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Merge pull request #9581 from godotengine/classref/sync-b97110c

classref: Sync with current master branch (b97110c)
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+ 14 - 2
classes/class_animationmixer.rst

@@ -504,6 +504,18 @@ A virtual function for processing after getting a key during playback.
 
 Adds ``library`` to the animation player, under the key ``name``.
 
+AnimationMixer has a global library by default with an empty string as key. For adding an animation to the global library:
+
+
+.. tabs::
+
+ .. code-tab:: gdscript
+
+    var global_library = mixer.get_animation_library("")
+    global_library.add_animation("animation_name", animation_resource)
+
+
+
 .. rst-class:: classref-item-separator
 
 ----
@@ -763,10 +775,10 @@ For example, if an animation with only one key ``Quaternion(0, 0, 0, 1)`` is pla
     func _process(delta):
         if Input.is_action_just_pressed("animate"):
             state_machine.travel("Animate")
-        var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator()
+        var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_rotation_accumulator()
         var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
         prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
-        transform.basis *= difference
+        transform.basis *=  Basis(difference)
 
 
 

+ 1 - 1
classes/class_basis.rst

@@ -25,7 +25,7 @@ A **Basis** is **orthogonal** if its axes are perpendicular to each other. A bas
 
 For a general introduction, see the :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>` tutorial.
 
-\ **Note:** Godot uses a `right-handed coordinate system <https://en.wikipedia.org/wiki/Right-hand_rule>`__, which is a common standard. For directions, the convention for built-in types like :ref:`Camera3D<class_Camera3D>` is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the `Importing 3D Scenes <../tutorials/assets_pipeline/importing_scenes.html#d-asset-direction-conventions>`__ tutorial.
+\ **Note:** Godot uses a `right-handed coordinate system <https://en.wikipedia.org/wiki/Right-hand_rule>`__, which is a common standard. For directions, the convention for built-in types like :ref:`Camera3D<class_Camera3D>` is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the `3D asset direction conventions <../tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions>`__ tutorial.
 
 \ **Note:** The basis matrices are exposed as `column-major <https://www.mindcontrol.org/~hplus/graphics/matrix-layout.html>`__ order, which is the same as OpenGL. However, they are stored internally in row-major order, which is the same as DirectX.
 

+ 1 - 1
classes/class_button.rst

@@ -557,7 +557,7 @@ Icon modulate :ref:`Color<class_Color>` used when the **Button** is being presse
 
 :ref:`int<class_int>` **align_to_largest_stylebox** = ``0`` :ref:`🔗<class_Button_theme_constant_align_to_largest_stylebox>`
 
-This constant acts as a boolean. If ``true``, text and icon are always aligned to the largest stylebox margins, otherwise it's aligned to the current button state stylebox margins.
+This constant acts as a boolean. If ``true``, the minimum size of the button and text/icon alignment is always based on the largest stylebox margins, otherwise it's based on the current button state stylebox margins.
 
 .. rst-class:: classref-item-separator
 

+ 2 - 2
classes/class_canvasitem.rst

@@ -735,9 +735,9 @@ If ``true``, this **CanvasItem** is drawn. The node is only visible if all of it
 - |void| **set_y_sort_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
 - :ref:`bool<class_bool>` **is_y_sort_enabled**\ (\ )
 
-If ``true``, this and child **CanvasItem** nodes with a lower Y position are rendered in front of nodes with a higher Y position. If ``false``, this and child **CanvasItem** nodes are rendered normally in scene tree order.
+If ``true``, this and child **CanvasItem** nodes with a higher Y position are rendered in front of nodes with a lower Y position. If ``false``, this and child **CanvasItem** nodes are rendered normally in scene tree order.
 
-With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc) render together on the same Y position as the child node 'B'. This allows you to organize the render order of a scene without changing the scene tree.
+With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc) render together on the same Y position as the child node ('B'). This allows you to organize the render order of a scene without changing the scene tree.
 
 Nodes sort relative to each other only if they are on the same :ref:`z_index<class_CanvasItem_property_z_index>`.
 

+ 8 - 4
classes/class_editorexportplugin.rst

@@ -127,7 +127,7 @@ Method Descriptions
 
 Return ``true`` if this plugin will customize resources based on the platform and features used.
 
