ``true``, in which case it is absolute. A filter mode may be optionally passed.
 
 .. _class_AnimationNode_method_blend_node:
 
@@ -203,19 +207,19 @@ Get the property information for parameter. Parameters are custom local memory u
 
 - :ref:`String<class_String>` **has_filter** **(** **)** virtual
 
-Return true whether you want the blend tree editor to display filter editing on this node.
+Returns ``true`` whether you want the blend tree editor to display filter editing on this node.
 
 .. _class_AnimationNode_method_is_path_filtered:
 
 - :ref:`bool<class_bool>` **is_path_filtered** **(** :ref:`NodePath<class_NodePath>` path **)** const
 
-Return true wether a given path is filtered.
+Returns ``true`` whether a given path is filtered.
 
 .. _class_AnimationNode_method_process:
 
 - void **process** **(** :ref:`float<class_float>` time, :ref:`bool<class_bool>` seek **)** virtual
 
-Called when a custom node is processed. The argument "time" is relative, unless "seek" is true (in which case it is absolute).
+Called when a custom node is processed. The argument "time" is relative, unless "seek" is ``true`` (in which case it is absolute).
 
 Here, call the :ref:`blend_input<class_AnimationNode_method_blend_input>`, :ref:`blend_node<class_AnimationNode_method_blend_node>` or :ref:`blend_animation<class_AnimationNode_method_blend_animation>` functions.
 

+ 10 - 1
classes/class_animationnodeadd2.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeAdd2.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeAdd2
 Brief Description
 -----------------
 
-
+Blends two animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
 
 Properties
 ----------
@@ -23,6 +25,11 @@ Properties
 | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd2_property_sync>` |
 +-------------------------+----------------------------------------------------+
 
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations additively based on an amount value in the ``[0.0, 1.0]`` range.
+
 Property Descriptions
 ---------------------
 
@@ -36,3 +43,5 @@ Property Descriptions
 | *Getter* | is_using_sync()     |
 +----------+---------------------+
 
+If ``true``, sets the ``optimization`` to ``false`` when calling :ref:`AnimationNode.blend_input<class_AnimationNode_method_blend_input>`, forcing the blended animations to update every frame.
+

+ 18 - 1
classes/class_animationnodeadd3.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeAdd3.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeAdd3
 Brief Description
 -----------------
 
-
+Blends two of three animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
 
 Properties
 ----------
@@ -23,6 +25,19 @@ Properties
 | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd3_property_sync>` |
 +-------------------------+----------------------------------------------------+
 
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations together additively out of three based on a value in the ``[-1.0, 1.0]`` range.
+
+This node has three inputs:
+
+- The base animation to add to
+
+- A -add animation to blend with when the blend amount is in the ``[-1.0, 0.0]`` range.
+
+- A +add animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range
+
 Property Descriptions
 ---------------------
 
@@ -36,3 +51,5 @@ Property Descriptions
 | *Getter* | is_using_sync()     |
 +----------+---------------------+
 
+If ``true``, sets the ``optimization`` to ``false`` when calling :ref:`AnimationNode.blend_input<class_AnimationNode_method_blend_input>`, forcing the blended animations to update every frame.
+

+ 10 - 1
classes/class_animationnodeanimation.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeAnimation.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeAnimation
 Brief Description
 -----------------
 
-
+Input animation to use in an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
 
 Properties
 ----------
@@ -23,6 +25,11 @@ Properties
 | :ref:`String<class_String>` | :ref:`animation<class_AnimationNodeAnimation_property_animation>` |
 +-----------------------------+-------------------------------------------------------------------+
 
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Only features one output set using the :ref:`animation<class_AnimationNodeAnimation_property_animation>` property. Use it as an input for :ref:`AnimationNode<class_AnimationNode>` that blend animations together.
+
 Property Descriptions
 ---------------------
 
@@ -36,3 +43,5 @@ Property Descriptions
 | *Getter* | get_animation()      |
 +----------+----------------------+
 
+Animation to use as an output. It is one of the animations provided by :ref:`AnimationTree.anim_player<class_AnimationTree_property_anim_player>`.
+

+ 10 - 1
classes/class_animationnodeblend2.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeBlend2.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeBlend2
 Brief Description
 -----------------
 
-
+Blends two animations linearly inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
 
 Properties
 ----------
@@ -23,6 +25,11 @@ Properties
 | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeBlend2_property_sync>` |
 +-------------------------+------------------------------------------------------+
 
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations linearly based on an amount value in the ``[0.0, 1.0]`` range.
+
 Property Descriptions
 ---------------------
 
@@ -36,3 +43,5 @@ Property Descriptions
 | *Getter* | is_using_sync()     |
 +----------+---------------------+
 
+If ``true``, sets the ``optimization`` to ``false`` when calling :ref:`AnimationNode.blend_input<class_AnimationNode_method_blend_input>`, forcing the blended animations to update every frame.
+

+ 18 - 1
classes/class_animationnodeblend3.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeBlend3.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeBlend3
 Brief Description
 -----------------
 
-
+Blends two of three animations linearly inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
 
 Properties
 ----------
@@ -23,6 +25,19 @@ Properties
 | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeBlend3_property_sync>` |
 +-------------------------+------------------------------------------------------+
 
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations together linearly out of three based on a value in the ``[-1.0, 1.0]`` range.
+
+This node has three inputs:
+
+- The base animation
+
+- A -blend animation to blend with when the blend amount is in the ``[-1.0, 0.0]`` range.
+
+- A +blend animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range
+
 Property Descriptions
 ---------------------
 
@@ -36,3 +51,5 @@ Property Descriptions
 | *Getter* | is_using_sync()     |
 +----------+---------------------+
 
+If ``true``, sets the ``optimization`` to ``false`` when calling :ref:`AnimationNode.blend_input<class_AnimationNode_method_blend_input>`, forcing the blended animations to update every frame.
+

+ 36 - 1
classes/class_animationnodeblendspace1d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeBlendSpace1D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeBlendSpace1D
 Brief Description
 -----------------
 
-
+Blends linearly between two of any number of :ref:`AnimationNode<class_AnimationNode>` of any type placed on a virtual axis.
 
 Properties
 ----------
@@ -48,6 +50,17 @@ Methods
 | void                                              | :ref:`set_blend_point_position<class_AnimationNodeBlendSpace1D_method_set_blend_point_position>` **(** :ref:`int<class_int>` point, :ref:`float<class_float>` pos **)**                                             |
 +---------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
 
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
+
+This is a virtual axis on which you can add any type of :ref:`AnimationNode<class_AnimationNode>` using :ref:`add_blend_point<class_AnimationNodeBlendSpace1D_method_add_blend_point>`.
+
+Outputs the linear blend of the two ``AnimationNode`` closest to the node's current ``value``.
+
+You can set the extents of the axis using the :ref:`min_space<class_AnimationNodeBlendSpace1D_property_min_space>` and :ref:`max_space<class_AnimationNodeBlendSpace1D_property_max_space>`.
+
 Property Descriptions
 ---------------------
 
@@ -61,6 +74,8 @@ Property Descriptions
 | *Getter* | get_max_space()      |
 +----------+----------------------+
 
+The blend space's axis's upper limit for the points' position. See :ref:`add_blend_point<class_AnimationNodeBlendSpace1D_method_add_blend_point>`.
+
 .. _class_AnimationNodeBlendSpace1D_property_min_space:
 
 - :ref:`float<class_float>` **min_space**
@@ -71,6 +86,8 @@ Property Descriptions
 | *Getter* | get_min_space()      |
 +----------+----------------------+
 
