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Sync classref with current source

Rémi Verschelde 6 роки тому
батько
коміт
a4d72396d8

+ 1 - 1
classes/class_canvasitem.rst

@@ -178,7 +178,7 @@ enum **BlendMode**:
 Constants
 ---------
 
-- **NOTIFICATION_TRANSFORM_CHANGED** = **29** --- Canvas item transform has changed. Only received if requested.
+- **NOTIFICATION_TRANSFORM_CHANGED** = **29** --- Canvas item transform has changed. Notification is only received if enabled by :ref:`set_notify_transform<class_CanvasItem_set_notify_transform>` or :ref:`set_notify_local_transform<class_CanvasItem_set_notify_local_transform>`.
 - **NOTIFICATION_DRAW** = **30** --- CanvasItem is requested to draw.
 - **NOTIFICATION_VISIBILITY_CHANGED** = **31** --- Canvas item visibility has changed.
 - **NOTIFICATION_ENTER_CANVAS** = **32** --- Canvas item has entered the canvas.

+ 5 - 1
classes/class_input.rst

@@ -334,7 +334,7 @@ Removes all mappings from the internal db that match the given uid.
 
 - void **set_custom_mouse_cursor** **(** :ref:`Resource<class_Resource>` image, :ref:`CursorShape<enum_Input_CursorShape>` shape=0, :ref:`Vector2<class_Vector2>` hotspot=Vector2( 0, 0 ) **)**
 
-Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing ``null`` to the image parameter resets to the system cursor. See enum ``CURSOR_*`` for the list of shapes.
+Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing ``null`` to the image parameter resets to the system cursor. See enum ``CURSOR_*`` for the list of shapes.
 
 ``image``'s size must be lower than 256x256.
 
@@ -344,6 +344,10 @@ Set a custom mouse cursor image, which is only visible inside the game window. T
 
 - void **set_default_cursor_shape** **(** :ref:`CursorShape<enum_Input_CursorShape>` shape=0 **)**
 
+Sets the default cursor shape to be used in the viewport instead of ``CURSOR_ARROW``.
+
+Note that if you want to change the default cursor shape for :ref:`Control<class_Control>`'s nodes, use :ref:`Control.mouse_default_cursor_shape<class_Control_mouse_default_cursor_shape>` instead.
+
   .. _class_Input_set_mouse_mode:
 
 - void **set_mouse_mode** **(** :ref:`MouseMode<enum_Input_MouseMode>` mode **)**

+ 9 - 1
classes/class_physicsbody.rst

@@ -82,7 +82,7 @@ A contact is detected if object A is in any of the layers that object B scans, o
 | *Getter* | get_collision_mask()      |
 +----------+---------------------------+
 
-The physics layers this area can scan for collisions.
+The physics layers this area scans for collisions.
 
 Method Descriptions
 -------------------
@@ -97,10 +97,14 @@ Adds a body to the list of bodies that this body can't collide with.
 
 - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
 
+Returns an individual bit on the collision mask.
+
   .. _class_PhysicsBody_get_collision_mask_bit:
 
 - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
 
+Returns an individual bit on the collision mask.
+
   .. _class_PhysicsBody_remove_collision_exception_with:
 
 - void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
@@ -111,7 +115,11 @@ Removes a body from the list of bodies that this body can't collide with.
 
 - void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
+Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
+
   .. _class_PhysicsBody_set_collision_mask_bit:
 
 - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
+Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
+

+ 6 - 6
classes/class_physicsbody2d.rst

@@ -84,13 +84,13 @@ A contact is detected if object A is in any of the layers that object B scans, o
 | *Getter* | get_collision_mask()      |
 +----------+---------------------------+
 
-The physics layers this area can scan for collisions.
+The physics layers this area scans for collisions.
 
   .. _class_PhysicsBody2D_layers:
 
 - :ref:`int<class_int>` **layers**
 
-Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
+Both :ref:`collision_layer<class_PhysicsBody2D_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_collision_mask>`. Returns :ref:`collision_layer<class_PhysicsBody2D_collision_layer>` when accessed. Updates :ref:`collision_layer<class_PhysicsBody2D_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_collision_mask>` when modified.
 
 Method Descriptions
 -------------------
@@ -105,13 +105,13 @@ Adds a body to the list of bodies that this body can't collide with.
 
 - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
 
-Return an individual bit on the collision mask.
+Returns an individual bit on the collision mask.
 
   .. _class_PhysicsBody2D_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.
+Returns an individual bit on the collision mask.
 
   .. _class_PhysicsBody2D_remove_collision_exception_with:
 
@@ -123,11 +123,11 @@ Removes a body from the list of bodies that this body can't collide with.
 