-When enabled, :ref:`_get_customization_configuration_hash<class_EditorExportPlugin_private_method__get_customization_configuration_hash>`, :ref:`_customize_resource<class_EditorExportPlugin_private_method__customize_resource>` and :ref:`_customize_scene<class_EditorExportPlugin_private_method__customize_scene>` will be called and must be implemented.
+When enabled, :ref:`_get_customization_configuration_hash<class_EditorExportPlugin_private_method__get_customization_configuration_hash>` and :ref:`_customize_resource<class_EditorExportPlugin_private_method__customize_resource>` will be called and must be implemented.
 
 .. rst-class:: classref-item-separator
 
@@ -139,7 +139,9 @@ When enabled, :ref:`_get_customization_configuration_hash<class_EditorExportPlug
 
 :ref:`bool<class_bool>` **_begin_customize_scenes**\ (\ platform\: :ref:`EditorExportPlatform<class_EditorExportPlatform>`, features\: :ref:`PackedStringArray<class_PackedStringArray>`\ ) |virtual| |const| :ref:`🔗<class_EditorExportPlugin_private_method__begin_customize_scenes>`
 
-Return true if this plugin will customize scenes based on the platform and features used.
+Return ``true`` if this plugin will customize scenes based on the platform and features used.
+
+When enabled, :ref:`_get_customization_configuration_hash<class_EditorExportPlugin_private_method__get_customization_configuration_hash>` and :ref:`_customize_scene<class_EditorExportPlugin_private_method__customize_scene>` will be called and must be implemented.
 
 .. rst-class:: classref-item-separator
 
@@ -229,7 +231,7 @@ Virtual method to be overridden by the user. Called when the export is finished.
 
 |void| **_export_file**\ (\ path\: :ref:`String<class_String>`, type\: :ref:`String<class_String>`, features\: :ref:`PackedStringArray<class_PackedStringArray>`\ ) |virtual| :ref:`🔗<class_EditorExportPlugin_private_method__export_file>`
 
-Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. ``path`` is the path of the file, ``type`` is the :ref:`Resource<class_Resource>` represented by the file (e.g. :ref:`PackedScene<class_PackedScene>`) and ``features`` is the list of features for the export.
+Virtual method to be overridden by the user. Called for each exported file before :ref:`_customize_resource<class_EditorExportPlugin_private_method__customize_resource>` and :ref:`_customize_scene<class_EditorExportPlugin_private_method__customize_scene>`. The arguments can be used to identify the file. ``path`` is the path of the file, ``type`` is the :ref:`Resource<class_Resource>` represented by the file (e.g. :ref:`PackedScene<class_PackedScene>`), and ``features`` is the list of features for the export.
 
 Calling :ref:`skip<class_EditorExportPlugin_method_skip>` inside this callback will make the file not included in the export.
 
@@ -467,6 +469,8 @@ Adds a custom file to be exported. ``path`` is the virtual path that can be used
 
 When called inside :ref:`_export_file<class_EditorExportPlugin_private_method__export_file>` and ``remap`` is ``true``, the current file will not be exported, but instead remapped to this custom file. ``remap`` is ignored when called in other places.
 
+\ ``file`` will not be imported, so consider using :ref:`_customize_resource<class_EditorExportPlugin_private_method__customize_resource>` to remap imported resources.
+
 .. rst-class:: classref-item-separator
 
 ----
@@ -607,7 +611,7 @@ Returns the current value of an export option supplied by :ref:`_get_export_opti
 
 |void| **skip**\ (\ ) :ref:`🔗<class_EditorExportPlugin_method_skip>`
 
-To be called inside :ref:`_export_file<class_EditorExportPlugin_private_method__export_file>`, :ref:`_customize_resource<class_EditorExportPlugin_private_method__customize_resource>`, or :ref:`_customize_scene<class_EditorExportPlugin_private_method__customize_scene>`. Skips the current file, so it's not included in the export.
+To be called inside :ref:`_export_file<class_EditorExportPlugin_private_method__export_file>`. Skips the current file, so it's not included in the export.
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 1 - 1
classes/class_editorplugin.rst

@@ -1143,7 +1143,7 @@ Optionally, you can specify a shortcut parameter. When pressed, this shortcut wi
 
 |void| **add_custom_type**\ (\ type\: :ref:`String<class_String>`, base\: :ref:`String<class_String>`, script\: :ref:`Script<class_Script>`, icon\: :ref:`Texture2D<class_Texture2D>`\ ) :ref:`🔗<class_EditorPlugin_method_add_custom_type>`
 
-Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
+Adds a custom type, which will appear in the list of nodes or resources.
 