+The blend space's axis's lower limit for the points' position. See :ref:`add_blend_point<class_AnimationNodeBlendSpace1D_method_add_blend_point>`.
+
 .. _class_AnimationNodeBlendSpace1D_property_snap:
 
 - :ref:`float<class_float>` **snap**
@@ -81,6 +98,8 @@ Property Descriptions
 | *Getter* | get_snap()      |
 +----------+-----------------+
 
+Position increment to snap to when moving a point on the axis.
+
 .. _class_AnimationNodeBlendSpace1D_property_value_label:
 
 - :ref:`String<class_String>` **value_label**
@@ -91,6 +110,8 @@ Property Descriptions
 | *Getter* | get_value_label()      |
 +----------+------------------------+
 
+Label of the virtual axis of the blend space.
+
 Method Descriptions
 -------------------
 
@@ -98,27 +119,41 @@ Method Descriptions
 
 - void **add_blend_point** **(** :ref:`AnimationRootNode<class_AnimationRootNode>` node, :ref:`float<class_float>` pos, :ref:`int<class_int>` at_index=-1 **)**
 
+Add a new point that represents a ``node`` on the virtual axis at a given position set by ``pos``. You can insert it at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
+
 .. _class_AnimationNodeBlendSpace1D_method_get_blend_point_count:
 
 - :ref:`int<class_int>` **get_blend_point_count** **(** **)** const
 
+Returns the number of points on the blend axis.
+
 .. _class_AnimationNodeBlendSpace1D_method_get_blend_point_node:
 
 - :ref:`AnimationRootNode<class_AnimationRootNode>` **get_blend_point_node** **(** :ref:`int<class_int>` point **)** const
 
+Returns the ``AnimationNode`` referenced by the point at index ``point``.
+
 .. _class_AnimationNodeBlendSpace1D_method_get_blend_point_position:
 
 - :ref:`float<class_float>` **get_blend_point_position** **(** :ref:`int<class_int>` point **)** const
 
+Returns the position of the point at index ``point``.
+
 .. _class_AnimationNodeBlendSpace1D_method_remove_blend_point:
 
 - void **remove_blend_point** **(** :ref:`int<class_int>` point **)**
 
+Removes the point at index ``point`` from the blend axis.
+
 .. _class_AnimationNodeBlendSpace1D_method_set_blend_point_node:
 
 - void **set_blend_point_node** **(** :ref:`int<class_int>` point, :ref:`AnimationRootNode<class_AnimationRootNode>` node **)**
 
+Changes the AnimationNode referenced by the point at index ``point``.
+
 .. _class_AnimationNodeBlendSpace1D_method_set_blend_point_position:
 
 - void **set_blend_point_position** **(** :ref:`int<class_int>` point, :ref:`float<class_float>` pos **)**
 
+Updates the position of the point at index ``point`` on the blend axis.
+

+ 53 - 4
classes/class_animationnodeblendspace2d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeBlendSpace2D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeBlendSpace2D
 Brief Description
 -----------------
 
-
+Blends linearly between three :ref:`AnimationNode<class_AnimationNode>` of any type placed in a 2d space.
 
 Properties
 ----------
@@ -69,6 +71,8 @@ Signals
 
 - **triangles_updated** **(** **)**
 
+Emitted every time the blend space's triangles are created, removed, or when one of their vertices changes position.
+
 Enumerations
 ------------
 
@@ -82,11 +86,20 @@ Enumerations
 
 enum **BlendMode**:
 
-- **BLEND_MODE_INTERPOLATED** = **0**
+- **BLEND_MODE_INTERPOLATED** = **0** --- The interpolation between animations is linear.
+
+- **BLEND_MODE_DISCRETE** = **1** --- The blend space plays the animation of the node the blending position is closest to. Useful for frame-by-frame 2D animations.
+
+- **BLEND_MODE_DISCRETE_CARRY** = **2** --- Similar to :ref:`BLEND_MODE_DISCRETE<class_AnimationNodeBlendSpace2D_constant_BLEND_MODE_DISCRETE>`, but starts the new animation at the last animation's playback position.
+
+Description
+-----------
+
+A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
 
-- **BLEND_MODE_DISCRETE** = **1** --- Useful for frame-by-frame 2D animations.
+This node allows you to blend linearly between three animations using a :ref:`Vector2<class_Vector2>` weight.
 
-- **BLEND_MODE_DISCRETE_CARRY** = **2** --- Keep the current play position when switching between discrete animations.
+You can add vertices to the blend space with :ref:`add_blend_point<class_AnimationNodeBlendSpace2D_method_add_blend_point>` and automatically triangulate it by setting :ref:`auto_triangles<class_AnimationNodeBlendSpace2D_property_auto_triangles>` to ``true``. Otherwise, use :ref:`add_triangle<class_AnimationNodeBlendSpace2D_method_add_triangle>` and :ref:`remove_triangle<class_AnimationNodeBlendSpace2D_method_remove_triangle>` to create up the blend space by hand.
 
 Property Descriptions
 ---------------------
@@ -101,6 +114,8 @@ Property Descriptions
 | *Getter* | get_auto_triangles()      |
 +----------+---------------------------+
 
+If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with :ref:`add_blend_point<class_AnimationNodeBlendSpace2D_method_add_blend_point>` and :ref:`remove_blend_point<class_AnimationNodeBlendSpace2D_method_remove_blend_point>`.
+
 .. _class_AnimationNodeBlendSpace2D_property_blend_mode:
 
 - :ref:`BlendMode<enum_AnimationNodeBlendSpace2D_BlendMode>` **blend_mode**
@@ -111,6 +126,8 @@ Property Descriptions
 | *Getter* | get_blend_mode()      |
 +----------+-----------------------+
 
+Controls the interpolation between animations. See :ref:`BlendMode<enum_AnimationNodeBlendSpace2D_BlendMode>` constants.
+
 .. _class_AnimationNodeBlendSpace2D_property_max_space:
 
 - :ref:`Vector2<class_Vector2>` **max_space**
@@ -121,6 +138,8 @@ Property Descriptions
 | *Getter* | get_max_space()      |
 +----------+----------------------+
 
+The blend space's X and Y axes' upper limit for the points' position. See :ref:`add_blend_point<class_AnimationNodeBlendSpace2D_method_add_blend_point>`.
+
 .. _class_AnimationNodeBlendSpace2D_property_min_space:
 
 - :ref:`Vector2<class_Vector2>` **min_space**
@@ -131,6 +150,8 @@ Property Descriptions
 | *Getter* | get_min_space()      |
 +----------+----------------------+
 
+The blend space's X and Y axes' lower limit for the points' position. See :ref:`add_blend_point<class_AnimationNodeBlendSpace2D_method_add_blend_point>`.
+
 .. _class_AnimationNodeBlendSpace2D_property_snap:
 
 - :ref:`Vector2<class_Vector2>` **snap**
@@ -141,6 +162,8 @@ Property Descriptions
 | *Getter* | get_snap()      |
 +----------+-----------------+
 
+Position increment to snap to when moving a point.
+
 .. _class_AnimationNodeBlendSpace2D_property_x_label:
 
 - :ref:`String<class_String>` **x_label**
@@ -151,6 +174,8 @@ Property Descriptions
 | *Getter* | get_x_label()      |
 +----------+--------------------+
 
+Name of the blend space's X axis.
+
 .. _class_AnimationNodeBlendSpace2D_property_y_label:
 
 - :ref:`String<class_String>` **y_label**
@@ -161,6 +186,8 @@ Property Descriptions
 | *Getter* | get_y_label()      |
 +----------+--------------------+
 