 - void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
-Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
+Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
 
   .. _class_PhysicsBody2D_set_collision_mask_bit:
 
 - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
-Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
+Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
 

+ 1 - 1
classes/class_scenestate.rst

@@ -75,7 +75,7 @@ enum **GenEditState**:
 Description
 -----------
 
-Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene.
+Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene.
 
 Method Descriptions
 -------------------

+ 3 - 3
classes/class_shape2d.rst

@@ -67,7 +67,7 @@ Method Descriptions
 
 - :ref:`bool<class_bool>` **collide** **(** :ref:`Transform2D<class_Transform2D>` local_xform, :ref:`Shape2D<class_Shape2D>` with_shape, :ref:`Transform2D<class_Transform2D>` shape_xform **)**
 
-Return whether this shape is colliding with another.
+Returns ``true`` if this shape is colliding with another.
 
 This method needs the transformation matrix for this shape (``local_xform``), the shape to check collisions with (``with_shape``), and the transformation matrix of that shape (``shape_xform``).
 
@@ -75,7 +75,7 @@ This method needs the transformation matrix for this shape (``local_xform``), th
 
 - :ref:`Variant<class_Variant>` **collide_and_get_contacts** **(** :ref:`Transform2D<class_Transform2D>` local_xform, :ref:`Shape2D<class_Shape2D>` with_shape, :ref:`Transform2D<class_Transform2D>` shape_xform **)**
 
-Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
+Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
 
 This method needs the transformation matrix for this shape (``local_xform``), the shape to check collisions with (``with_shape``), and the transformation matrix of that shape (``shape_xform``).
 
@@ -91,7 +91,7 @@ This method needs the transformation matrix for this shape (``local_xform``), th
 
 - :ref:`Variant<class_Variant>` **collide_with_motion_and_get_contacts** **(** :ref:`Transform2D<class_Transform2D>` local_xform, :ref:`Vector2<class_Vector2>` local_motion, :ref:`Shape2D<class_Shape2D>` with_shape, :ref:`Transform2D<class_Transform2D>` shape_xform, :ref:`Vector2<class_Vector2>` shape_motion **)**
 
-Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
+Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
 
 This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test onto the other object (``shape_motion``).
 

+ 4 - 4
classes/class_shortcut.rst

@@ -54,7 +54,7 @@ Property Descriptions
 | *Getter* | get_shortcut()      |
 +----------+---------------------+
 
-The Shortcut's :ref:`InputEvent<class_InputEvent>`.
+The shortcut's :ref:`InputEvent<class_InputEvent>`.
 
 Generally the :ref:`InputEvent<class_InputEvent>` is a keyboard key, though it can be any :ref:`InputEvent<class_InputEvent>`.
 
@@ -65,17 +65,17 @@ Method Descriptions
 
 - :ref:`String<class_String>` **get_as_text** **(** **)** const
 
-Returns the Shortcut's :ref:`InputEvent<class_InputEvent>` as a :ref:`String<class_String>`.
+Returns the shortcut's :ref:`InputEvent<class_InputEvent>` as a :ref:`String<class_String>`.
 
   .. _class_ShortCut_is_shortcut:
 
 - :ref:`bool<class_bool>` **is_shortcut** **(** :ref:`InputEvent<class_InputEvent>` event **)** const
 
-Returns ``true`` if the Shortcut's :ref:`InputEvent<class_InputEvent>` equals ``event``.
+Returns ``true`` if the shortcut's :ref:`InputEvent<class_InputEvent>` equals ``event``.
 
   .. _class_ShortCut_is_valid:
 
 - :ref:`bool<class_bool>` **is_valid** **(** **)** const
 
-If ``true`` this Shortcut is valid.
+If ``true`` this shortcut is valid.
 

+ 28 - 1
classes/class_softbody.rst

@@ -14,7 +14,7 @@ SoftBody
 Brief Description
 -----------------
 
-
+A soft mesh physics body.
 
 Properties
 ----------
@@ -66,6 +66,11 @@ Methods
 | void                     | :ref:`set_ray_pickable<class_SoftBody_set_ray_pickable>` **(** :ref:`bool<class_bool>` ray_pickable **)**                                   |
 +--------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
 
+Description
+-----------
+
+A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
+
 Property Descriptions
 ---------------------
 
@@ -89,6 +94,12 @@ Property Descriptions
 | *Getter* | get_collision_layer()      |
 +----------+----------------------------+
 
+The physics layers this area is in.
+
+Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
+
+A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+
   .. _class_SoftBody_collision_mask:
 
 - :ref:`int<class_int>` **collision_mask**
@@ -99,6 +110,8 @@ Property Descriptions
 | *Getter* | get_collision_mask()      |
 +----------+---------------------------+
 