 When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
 

+ 20 - 4
classes/class_editorsettings.rst

@@ -187,6 +187,8 @@ Properties
    +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`                           | :ref:`editors/animation/autorename_animation_tracks<class_EditorSettings_property_editors/animation/autorename_animation_tracks>`                                                                                 |
    +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+   | :ref:`bool<class_bool>`                           | :ref:`editors/animation/confirm_insert_track<class_EditorSettings_property_editors/animation/confirm_insert_track>`                                                                                               |
+   +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`                           | :ref:`editors/animation/default_create_bezier_tracks<class_EditorSettings_property_editors/animation/default_create_bezier_tracks>`                                                                               |
    +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`                           | :ref:`editors/animation/default_create_reset_tracks<class_EditorSettings_property_editors/animation/default_create_reset_tracks>`                                                                                 |
@@ -1599,6 +1601,20 @@ If ``true``, automatically updates animation tracks' target paths when renaming
 
 ----
 
+.. _class_EditorSettings_property_editors/animation/confirm_insert_track:
+
+.. rst-class:: classref-property
+
+:ref:`bool<class_bool>` **editors/animation/confirm_insert_track** :ref:`🔗<class_EditorSettings_property_editors/animation/confirm_insert_track>`
+
+If ``true``, display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog.
+
+If ``false``, the behavior is reversed, i.e. the dialog only appears when Shift is held.
+
+.. rst-class:: classref-item-separator
+
+----
+
 .. _class_EditorSettings_property_editors/animation/default_create_bezier_tracks:
 
 .. rst-class:: classref-property
@@ -4041,7 +4057,7 @@ The indentation style to use (tabs or spaces).
 
 :ref:`String<class_String>` **text_editor/behavior/navigation/custom_word_separators** :ref:`🔗<class_EditorSettings_property_text_editor/behavior/navigation/custom_word_separators>`
 
-The characters to consider as word delimiters if :ref:`text_editor/behavior/navigation/use_custom_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/use_custom_word_separators>` is ``true``. The characters should be defined without separation, for example ``#_!``.
+The characters to consider as word delimiters if :ref:`text_editor/behavior/navigation/use_custom_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/use_custom_word_separators>` is ``true``. This is in addition to default characters if :ref:`text_editor/behavior/navigation/use_default_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/use_default_word_separators>` is ``true``. The characters should be defined without separation, for example ``_♥=``.
 
 .. rst-class:: classref-item-separator
 
@@ -4127,7 +4143,7 @@ If ``true``, prevents automatically switching between the Script and 2D/3D scree
 
 :ref:`bool<class_bool>` **text_editor/behavior/navigation/use_custom_word_separators** :ref:`🔗<class_EditorSettings_property_text_editor/behavior/navigation/use_custom_word_separators>`
 
-If ``false``, using :kbd:`Ctrl + Left` or :kbd:`Ctrl + Right` (:kbd:`Cmd + Left` or :kbd:`Cmd + Right` on macOS) bindings will use the behavior of :ref:`text_editor/behavior/navigation/use_default_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/use_default_word_separators>`. If ``true``, it will also stop the caret if a character within :ref:`text_editor/behavior/navigation/custom_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/custom_word_separators>` is detected. Useful for subword moving. This behavior also will be applied to the behavior of text selection.
+If ``true``, uses the characters in :ref:`text_editor/behavior/navigation/custom_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/custom_word_separators>` as word separators for word navigation and operations. This is in addition to the default characters if :ref:`text_editor/behavior/navigation/use_default_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/use_default_word_separators>` is also enabled. Word navigation and operations include double-clicking on a word or holding :kbd:`Ctrl` (:kbd:`Cmd` on macOS) while pressing :kbd:`left`, :kbd:`right`, :kbd:`backspace`, or :kbd:`delete`.
 