+Name of the blend space's Y axis.
+
 Method Descriptions
 -------------------
 
@@ -168,43 +195,65 @@ Method Descriptions
 
 - void **add_blend_point** **(** :ref:`AnimationRootNode<class_AnimationRootNode>` node, :ref:`Vector2<class_Vector2>` pos, :ref:`int<class_int>` at_index=-1 **)**
 
+Add a new point that represents a ``node`` at the position set by ``pos``. You can insert it at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
+
 .. _class_AnimationNodeBlendSpace2D_method_add_triangle:
 
 - void **add_triangle** **(** :ref:`int<class_int>` x, :ref:`int<class_int>` y, :ref:`int<class_int>` z, :ref:`int<class_int>` at_index=-1 **)**
 
+Creates a new triangle using three points ``x``, ``y``, and ``z``. Triangles can overlap. You can insert the triangle at a specific index using the ``at_index`` argument. If you use the default value for ``at_index`` , the point is inserted at the end of the blend points array.
+
 .. _class_AnimationNodeBlendSpace2D_method_get_blend_point_count:
 
 - :ref:`int<class_int>` **get_blend_point_count** **(** **)** const
 
+Returns the number of points in the blend space.
+
 .. _class_AnimationNodeBlendSpace2D_method_get_blend_point_node:
 
 - :ref:`AnimationRootNode<class_AnimationRootNode>` **get_blend_point_node** **(** :ref:`int<class_int>` point **)** const
 
+Returns the ``AnimationRootNode`` referenced by the point at index ``point``.
+
 .. _class_AnimationNodeBlendSpace2D_method_get_blend_point_position:
 
 - :ref:`Vector2<class_Vector2>` **get_blend_point_position** **(** :ref:`int<class_int>` point **)** const
 
+Returns the position of the point at index ``point``.
+
 .. _class_AnimationNodeBlendSpace2D_method_get_triangle_count:
 
 - :ref:`int<class_int>` **get_triangle_count** **(** **)** const
 
+Returns the number of triangles in the blend space.
+
 .. _class_AnimationNodeBlendSpace2D_method_get_triangle_point:
 
 - :ref:`int<class_int>` **get_triangle_point** **(** :ref:`int<class_int>` triangle, :ref:`int<class_int>` point **)**
 
+Returns the position of the point at index ``point`` in the triangle of index ``triangle``.
+
 .. _class_AnimationNodeBlendSpace2D_method_remove_blend_point:
 
 - void **remove_blend_point** **(** :ref:`int<class_int>` point **)**
 
+Removes the point at index ``point`` from the blend space.
+
 .. _class_AnimationNodeBlendSpace2D_method_remove_triangle:
 
 - void **remove_triangle** **(** :ref:`int<class_int>` triangle **)**
 
+Removes the triangle at index ``triangle`` from the blend space.
+
 .. _class_AnimationNodeBlendSpace2D_method_set_blend_point_node:
 
 - void **set_blend_point_node** **(** :ref:`int<class_int>` point, :ref:`AnimationRootNode<class_AnimationRootNode>` node **)**
 
+Changes the AnimationNode referenced by the point at index ``point``.
+
 .. _class_AnimationNodeBlendSpace2D_method_set_blend_point_position:
 
 - void **set_blend_point_position** **(** :ref:`int<class_int>` point, :ref:`Vector2<class_Vector2>` pos **)**
 
+Updates the position of the point at index ``point`` on the blend axis.
+

+ 2 - 0
classes/class_animationnodeblendtree.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeBlendTree.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_animationnodeoneshot.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeOneShot.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_animationnodeoutput.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeOutput.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 50 - 4
classes/class_animationnodestatemachine.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeStateMachine.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeStateMachine
 Brief Description
 -----------------
 
-
+State machine for control of animations.
 
 Methods
 -------
@@ -68,12 +70,12 @@ Methods
 Description
 -----------
 
-Contains multiple root nodes as children in a graph. Each node is used as a state, and provides multiple functions to alternate between states. Retrieve the AnimationNodeStateMachinePlayback object from the :ref:`AnimationTree<class_AnimationTree>` node to control it programatically.
+Contains multiple nodes representing animation states, connected in a graph. Nodes transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the ``AnimationTree`` node to control it programatically. Example:
 
 ::
 
-    var state_machine = anim_tree["parameters/StateMachine/playback"]
-    state_machine.travel("SomeState")
+    var state_machine = $AnimationTree.get("parameters/playback")
+    state_machine.travel("some_state")
 
 Method Descriptions
 -------------------
@@ -82,87 +84,131 @@ Method Descriptions
 
 - void **add_node** **(** :ref:`String<class_String>` name, :ref:`AnimationNode<class_AnimationNode>` node, :ref:`Vector2<class_Vector2>` position=Vector2( 0, 0 ) **)**
 
+Adds a new node to the graph. The ``position`` is used for display in the editor.
+
 .. _class_AnimationNodeStateMachine_method_add_transition:
 
 - void **add_transition** **(** :ref:`String<class_String>` from, :ref:`String<class_String>` to, :ref:`AnimationNodeStateMachineTransition<class_AnimationNodeStateMachineTransition>` transition **)**
 
+Adds a transition between the given nodes.
+
 .. _class_AnimationNodeStateMachine_method_get_end_node:
 
 - :ref:`String<class_String>` **get_end_node** **(** **)** const
 
+Returns the graph's end node.
+
 .. _class_AnimationNodeStateMachine_method_get_graph_offset:
 
 - :ref:`Vector2<class_Vector2>` **get_graph_offset** **(** **)** const
 
+Returns the draw offset of the graph. Used for display in the editor.
+
 .. _class_AnimationNodeStateMachine_method_get_node:
 
 - :ref:`AnimationNode<class_AnimationNode>` **get_node** **(** :ref:`String<class_String>` name **)** const
 
+Returns the animation node with the given name.
+
 .. _class_AnimationNodeStateMachine_method_get_node_name:
 
 - :ref:`String<class_String>` **get_node_name** **(** :ref:`AnimationNode<class_AnimationNode>` node **)** const
 
+Returns the given animation node's name.
+
 .. _class_AnimationNodeStateMachine_method_get_node_position:
 
 - :ref:`Vector2<class_Vector2>` **get_node_position** **(** :ref:`String<class_String>` name **)** const
 
+Returns the given node's coordinates. Used for display in the editor.
+
 .. _class_AnimationNodeStateMachine_method_get_start_node:
 
 - :ref:`String<class_String>` **get_start_node** **(** **)** const
 
+Returns the graph's end node.
+
 .. _class_AnimationNodeStateMachine_method_get_transition:
 
 - :ref:`AnimationNodeStateMachineTransition<class_AnimationNodeStateMachineTransition>` **get_transition** **(** :ref:`int<class_int>` idx **)** const
 
+Returns the given transition.
+
 .. _class_AnimationNodeStateMachine_method_get_transition_count:
 
 - :ref:`int<class_int>` **get_transition_count** **(** **)** const
 
+Returns the number of connections in the graph.
+
 .. _class_AnimationNodeStateMachine_method_get_transition_from:
 
 - :ref:`String<class_String>` **get_transition_from** **(** :ref:`int<class_int>` idx **)** const
 
+Returns the given transition's start node.
+
 .. _class_AnimationNodeStateMachine_method_get_transition_to:
 
 - :ref:`String<class_String>` **get_transition_to** **(** :ref:`int<class_int>` idx **)** const
 
+Returns the given transition's end node.
+
 .. _class_AnimationNodeStateMachine_method_has_node:
 
 - :ref:`bool<class_bool>` **has_node** **(** :ref:`String<class_String>` name **)** const
 