+The physics layers this area scans for collisions.
+
   .. _class_SoftBody_damping_coefficient:
 
 - :ref:`float<class_float>` **damping_coefficient**
@@ -169,6 +182,8 @@ Property Descriptions
 | *Getter* | get_simulation_precision()      |
 +----------+---------------------------------+
 
+Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
+
   .. _class_SoftBody_total_mass:
 
 - :ref:`float<class_float>` **total_mass**
@@ -196,14 +211,20 @@ Method Descriptions
 
 - void **add_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
 
+Adds a body to the list of bodies that this body can't collide with.
+
   .. _class_SoftBody_get_collision_layer_bit:
 
 - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
 
+Returns an individual bit on the collision mask.
+
   .. _class_SoftBody_get_collision_mask_bit:
 
 - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
 
+Returns an individual bit on the collision mask.
+
   .. _class_SoftBody_is_ray_pickable:
 
 - :ref:`bool<class_bool>` **is_ray_pickable** **(** **)** const
@@ -212,14 +233,20 @@ Method Descriptions
 
 - void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
 
+Removes a body from the list of bodies that this body can't collide with.
+
   .. _class_SoftBody_set_collision_layer_bit:
 
 - void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
+Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
+
   .. _class_SoftBody_set_collision_mask_bit:
 
 - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
 
+Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
+
   .. _class_SoftBody_set_ray_pickable:
 
 - void **set_ray_pickable** **(** :ref:`bool<class_bool>` ray_pickable **)**

+ 10 - 8
classes/class_timer.rst

@@ -51,7 +51,7 @@ Signals
 
 - **timeout** **(** **)**
 
-Emitted when the Timer reaches 0.
+Emitted when the timer reaches 0.
 
 Enumerations
 ------------
@@ -60,8 +60,8 @@ Enumerations
 
 enum **TimerProcessMode**:
 
-- **TIMER_PROCESS_PHYSICS** = **0** --- Update the Timer during the physics step at each frame (fixed framerate processing).
-- **TIMER_PROCESS_IDLE** = **1** --- Update the Timer during the idle time at each frame.
+- **TIMER_PROCESS_PHYSICS** = **0** --- Update the timer during the physics step at each frame (fixed framerate processing).
+- **TIMER_PROCESS_IDLE** = **1** --- Update the timer during the idle time at each frame.
 
 Description
 -----------
@@ -81,7 +81,7 @@ Property Descriptions
 | *Getter* | has_autostart()      |
 +----------+----------------------+
 
-If ``true``, Timer will automatically start when entering the scene tree. Default value: ``false``.
+If ``true`` the timer will automatically start when entering the scene tree. Default value: ``false``.
 
   .. _class_Timer_one_shot:
 
@@ -93,7 +93,7 @@ If ``true``, Timer will automatically start when entering the scene tree. Defaul
 | *Getter* | is_one_shot()       |
 +----------+---------------------+
 
-If ``true``, Timer will stop when reaching 0. If ``false``, it will restart. Default value: ``false``.
+If ``true`` the timer will stop when reaching 0. If ``false`` it will restart. Default value: ``false``.
 
   .. _class_Timer_paused:
 
@@ -105,7 +105,7 @@ If ``true``, Timer will stop when reaching 0. If ``false``, it will restart. Def
 | *Getter* | is_paused()       |
 +----------+-------------------+
 
-If ``true``, the timer is paused and will not process until it is unpaused again, even if :ref:`start<class_Timer_start>` is called.
+If ``true`` the timer is paused and will not process until it is unpaused again, even if :ref:`start<class_Timer_start>` is called.
 
   .. _class_Timer_process_mode:
 
@@ -117,7 +117,7 @@ If ``true``, the timer is paused and will not process until it is unpaused again
 | *Getter* | get_timer_process_mode()      |
 +----------+-------------------------------+
 
-Processing mode. Uses TIMER_PROCESS\_\* constants as value.
+Processing mode. See :ref:`TimerProcessMode<enum_@GlobalScope_TimerProcessMode>`.
 
   .. _class_Timer_time_left:
 
@@ -129,6 +129,8 @@ Processing mode. Uses TIMER_PROCESS\_\* constants as value.
 
 The timer's remaining time in seconds. Returns 0 if the timer is inactive.
 
+Note: You cannot set this value. To change the timer's remaining time, use :ref:`wait_time<class_Timer_wait_time>`.
+
   .. _class_Timer_wait_time:
 
 - :ref:`float<class_float>` **wait_time**
@@ -162,5 +164,5 @@ Note: this method will not resume a paused timer. See :ref:`set_paused<class_Tim
 
 - void **stop** **(** **)**
 
-Stop (cancel) the Timer.
+Stops the timer.