 .. rst-class:: classref-item-separator
 
@@ -4139,7 +4155,7 @@ If ``false``, using :kbd:`Ctrl + Left` or :kbd:`Ctrl + Right` (:kbd:`Cmd + Left`
 
 :ref:`bool<class_bool>` **text_editor/behavior/navigation/use_default_word_separators** :ref:`🔗<class_EditorSettings_property_text_editor/behavior/navigation/use_default_word_separators>`
 
-If ``false``, using :kbd:`Ctrl + Left` or :kbd:`Ctrl + Right` (:kbd:`Cmd + Left` or :kbd:`Cmd + Right` on macOS) bindings will stop moving caret only if a space or punctuation is detected. If ``true``, it will also stop the caret if a character is part of ```!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``, the Unicode General Punctuation table, or the Unicode CJK Punctuation table. Useful for subword moving. This behavior also will be applied to the behavior of text selection.
+If ``true``, uses the characters in ```!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``, the Unicode General Punctuation table, and the Unicode CJK Punctuation table as word separators for word navigation and operations. If ``false``, a subset of these characters are used and does not include the characters ``<>$~^=+|``. This is in addition to custom characters if :ref:`text_editor/behavior/navigation/use_custom_word_separators<class_EditorSettings_property_text_editor/behavior/navigation/use_custom_word_separators>` is also enabled. These characters are used to determine where a word stops. Word navigation and operations include double-clicking on a word or holding :kbd:`Ctrl` (:kbd:`Cmd` on macOS) while pressing :kbd:`left`, :kbd:`right`, :kbd:`backspace`, or :kbd:`delete`.
 
 .. rst-class:: classref-item-separator
 
@@ -4225,7 +4241,7 @@ The delay in seconds after which autocompletion suggestions should be displayed
 
 :ref:`bool<class_bool>` **text_editor/completion/code_complete_enabled** :ref:`🔗<class_EditorSettings_property_text_editor/completion/code_complete_enabled>`
 
-If ``true``, code completion will be triggered automatically after :ref:`text_editor/completion/code_complete_delay<class_EditorSettings_property_text_editor/completion/code_complete_delay>`. If ``false``, you can still trigger completion manually by pressing :kbd:`Ctrl + Space` (:kbd:`Cmd + Space` on macOS).
+If ``true``, code completion will be triggered automatically after :ref:`text_editor/completion/code_complete_delay<class_EditorSettings_property_text_editor/completion/code_complete_delay>`. Even if ``false``, code completion can be triggered manually with the ``ui_text_completion_query`` action (by default :kbd:`Ctrl + Space` or :kbd:`Cmd + Space` on macOS).
 
 .. rst-class:: classref-item-separator
 

+ 1 - 1
classes/class_enetconnection.rst

@@ -438,7 +438,7 @@ Configures the DTLS server to automatically drop new connections.
 
 :ref:`Array<class_Array>` **service**\ (\ timeout\: :ref:`int<class_int>` = 0\ ) :ref:`🔗<class_ENetConnection_method_service>`
 
-Waits for events on the host specified and shuttles packets between the host and its peers. The returned :ref:`Array<class_Array>` will have 4 elements. An :ref:`EventType<enum_ENetConnection_EventType>`, the :ref:`ENetPacketPeer<class_ENetPacketPeer>` which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is :ref:`EVENT_RECEIVE<class_ENetConnection_constant_EVENT_RECEIVE>`, the received packet will be queued to the associated :ref:`ENetPacketPeer<class_ENetPacketPeer>`.
+Waits for events on the specified host and shuttles packets between the host and its peers, with the given ``timeout`` (in milliseconds). The returned :ref:`Array<class_Array>` will have 4 elements. An :ref:`EventType<enum_ENetConnection_EventType>`, the :ref:`ENetPacketPeer<class_ENetPacketPeer>` which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is :ref:`EVENT_RECEIVE<class_ENetConnection_constant_EVENT_RECEIVE>`, the received packet will be queued to the associated :ref:`ENetPacketPeer<class_ENetPacketPeer>`.
 
 Call this function regularly to handle connections, disconnections, and to receive new packets.
 