+Returns ``true`` if the graph contains the given node.
+
 .. _class_AnimationNodeStateMachine_method_has_transition:
 
 - :ref:`bool<class_bool>` **has_transition** **(** :ref:`String<class_String>` from, :ref:`String<class_String>` to **)** const
 
+Returns ``true`` if there is a transition between the given nodes.
+
 .. _class_AnimationNodeStateMachine_method_remove_node:
 
 - void **remove_node** **(** :ref:`String<class_String>` name **)**
 
+Deletes the given node from the graph.
+
 .. _class_AnimationNodeStateMachine_method_remove_transition:
 
 - void **remove_transition** **(** :ref:`String<class_String>` from, :ref:`String<class_String>` to **)**
 
+Deletes the given transition.
+
 .. _class_AnimationNodeStateMachine_method_remove_transition_by_index:
 
 - void **remove_transition_by_index** **(** :ref:`int<class_int>` idx **)**
 
+Deletes the given transition.
+
 .. _class_AnimationNodeStateMachine_method_rename_node:
 
 - void **rename_node** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` new_name **)**
 
+Renames the given node.
+
 .. _class_AnimationNodeStateMachine_method_set_end_node:
 
 - void **set_end_node** **(** :ref:`String<class_String>` name **)**
 
+Sets the given node as the graph end point.
+
 .. _class_AnimationNodeStateMachine_method_set_graph_offset:
 
 - void **set_graph_offset** **(** :ref:`Vector2<class_Vector2>` offset **)**
 
+Sets the draw offset of the graph. Used for display in the editor.
+
 .. _class_AnimationNodeStateMachine_method_set_node_position:
 
 - void **set_node_position** **(** :ref:`String<class_String>` name, :ref:`Vector2<class_Vector2>` position **)**
 
+Sets the node's coordinates. Used for display in the editor.
+
 .. _class_AnimationNodeStateMachine_method_set_start_node:
 
 - void **set_start_node** **(** :ref:`String<class_String>` name **)**
 
+Sets the given node as the graph start point.
+

+ 22 - 2
classes/class_animationnodestatemachineplayback.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeStateMachinePlayback.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AnimationNodeStateMachinePlayback
 Brief Description
 -----------------
 
-
+Playback control for AnimationNodeStateMachine.
 
 Methods
 -------
@@ -33,6 +35,16 @@ Methods
 | void                                          | :ref:`travel<class_AnimationNodeStateMachinePlayback_method_travel>` **(** :ref:`String<class_String>` to_node **)** |
 +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------+
 
+Description
+-----------
+
+Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines created with :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`. Retrieve with ``$AnimationTree.get("parameters/playback")``. Example:
+
+::
+
+    var state_machine = $AnimationTree.get("parameters/playback")
+    state_machine.travel("some_state")
+
 Method Descriptions
 -------------------
 
@@ -40,6 +52,8 @@ Method Descriptions
 
 - :ref:`String<class_String>` **get_current_node** **(** **)** const
 
+Returns the currently playing animation state.
+
 .. _class_AnimationNodeStateMachinePlayback_method_get_travel_path:
 
 - :ref:`PoolStringArray<class_PoolStringArray>` **get_travel_path** **(** **)** const
@@ -48,17 +62,23 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **is_playing** **(** **)** const
 
+Returns ``true`` if an animation is playing.
+
 .. _class_AnimationNodeStateMachinePlayback_method_start:
 
 - void **start** **(** :ref:`String<class_String>` node **)**
 
+Starts playing the given animation.
+
 .. _class_AnimationNodeStateMachinePlayback_method_stop:
 
 - void **stop** **(** **)**
 
+Stops the currently playing animation.
+
 .. _class_AnimationNodeStateMachinePlayback_method_travel:
 
 - void **travel** **(** :ref:`String<class_String>` to_node **)**
 
-Transition from the current state to another one, while visiting all the intermediate ones. This is done via the A\* algorithm.
+Transitions from the current state to another one, following the shortest path.
 

+ 8 - 2
classes/class_animationnodestatemachinetransition.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeStateMachineTransition.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -72,7 +74,11 @@ Property Descriptions
 | *Getter* | get_advance_condition()      |
 +----------+------------------------------+
 
-Turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name. The variable can be modified from code.
+Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code <https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code>`_). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to "idle":
+
+::
+
+    $animation_tree["parameters/conditions/idle"] = is_on_floor and linear_velocity.x == 0
 
 .. _class_AnimationNodeStateMachineTransition_property_auto_advance:
 
@@ -84,7 +90,7 @@ Turn on auto advance when this condition is set. This is a custom text field tha
 | *Getter* | has_auto_advance()      |
 +----------+-------------------------+
 
-Turn on the transition automatically when this state is reached. This works best with ``SWITCH_MODE_AT_END``.
+Turn on the transition automatically when this state is reached. This works best with :ref:`SWITCH_MODE_AT_END<class_AnimationNodeStateMachineTransition_constant_SWITCH_MODE_AT_END>`.
 
 .. _class_AnimationNodeStateMachineTransition_property_disabled:
 

+ 2 - 0
classes/class_animationnodetimescale.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeTimeScale.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_animationnodetimeseek.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeTimeSeek.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_animationnodetransition.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationNodeTransition.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 4 - 2
classes/class_animationplayer.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationPlayer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -239,7 +241,7 @@ The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 p
 | *Getter* | get_animation_process_mode()      |
 +----------+-----------------------------------+
 
-The process notification in which to update animations. Default value: ``ANIMATION_PROCESS_IDLE``.
+The process notification in which to update animations. Default value: :ref:`ANIMATION_PROCESS_IDLE<class_AnimationPlayer_constant_ANIMATION_PROCESS_IDLE>`.
 
 .. _class_AnimationPlayer_property_playback_speed:
 
@@ -354,7 +356,7 @@ Returns ``true`` if playing an animation.
 
 - void **play** **(** :ref:`String<class_String>` name="", :ref:`float<class_float>` custom_blend=-1, :ref:`float<class_float>` custom_speed=1.0, :ref:`bool<class_bool>` from_end=false **)**
 
-Play the animation with key ``name``. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards.
+Play the animation with key ``name``. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being ``true`` can play the animation backwards.
 
 If the animation has been paused by ``stop(true)`` it will be resumed. Calling ``play()`` without arguments will also resume the animation.
 

+ 2 - 0
classes/class_animationrootnode.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationRootNode.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_animationtrackeditplugin.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationTrackEditPlugin.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_animationtree.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationTree.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 5 - 3
classes/class_animationtreeplayer.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AnimationTreePlayer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -267,7 +269,7 @@ Once set, Animation nodes can be added to the AnimationTreePlayer.
 | *Getter* | get_animation_process_mode()      |
 +----------+-----------------------------------+
 
-The thread in which to update animations. Default value: ``ANIMATION_PROCESS_IDLE``.
+The thread in which to update animations. Default value: :ref:`ANIMATION_PROCESS_IDLE<class_AnimationTreePlayer_constant_ANIMATION_PROCESS_IDLE>`.
 
 Method Descriptions
 -------------------
@@ -432,13 +434,13 @@ Check if a node exists (by name).
 
 - :ref:`int<class_int>` **node_get_input_count** **(** :ref:`String<class_String>` id **)** const
 
-Return the input count for a given node. Different types of nodes have different amount of inputs.
+Returns the input count for a given node. Different types of nodes have different amount of inputs.
 
 .. _class_AnimationTreePlayer_method_node_get_input_source:
 
 - :ref:`String<class_String>` **node_get_input_source** **(** :ref:`String<class_String>` id, :ref:`int<class_int>` idx **)** const
 
-Return the input source for a given node input.
+Returns the input source for a given node input.
 
 .. _class_AnimationTreePlayer_method_node_get_position:
 

+ 2 - 0
classes/class_area.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the Area.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 4 - 2
classes/class_area2d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the Area2D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -331,13 +333,13 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
 
-Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
+Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
 
 .. _class_Area2D_method_get_collision_mask_bit:
 
 - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
 
-Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
+Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
 
 .. _class_Area2D_method_get_overlapping_areas:
 

+ 5 - 3
classes/class_array.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the Array.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -156,13 +158,13 @@ Returns the last element of the array if the array is not empty.
 
 - :ref:`int<class_int>` **bsearch** **(** :ref:`Variant<class_Variant>` value, :ref:`bool<class_bool>` before=True **)**
 
-Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a before specifier can be passed. If false, the returned index comes after all existing entries of the value in the array. Note that calling bsearch on an unsorted array results in unexpected behavior.
+Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search. Optionally, a before specifier can be passed. If ``false``, the returned index comes after all existing entries of the value in the array. Note that calling bsearch on an unsorted array results in unexpected behavior.
 
 .. _class_Array_method_bsearch_custom:
 
 - :ref:`int<class_int>` **bsearch_custom** **(** :ref:`Variant<class_Variant>` value, :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func, :ref:`bool<class_bool>` before=True **)**
 
-Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If false, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return true if the first argument is less than the second, and return false otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
+Finds the index of an existing value (or the insertion index that maintains sorting order, if the value is not yet present in the array) using binary search and a custom comparison method. Optionally, a before specifier can be passed. If ``false``, the returned index comes after all existing entries of the value in the array. The custom method receives two arguments (an element from the array and the value searched for) and must return ``true`` if the first argument is less than the second, and return ``false`` otherwise. Note that calling bsearch on an unsorted array results in unexpected behavior.
 
 .. _class_Array_method_clear:
 
@@ -321,7 +323,7 @@ Sorts the array. Note: strings are sorted in alphabetical, not natural order.
 
 - void **sort_custom** **(** :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func **)**
 
-Sorts the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise.
+Sorts the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return ``true`` if the first argument is less than the second, and return ``false`` otherwise.
 
 **Note:** you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
 

+ 24 - 18
classes/class_arraymesh.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ArrayMesh.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ ArrayMesh
 Brief Description
 -----------------
 
-
+:ref:`Mesh<class_Mesh>` type that provides utility for constructing a surface from arrays.
 
 Properties
 ----------
@@ -91,27 +93,27 @@ Enumerations
 
 enum **ArrayType**:
 
-- **ARRAY_VERTEX** = **0** --- Vertex array (array of :ref:`Vector3<class_Vector3>` vertices).
+- **ARRAY_VERTEX** = **0** --- :ref:`PoolVector3Array<class_PoolVector3Array>`, :ref:`PoolVector2Array<class_PoolVector2Array>`, or :ref:`Array<class_Array>` of vertex positions.
 
-- **ARRAY_NORMAL** = **1** --- Normal array (array of :ref:`Vector3<class_Vector3>` normals).
+- **ARRAY_NORMAL** = **1** --- :ref:`PoolVector3Array<class_PoolVector3Array>` of vertex normals.
 
-- **ARRAY_TANGENT** = **2** --- Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
+- **ARRAY_TANGENT** = **2** --- :ref:`PoolRealArray<class_PoolRealArray>` of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
 
-- **ARRAY_COLOR** = **3** --- Vertex array (array of :ref:`Color<class_Color>` colors).
+- **ARRAY_COLOR** = **3** --- :ref:`PoolColorArray<class_PoolColorArray>` of vertex colors.
 
-- **ARRAY_TEX_UV** = **4** --- UV array (array of :ref:`Vector3<class_Vector3>` UVs or float array of groups of 2 floats (u,v)).
+- **ARRAY_TEX_UV** = **4** --- :ref:`PoolVector2Array<class_PoolVector2Array>` for UV coordinates.
 
-- **ARRAY_TEX_UV2** = **5** --- Second UV array (array of :ref:`Vector3<class_Vector3>` UVs or float array of groups of 2 floats (u,v)).
+- **ARRAY_TEX_UV2** = **5** --- :ref:`PoolVector2Array<class_PoolVector2Array>` for second UV coordinates.
 
-- **ARRAY_BONES** = **6** --- Array of bone indices, as a float array. Each element in groups of 4 floats.
+- **ARRAY_BONES** = **6** --- :ref:`PoolRealArray<class_PoolRealArray>` or :ref:`PoolIntArray<class_PoolIntArray>` of bone indices. Each element in groups of 4 floats.
 
-- **ARRAY_WEIGHTS** = **7** --- Array of bone weights, as a float array. Each element in groups of 4 floats.
+- **ARRAY_WEIGHTS** = **7** --- :ref:`PoolRealArray<class_PoolRealArray>` of bone weights. Each element in groups of 4 floats.
 
-- **ARRAY_INDEX** = **8** --- :ref:`Array<class_Array>` of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the \*i\*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
+- **ARRAY_INDEX** = **8** --- :ref:`PoolIntArray<class_PoolIntArray>` of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the \*i\*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
 
 For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
 
-- **ARRAY_MAX** = **9**
+- **ARRAY_MAX** = **9** --- Represents the size of the :ref:`ArrayType<enum_ArrayMesh_ArrayType>` enum.
 
 .. _enum_ArrayMesh_ArrayFormat:
 
@@ -210,7 +212,7 @@ Property Descriptions
 | *Getter* | get_custom_aabb()      |
 +----------+------------------------+
 
-An overriding bounding box for this mesh.
+Overrides the :ref:`AABB<class_AABB>` with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.
 
 Method Descriptions
 -------------------
@@ -219,6 +221,8 @@ Method Descriptions
 
 - void **add_blend_shape** **(** :ref:`String<class_String>` name **)**
 
+Add name for a blend shape that will be added with :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`. Must be called before surface is added.
+
 .. _class_ArrayMesh_method_add_surface_from_arrays:
 
 - void **add_surface_from_arrays** **(** :ref:`PrimitiveType<enum_Mesh_PrimitiveType>` primitive, :ref:`Array<class_Array>` arrays, :ref:`Array<class_Array>` blend_shapes=[  ], :ref:`int<class_int>` compress_flags=97280 **)**
@@ -227,7 +231,7 @@ Creates a new surface.
 
 Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See :ref:`Mesh<class_Mesh>` for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>` will become the ``surf_idx`` for this new surface.
 
-The ``arrays`` argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMesh_ArrayType>` for the values used in this array. For example, ``arrays[0]`` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for ``ARRAY_INDEX`` if it is used.
+The ``arrays`` argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMesh_ArrayType>` for the values used in this array. For example, ``arrays[0]`` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for :ref:`ARRAY_INDEX<class_ArrayMesh_constant_ARRAY_INDEX>` if it is used.
 
 Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
 
@@ -267,25 +271,25 @@ Will regenerate normal maps for the ``ArrayMesh``.
 
 - :ref:`int<class_int>` **surface_find_by_name** **(** :ref:`String<class_String>` name **)** const
 
-Return the index of the first surface with this name held within this ``ArrayMesh``. If none are found -1 is returned.
+Returns the index of the first surface with this name held within this ``ArrayMesh``. If none are found -1 is returned.
 