+ 106 - 35
classes/class_gltfaccessor.rst

@@ -40,37 +40,108 @@ Properties
 .. table::
    :widths: auto
 
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`accessor_type<class_GLTFAccessor_property_accessor_type>`                                 | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`buffer_view<class_GLTFAccessor_property_buffer_view>`                                     | ``-1``                   |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`byte_offset<class_GLTFAccessor_property_byte_offset>`                                     | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`component_type<class_GLTFAccessor_property_component_type>`                               | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`count<class_GLTFAccessor_property_count>`                                                 | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`PackedFloat64Array<class_PackedFloat64Array>` | :ref:`max<class_GLTFAccessor_property_max>`                                                     | ``PackedFloat64Array()`` |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`PackedFloat64Array<class_PackedFloat64Array>` | :ref:`min<class_GLTFAccessor_property_min>`                                                     | ``PackedFloat64Array()`` |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`bool<class_bool>`                             | :ref:`normalized<class_GLTFAccessor_property_normalized>`                                       | ``false``                |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`sparse_count<class_GLTFAccessor_property_sparse_count>`                                   | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`sparse_indices_buffer_view<class_GLTFAccessor_property_sparse_indices_buffer_view>`       | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`sparse_indices_byte_offset<class_GLTFAccessor_property_sparse_indices_byte_offset>`       | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`sparse_indices_component_type<class_GLTFAccessor_property_sparse_indices_component_type>` | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`sparse_values_buffer_view<class_GLTFAccessor_property_sparse_values_buffer_view>`         | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`sparse_values_byte_offset<class_GLTFAccessor_property_sparse_values_byte_offset>`         | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
-   | :ref:`int<class_int>`                               | :ref:`type<class_GLTFAccessor_property_type>`                                                   | ``0``                    |
-   +-----------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` | :ref:`accessor_type<class_GLTFAccessor_property_accessor_type>`                                 | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`buffer_view<class_GLTFAccessor_property_buffer_view>`                                     | ``-1``                   |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`byte_offset<class_GLTFAccessor_property_byte_offset>`                                     | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`component_type<class_GLTFAccessor_property_component_type>`                               | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`count<class_GLTFAccessor_property_count>`                                                 | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`PackedFloat64Array<class_PackedFloat64Array>`         | :ref:`max<class_GLTFAccessor_property_max>`                                                     | ``PackedFloat64Array()`` |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`PackedFloat64Array<class_PackedFloat64Array>`         | :ref:`min<class_GLTFAccessor_property_min>`                                                     | ``PackedFloat64Array()`` |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`bool<class_bool>`                                     | :ref:`normalized<class_GLTFAccessor_property_normalized>`                                       | ``false``                |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`sparse_count<class_GLTFAccessor_property_sparse_count>`                                   | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`sparse_indices_buffer_view<class_GLTFAccessor_property_sparse_indices_buffer_view>`       | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`sparse_indices_byte_offset<class_GLTFAccessor_property_sparse_indices_byte_offset>`       | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`sparse_indices_component_type<class_GLTFAccessor_property_sparse_indices_component_type>` | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`sparse_values_buffer_view<class_GLTFAccessor_property_sparse_values_buffer_view>`         | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`sparse_values_byte_offset<class_GLTFAccessor_property_sparse_values_byte_offset>`         | ``0``                    |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+   | :ref:`int<class_int>`                                       | :ref:`type<class_GLTFAccessor_property_type>`                                                   |                          |
+   +-------------------------------------------------------------+-------------------------------------------------------------------------------------------------+--------------------------+
+
+.. rst-class:: classref-section-separator
+
+----
+
+.. rst-class:: classref-descriptions-group
+
+Enumerations
+------------
+
+.. _enum_GLTFAccessor_GLTFAccessorType:
+
+.. rst-class:: classref-enumeration
+
+enum **GLTFAccessorType**: :ref:`🔗<enum_GLTFAccessor_GLTFAccessorType>`
+
+.. _class_GLTFAccessor_constant_TYPE_SCALAR:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_SCALAR** = ``0``
+
+Accessor type "SCALAR". For the glTF object model, this can be used to map to a single float, int, or bool value, or a float array.
+
+.. _class_GLTFAccessor_constant_TYPE_VEC2:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_VEC2** = ``1``
+
+Accessor type "VEC2". For the glTF object model, this maps to "float2", represented in the glTF JSON as an array of two floats.
+
+.. _class_GLTFAccessor_constant_TYPE_VEC3:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_VEC3** = ``2``
+
+Accessor type "VEC3". For the glTF object model, this maps to "float3", represented in the glTF JSON as an array of three floats.
+
+.. _class_GLTFAccessor_constant_TYPE_VEC4:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_VEC4** = ``3``
+
+Accessor type "VEC4". For the glTF object model, this maps to "float4", represented in the glTF JSON as an array of four floats.
+
+.. _class_GLTFAccessor_constant_TYPE_MAT2:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_MAT2** = ``4``
+
+Accessor type "MAT2". For the glTF object model, this maps to "float2x2", represented in the glTF JSON as an array of four floats.
+
+.. _class_GLTFAccessor_constant_TYPE_MAT3:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_MAT3** = ``5``
+
+Accessor type "MAT3". For the glTF object model, this maps to "float3x3", represented in the glTF JSON as an array of nine floats.
+
+.. _class_GLTFAccessor_constant_TYPE_MAT4:
+
+.. rst-class:: classref-enumeration-constant
+
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **TYPE_MAT4** = ``6``
+
+Accessor type "MAT4". For the glTF object model, this maps to "float4x4", represented in the glTF JSON as an array of sixteen floats.
 