 .. _class_ArrayMesh_method_surface_get_array_index_len:
 
 - :ref:`int<class_int>` **surface_get_array_index_len** **(** :ref:`int<class_int>` surf_idx **)** const
 
-Return the length in indices of the index array in the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
+Returns the length in indices of the index array in the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
 
 .. _class_ArrayMesh_method_surface_get_array_len:
 
 - :ref:`int<class_int>` **surface_get_array_len** **(** :ref:`int<class_int>` surf_idx **)** const
 
-Return the length in vertices of the vertex array in the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
+Returns the length in vertices of the vertex array in the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
 
 .. _class_ArrayMesh_method_surface_get_format:
 
 - :ref:`int<class_int>` **surface_get_format** **(** :ref:`int<class_int>` surf_idx **)** const
 
-Return the format mask of the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
+Returns the format mask of the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
 
 .. _class_ArrayMesh_method_surface_get_name:
 
@@ -297,7 +301,7 @@ Get the name assigned to this surface.
 
 - :ref:`PrimitiveType<enum_Mesh_PrimitiveType>` **surface_get_primitive_type** **(** :ref:`int<class_int>` surf_idx **)** const
 
-Return the primitive type of the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
+Returns the primitive type of the requested surface (see :ref:`add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
 
 .. _class_ArrayMesh_method_surface_remove:
 
@@ -321,3 +325,5 @@ Set a name for a given surface.
 
 - void **surface_update_region** **(** :ref:`int<class_int>` surf_idx, :ref:`int<class_int>` offset, :ref:`PoolByteArray<class_PoolByteArray>` data **)**
 
+Updates a specified region of mesh arrays on GPU. Warning: only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.
+

+ 4 - 2
classes/class_arvranchor.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRAnchor.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -41,7 +43,7 @@ Description
 
 The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
 
-This node is mapped to one of the anchors through its unique id. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the id and the nodes will simply remain on 0,0,0 until a plane is recognised.
+This node is mapped to one of the anchors through its unique id. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the id and the nodes will simply remain on 0,0,0 until a plane is recognized.
 
 Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
 
@@ -73,7 +75,7 @@ Returns the name given to this anchor.
 
 - :ref:`bool<class_bool>` **get_is_active** **(** **)** const
 
-Returns true if the anchor is being tracked and false if no anchor with this id is currently known.
+Returns ``true`` if the anchor is being tracked and ``false`` if no anchor with this id is currently known.
 
 .. _class_ARVRAnchor_method_get_plane:
 

+ 2 - 0
classes/class_arvrcamera.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRCamera.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_arvrcontroller.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRController.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 3 - 1
classes/class_arvrinterface.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRInterface.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -206,7 +208,7 @@ While currently not used you can activate additional interfaces, you may wish to
 
 - :ref:`bool<class_bool>` **is_stereo** **(** **)**
 
-Returns true if the current output of this interface is in stereo.
+Returns ``true`` if the current output of this interface is in stereo.
 
 .. _class_ARVRInterface_method_uninitialize:
 

+ 2 - 0
classes/class_arvrinterfacegdnative.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRInterfaceGDNative.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_arvrorigin.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVROrigin.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_arvrpositionaltracker.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRPositionalTracker.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 3 - 1
classes/class_arvrserver.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the ARVRServer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -199,7 +201,7 @@ Get the interface registered at a given index in our list of interfaces.
 
 - :ref:`int<class_int>` **get_interface_count** **(** **)** const
 
-Get the number of interfaces currently registered with the AR/VR server. If your game supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
+Get the number of interfaces currently registered with the AR/VR server. If your game supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try an initialize each interface and use the first one that returns ``true``.
 
 .. _class_ARVRServer_method_get_interfaces:
 

+ 31 - 30
classes/class_astar.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AStar.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -95,8 +97,8 @@ Adds a new point at the given position with the given identifier. The algorithm
 
 ::
 
-    var as = AStar.new()
-    as.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
+    var astar = AStar.new()
+    astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
 
 If there already exists a point for the given id, its position and weight scale are updated to the given values.
 
@@ -120,10 +122,10 @@ Creates a segment between the given points. If ``bidirectional`` is ``false``, o
 
 ::
 
-    var as = AStar.new()
-    as.add_point(1, Vector3(1, 1, 0))
-    as.add_point(2, Vector3(0, 5, 0))
-    as.connect_points(1, 2, false)
+    var astar = AStar.new()
+    astar.add_point(1, Vector3(1, 1, 0))
+    astar.add_point(2, Vector3(0, 5, 0))
+    astar.connect_points(1, 2, false)
 
 .. _class_AStar_method_disconnect_points:
 
@@ -151,11 +153,11 @@ Returns the closest position to ``to_position`` that resides inside a segment be
 
 ::
 
-    var as = AStar.new()
-    as.add_point(1, Vector3(0, 0, 0))
-    as.add_point(2, Vector3(0, 5, 0))
-    as.connect_points(1, 2)
-    var res = as.get_closest_position_in_segment(Vector3(3, 3, 0)) # returns (0, 3, 0)
+    var astar = AStar.new()
+    astar.add_point(1, Vector3(0, 0, 0))
+    astar.add_point(2, Vector3(0, 5, 0))
+    astar.connect_points(1, 2)
+    var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)
 
 The result is in the segment that goes from ``y = 0`` to ``y = 5``. It's the closest position in the segment to the given point.
 
@@ -167,19 +169,18 @@ Returns an array with the ids of the points that form the path found by AStar be
 
 ::
 
-    var as = AStar.new()
-    as.add_point(1, Vector3(0, 0, 0))
-    as.add_point(2, Vector3(0, 1, 0), 1) # default weight is 1
-    as.add_point(3, Vector3(1, 1, 0))
-    as.add_point(4, Vector3(2, 0, 0))
+    var astar = AStar.new()
+    astar.add_point(1, Vector3(0, 0, 0))
+    astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
+    astar.add_point(3, Vector3(1, 1, 0))
+    astar.add_point(4, Vector3(2, 0, 0))
     
-    as.connect_points(1, 2, false)
-    as.connect_points(2, 3, false)
-    as.connect_points(4, 3, false)
-    as.connect_points(1, 4, false)
-    as.connect_points(5, 4, false)
+    astar.connect_points(1, 2, false)
+    astar.connect_points(2, 3, false)
+    astar.connect_points(4, 3, false)
+    astar.connect_points(1, 4, false)
     
-    var res = as.get_id_path(1, 3) # returns [1, 2, 3]
+    var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]
 
 If you change the 2nd point's weight to 3, then the result will be ``[1, 4, 3]`` instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.
 
@@ -191,16 +192,16 @@ Returns an array with the ids of the points that form the connect with the given
 
 ::
 
-    var as = AStar.new()
-    as.add_point(1, Vector3(0, 0, 0))
-    as.add_point(2, Vector3(0, 1, 0))
-    as.add_point(3, Vector3(1, 1, 0))
-    as.add_point(4, Vector3(2, 0, 0))
+    var astar = AStar.new()
+    astar.add_point(1, Vector3(0, 0, 0))
+    astar.add_point(2, Vector3(0, 1, 0))
+    astar.add_point(3, Vector3(1, 1, 0))
+    astar.add_point(4, Vector3(2, 0, 0))
     
-    as.connect_points(1, 2, true)
-    as.connect_points(1, 3, true)
+    astar.connect_points(1, 2, true)
+    astar.connect_points(1, 3, true)
     
-    var neighbors = as.get_point_connections(1) # returns [2, 3]
+    var neighbors = astar.get_point_connections(1) # Returns [2, 3]
 
 .. _class_AStar_method_get_point_path:
 

+ 2 - 0
classes/class_atlastexture.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AtlasTexture.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiobuslayout.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioBusLayout.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffect.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffect.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectamplify.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectAmplify.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectbandlimitfilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectBandLimitFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectbandpassfilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectBandPassFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectchorus.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectChorus.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectcompressor.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectCompressor.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectdelay.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectDelay.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 3 - 1
classes/class_audioeffectdistortion.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectDistortion.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -104,7 +106,7 @@ High-pass filter. Frequencies higher than this value will not be affected by the
 | *Getter* | get_mode()      |
 +----------+-----------------+
 
-Distortion type. Default value: ``MODE_CLIP``.
+Distortion type. Default value: :ref:`MODE_CLIP<class_AudioEffectDistortion_constant_MODE_CLIP>`.
 
 .. _class_AudioEffectDistortion_property_post_gain:
 

+ 2 - 0
classes/class_audioeffecteq.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectEQ.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffecteq10.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectEQ10.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffecteq21.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectEQ21.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffecteq6.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectEQ6.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectfilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffecthighpassfilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectHighPassFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffecthighshelffilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectHighShelfFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectinstance.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectInstance.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectlimiter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectLimiter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectlowpassfilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectLowPassFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectlowshelffilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectLowShelfFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectnotchfilter.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectNotchFilter.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectpanner.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectPanner.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectphaser.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectPhaser.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectpitchshift.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectPitchShift.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioeffectrecord.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectRecord.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 7 - 5
classes/class_audioeffectreverb.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectReverb.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -87,11 +89,11 @@ High-pass filter passes signals with a frequency higher than a certain cutoff fr
 
 - :ref:`float<class_float>` **predelay_feedback**
 
-+----------+--------------------------+
-| *Setter* | set_predelay_msec(value) |
-+----------+--------------------------+
-| *Getter* | get_predelay_msec()      |
-+----------+--------------------------+
++----------+------------------------------+
+| *Setter* | set_predelay_feedback(value) |
++----------+------------------------------+
+| *Getter* | get_predelay_feedback()      |
++----------+------------------------------+
 
 Output percent of predelay. Value can range from 0 to 1. Default value: ``1``.
 

+ 3 - 1
classes/class_audioeffectspectrumanalyzer.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectSpectrumAnalyzer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -56,7 +58,7 @@ enum **FFT_Size**:
 
 - **FFT_SIZE_4096** = **4**
 
-- **FFT_SIZE_MAX** = **5**
+- **FFT_SIZE_MAX** = **5** --- Represents the size of the :ref:`FFT_Size<enum_AudioEffectSpectrumAnalyzer_FFT_Size>` enum.
 
 Property Descriptions
 ---------------------

+ 4 - 2
classes/class_audioeffectspectrumanalyzerinstance.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectSpectrumAnalyzerInstance.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -34,9 +36,9 @@ Enumerations
 
 enum **MagnitudeMode**:
 
-- **MAGNITUDE_AVERAGE** = **0**
+- **MAGNITUDE_AVERAGE** = **0** --- Use the average value as magnitude.
 
-- **MAGNITUDE_MAX** = **1**
+- **MAGNITUDE_MAX** = **1** --- Use the maximum value as magnitude.
 
 Method Descriptions
 -------------------

+ 2 - 0
classes/class_audioeffectstereoenhance.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioEffectStereoEnhance.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audioserver.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioServer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostream.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStream.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamgenerator.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamGenerator.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamgeneratorplayback.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamGeneratorPlayback.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreammicrophone.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamMicrophone.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamoggvorbis.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamOGGVorbis.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamplayback.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamPlayback.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamplaybackresampled.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamPlaybackResampled.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamplayer.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamPlayer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamplayer2d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamPlayer2D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamplayer3d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamPlayer3D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 2 - 0
classes/class_audiostreamrandompitch.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamRandomPitch.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 6 - 2
classes/class_audiostreamsample.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the AudioStreamSample.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ AudioStreamSample
 Brief Description
 -----------------
 
-Plays audio.
+Stores audio data loaded from ``.wav`` files.
 
 Properties
 ----------
@@ -84,7 +86,9 @@ enum **LoopMode**:
 Description
 -----------
 
-Plays audio, can loop.
+AudioStreamSample stores sound samples loaded from ``.wav`` files. To play the stored sound use an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` (for background music) or :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>`/:ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` (for positional audio). The sound can be looped.
+
+This class can also be used to store dynamically generated PCM audio data.
 
 Property Descriptions
 ---------------------

+ 4 - 2
classes/class_backbuffercopy.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BackBufferCopy.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -62,7 +64,7 @@ Property Descriptions
 | *Getter* | get_copy_mode()      |
 +----------+----------------------+
 
-Buffer mode. See ``COPY_MODE_*`` constants.
+Buffer mode. See :ref:`CopyMode<enum_BackBufferCopy_CopyMode>` constants.
 
 .. _class_BackBufferCopy_property_rect:
 
@@ -74,5 +76,5 @@ Buffer mode. See ``COPY_MODE_*`` constants.
 | *Getter* | get_rect()      |
 +----------+-----------------+
 
-The area covered by the BackBufferCopy. Only used if ``copy_mode`` is ``COPY_MODE_RECT``.
+The area covered by the BackBufferCopy. Only used if :ref:`copy_mode<class_BackBufferCopy_property_copy_mode>` is :ref:`COPY_MODE_RECT<class_BackBufferCopy_constant_COPY_MODE_RECT>`.
 

+ 10 - 2
classes/class_bakedlightmap.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BakedLightmap.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -140,6 +142,8 @@ Grid subdivision size for lightmapper calculation. Default value of ``0.25`` wil
 | *Getter* | get_energy()      |
 +----------+-------------------+
 
+Multiplies the light sources' intensity by this value. For instance, if the value is set to 2, lights will be twice as bright. If the value is set to 0.5, lights will be half as bright.
+
 .. _class_BakedLightmap_property_bake_extents:
 
 - :ref:`Vector3<class_Vector3>` **bake_extents**
@@ -150,8 +154,6 @@ Grid subdivision size for lightmapper calculation. Default value of ``0.25`` wil
 | *Getter* | get_extents()      |
 +----------+--------------------+
 
-Size of affected area.
-
 .. _class_BakedLightmap_property_bake_hdr:
 
 - :ref:`bool<class_bool>` **bake_hdr**
@@ -186,6 +188,8 @@ Lightmapping mode. See :ref:`BakeMode<enum_BakedLightmap_BakeMode>`.
 | *Getter* | get_propagation()      |
 +----------+------------------------+
 
+Defines how far the light will travel before it is no longer effective. The higher the number, the farther the light will travel. For instance, if the value is set to 2, the light will go twice as far. If the value is set to 0.5, the light will only go half as far.
+
 .. _class_BakedLightmap_property_bake_quality:
 
 - :ref:`BakeQuality<enum_BakedLightmap_BakeQuality>` **bake_quality**
@@ -241,7 +245,11 @@ Method Descriptions
 
 - :ref:`BakeError<enum_BakedLightmap_BakeError>` **bake** **(** :ref:`Node<class_Node>` from_node=null, :ref:`bool<class_bool>` create_visual_debug=false **)**
 
+Bakes the lightmaps within the currently edited scene.
+
 .. _class_BakedLightmap_method_debug_bake:
 
 - void **debug_bake** **(** **)**
 
+Executes a dry run bake of lightmaps within the currently edited scene.
+

+ 2 - 0
classes/class_bakedlightmapdata.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BakedLightmapData.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 4 - 2
classes/class_basebutton.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BaseButton.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -257,11 +259,11 @@ Called when the button is toggled (only if toggle_mode is active).
 
 - :ref:`DrawMode<enum_BaseButton_DrawMode>` **get_draw_mode** **(** **)** const
 
-Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW\_\* enum.
+Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW\_\* enum.
 