 .. rst-class:: classref-section-separator
 
@@ -85,12 +156,12 @@ Property Descriptions
 
 .. rst-class:: classref-property
 
-:ref:`int<class_int>` **accessor_type** = ``0`` :ref:`🔗<class_GLTFAccessor_property_accessor_type>`
+:ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **accessor_type** = ``0`` :ref:`🔗<class_GLTFAccessor_property_accessor_type>`
 
 .. rst-class:: classref-property-setget
 
-- |void| **set_accessor_type**\ (\ value\: :ref:`int<class_int>`\ )
-- :ref:`int<class_int>` **get_accessor_type**\ (\ )
+- |void| **set_accessor_type**\ (\ value\: :ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>`\ )
+- :ref:`GLTFAccessorType<enum_GLTFAccessor_GLTFAccessorType>` **get_accessor_type**\ (\ )
 
 The GLTF accessor type as an enum. Possible values are 0 for "SCALAR", 1 for "VEC2", 2 for "VEC3", 3 for "VEC4", 4 for "MAT2", 5 for "MAT3", and 6 for "MAT4".
 
@@ -323,7 +394,7 @@ The offset relative to the start of the bufferView in bytes.
 
 .. rst-class:: classref-property
 
-:ref:`int<class_int>` **type** = ``0`` :ref:`🔗<class_GLTFAccessor_property_type>`
+:ref:`int<class_int>` **type** :ref:`🔗<class_GLTFAccessor_property_type>`
 
 .. rst-class:: classref-property-setget
 

+ 2 - 0
classes/class_graphedit.rst

@@ -27,6 +27,8 @@ Description
 
 \ **Performance:** It is greatly advised to enable low-processor usage mode (see :ref:`OS.low_processor_usage_mode<class_OS_property_low_processor_usage_mode>`) when using GraphEdits.
 
+\ **Note:** Keep in mind that :ref:`Node.get_children<class_Node_method_get_children>` will also return the connection layer node named ``_connection_layer`` due to technical limitations. This behavior may change in future releases.
+
 .. rst-class:: classref-reftable-group
 
 Properties

+ 2 - 0
classes/class_mesh.rst

@@ -191,6 +191,8 @@ enum **ArrayType**: :ref:`🔗<enum_Mesh_ArrayType>`
 
 :ref:`PackedVector3Array<class_PackedVector3Array>` of vertex normals.
 
+\ **Note:** The array has to consist of normal vectors, otherwise they will be normalized by the engine, potentially causing visual discrepancies.
+
 .. _class_Mesh_constant_ARRAY_TANGENT:
 
 .. rst-class:: classref-enumeration-constant

+ 4 - 2
classes/class_nodepath.rst

@@ -44,11 +44,13 @@ Despite their name, node paths may also point to a property:
 
 ::
 
-    ^"position"            # Points to this object's position.
-    ^"position:x"          # Points to this object's position in the x axis.
+    ^":position"           # Points to this object's position.
+    ^":position:x"         # Points to this object's position in the x axis.
     ^"Camera3D:rotation:y" # Points to the child Camera3D and its y rotation.
     ^"/root:size:x"        # Points to the root Window and its width.
 