 .. _class_BaseButton_method_is_hovered:
 
 - :ref:`bool<class_bool>` **is_hovered** **(** **)** const
 
-Return true if the mouse has entered the button and has not left it yet.
+Returns ``true`` if the mouse has entered the button and has not left it yet.
 

+ 8 - 6
classes/class_basis.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the Basis.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -130,7 +132,7 @@ Create a matrix from 3 axis vectors.
 
 - :ref:`float<class_float>` **determinant** **(** **)**
 
-Return the determinant of the matrix.
+Returns the determinant of the matrix.
 
 .. _class_Basis_method_get_euler:
 
@@ -158,7 +160,7 @@ Assuming that the matrix is the combination of a rotation and scaling, return th
 
 - :ref:`Basis<class_Basis>` **inverse** **(** **)**
 
-Return the inverse of the matrix.
+Returns the inverse of the matrix.
 
 .. _class_Basis_method_is_equal_approx:
 
@@ -168,7 +170,7 @@ Return the inverse of the matrix.
 
 - :ref:`Basis<class_Basis>` **orthonormalized** **(** **)**
 
-Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
+Returns the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
 
 .. _class_Basis_method_rotated:
 
@@ -210,17 +212,17 @@ Transposed dot product with the z axis of the matrix.
 
 - :ref:`Basis<class_Basis>` **transposed** **(** **)**
 
-Return the transposed version of the matrix.
+Returns the transposed version of the matrix.
 
 .. _class_Basis_method_xform:
 
 - :ref:`Vector3<class_Vector3>` **xform** **(** :ref:`Vector3<class_Vector3>` v **)**
 
-Return a vector transformed (multiplied) by the matrix.
+Returns a vector transformed (multiplied) by the matrix.
 
 .. _class_Basis_method_xform_inv:
 
 - :ref:`Vector3<class_Vector3>` **xform_inv** **(** :ref:`Vector3<class_Vector3>` v **)**
 
-Return a vector transformed (multiplied) by the transposed matrix. Note that this results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.
+Returns a vector transformed (multiplied) by the transposed matrix. Note that this results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.
 

+ 5 - 3
classes/class_bitmap.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BitMap.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -51,13 +53,13 @@ Method Descriptions
 
 - void **create** **(** :ref:`Vector2<class_Vector2>` size **)**
 
-Creates a bitmap with the specified size, filled with false.
+Creates a bitmap with the specified size, filled with ``false``.
 
 .. _class_BitMap_method_create_from_image_alpha:
 
 - void **create_from_image_alpha** **(** :ref:`Image<class_Image>` image, :ref:`float<class_float>` threshold=0.1 **)**
 
-Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to false if the alpha value of the image at that position is equal to ``threshold`` or less, and true in other case.
+Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to ``false`` if the alpha value of the image at that position is equal to ``threshold`` or less, and ``true`` in other case.
 
 .. _class_BitMap_method_get_bit:
 
@@ -75,7 +77,7 @@ Returns bitmap's dimensions.
 
 - :ref:`int<class_int>` **get_true_bit_count** **(** **)** const
 
-Returns the amount of bitmap elements that are set to true.
+Returns the amount of bitmap elements that are set to ``true``.
 
 .. _class_BitMap_method_grow_mask:
 

+ 2 - 0
classes/class_bitmapfont.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BitmapFont.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 24 - 1
classes/class_bone2d.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the Bone2D.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -14,7 +16,7 @@ Bone2D
 Brief Description
 -----------------
 
-
+Joint used with :ref:`Skeleton2D<class_Skeleton2D>` to control and animate other nodes.
 
 Properties
 ----------
@@ -36,6 +38,17 @@ Methods
 | :ref:`Transform2D<class_Transform2D>` | :ref:`get_skeleton_rest<class_Bone2D_method_get_skeleton_rest>` **(** **)** const         |
 +---------------------------------------+-------------------------------------------------------------------------------------------+
 
+Description
+-----------
+
+Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D<class_Skeleton2D>` to control, and animate other :ref:`Node2D<class_Node2D>` nodes.
+
+You can use ``Bone2D`` and ``Skeleton2D`` nodes to animate 2D meshes created with the Polygon 2D UV editor.
+
+Each bone has a :ref:`rest<class_Bone2D_property_rest>` transform that you can reset to with :ref:`apply_rest<class_Bone2D_method_apply_rest>`. These rest poses are relative to the bone's parent.
+
+If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
+
 Property Descriptions
 ---------------------
 
@@ -49,6 +62,8 @@ Property Descriptions
 | *Getter* | get_default_length()      |
 +----------+---------------------------+
 
+Length of the bone's representation drawn in the editor's viewport in pixels.
+
 .. _class_Bone2D_property_rest:
 
 - :ref:`Transform2D<class_Transform2D>` **rest**
@@ -59,6 +74,8 @@ Property Descriptions
 | *Getter* | get_rest()      |
 +----------+-----------------+
 
+Rest transform of the bone. You can reset the node's transforms to this value using :ref:`apply_rest<class_Bone2D_method_apply_rest>`.
+
 Method Descriptions
 -------------------
 
@@ -66,11 +83,17 @@ Method Descriptions
 
 - void **apply_rest** **(** **)**
 
+Stores the node's current transforms in :ref:`rest<class_Bone2D_property_rest>`.
+
 .. _class_Bone2D_method_get_index_in_skeleton:
 
 - :ref:`int<class_int>` **get_index_in_skeleton** **(** **)** const
 
+Returns the node's index as part of the entire skeleton. See :ref:`Skeleton2D<class_Skeleton2D>`.
+
 .. _class_Bone2D_method_get_skeleton_rest:
 
 - :ref:`Transform2D<class_Transform2D>` **get_skeleton_rest** **(** **)** const
 
+Returns the node's :ref:`rest<class_Bone2D_property_rest>` ``Transform2D`` if it doesn't have a parent, or its rest pose relative to its parent.
+

+ 2 - 0
classes/class_boneattachment.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BoneAttachment.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

+ 5 - 3
classes/class_bool.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the bool.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -37,13 +39,13 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **bool** **(** :ref:`int<class_int>` from **)**
 
-Cast an :ref:`int<class_int>` value to a boolean value, this method will return true if called with an integer value different to 0 and false in other case.
+Cast an :ref:`int<class_int>` value to a boolean value, this method will return ``true`` if called with an integer value different to 0 and ``false`` in other case.
 
 - :ref:`bool<class_bool>` **bool** **(** :ref:`float<class_float>` from **)**
 
-Cast a :ref:`float<class_float>` value to a boolean value, this method will return true if called with a floating point value different to 0 and false in other case.
+Cast a :ref:`float<class_float>` value to a boolean value, this method will return ``true`` if called with a floating point value different to 0 and ``false`` in other case.
 
 - :ref:`bool<class_bool>` **bool** **(** :ref:`String<class_String>` from **)**
 
-Cast a :ref:`String<class_String>` value to a boolean value, this method will return true if called with a non empty string and false in other case. Examples: ``bool('False')`` returns true, ``bool('')``. returns false
+Cast a :ref:`String<class_String>` value to a boolean value, this method will return ``true`` if called with a non empty string and ``false`` in other case. Examples: ``bool('False')`` returns ``true``, ``bool('')`` returns ``false``.
 

+ 2 - 0
classes/class_boxcontainer.rst

@@ -1,3 +1,5 @@
+:github_url: hide
+
 .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
 .. DO NOT EDIT THIS FILE, but the BoxContainer.xml source instead.
 .. The source is found in doc/classes or modules/<name>/doc_classes.

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