+In some situations, it's possible to omit the leading ``:`` when pointing to an object's property. As an example, this is the case with :ref:`Object.set_indexed<class_Object_method_set_indexed>` and :ref:`Tween.tween_property<class_Tween_method_tween_property>`, as those methods call :ref:`get_as_property_path<class_NodePath_method_get_as_property_path>` under the hood. However, it's generally recommended to keep the ``:`` prefix.
+
 Node paths cannot check whether they are valid and may point to nodes or properties that do not exist. Their meaning depends entirely on the context in which they're used.
 
 You usually do not have to worry about the **NodePath** type, as strings are automatically converted to the type when necessary. There are still times when defining node paths is useful. For example, exported **NodePath** properties allow you to easily select any node within the currently edited scene. They are also automatically updated when moving, renaming or deleting nodes in the scene tree editor. See also :ref:`@GDScript.@export_node_path<class_@GDScript_annotation_@export_node_path>`.

+ 30 - 4
classes/class_projectsettings.rst

@@ -705,6 +705,10 @@ Properties
    +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`                           | :ref:`input_devices/buffering/agile_event_flushing<class_ProjectSettings_property_input_devices/buffering/agile_event_flushing>`                                                                           | ``false``                                                                                        |
    +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
+   | :ref:`bool<class_bool>`                           | :ref:`input_devices/buffering/android/use_accumulated_input<class_ProjectSettings_property_input_devices/buffering/android/use_accumulated_input>`                                                         | ``true``                                                                                         |
+   +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
+   | :ref:`bool<class_bool>`                           | :ref:`input_devices/buffering/android/use_input_buffering<class_ProjectSettings_property_input_devices/buffering/android/use_input_buffering>`                                                             | ``true``                                                                                         |
+   +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`                           | :ref:`input_devices/compatibility/legacy_just_pressed_behavior<class_ProjectSettings_property_input_devices/compatibility/legacy_just_pressed_behavior>`                                                   | ``false``                                                                                        |
    +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
    | :ref:`String<class_String>`                       | :ref:`input_devices/pen_tablet/driver<class_ProjectSettings_property_input_devices/pen_tablet/driver>`                                                                                                     |                                                                                                  |
@@ -6008,6 +6012,30 @@ Enabling this can greatly improve the responsiveness to input, specially in devi
 
 ----
 
+.. _class_ProjectSettings_property_input_devices/buffering/android/use_accumulated_input:
+
+.. rst-class:: classref-property
+
+:ref:`bool<class_bool>` **input_devices/buffering/android/use_accumulated_input** = ``true`` :ref:`🔗<class_ProjectSettings_property_input_devices/buffering/android/use_accumulated_input>`
+
+If ``true``, multiple input events will be accumulated into a single input event when possible.
+
+.. rst-class:: classref-item-separator
+
+----
+
+.. _class_ProjectSettings_property_input_devices/buffering/android/use_input_buffering:
+
+.. rst-class:: classref-property
+
+:ref:`bool<class_bool>` **input_devices/buffering/android/use_input_buffering** = ``true`` :ref:`🔗<class_ProjectSettings_property_input_devices/buffering/android/use_input_buffering>`
+
+If ``true``, input events will be buffered prior to being dispatched.
+
+.. rst-class:: classref-item-separator
+
+----
+
 .. _class_ProjectSettings_property_input_devices/compatibility/legacy_just_pressed_behavior:
 
 .. rst-class:: classref-property
@@ -9654,8 +9682,6 @@ Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of tw
 
 Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also :ref:`rendering/scaling_3d/mode<class_ProjectSettings_property_rendering/scaling_3d/mode>` for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
 
-\ **Note:** MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
-
 .. rst-class:: classref-item-separator
 
 ----
@@ -11813,7 +11839,7 @@ Specify whether OpenXR should be configured for an HMD or a hand held device.
 
 If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on :ref:`xr/openxr/foveation_level<class_ProjectSettings_property_xr/openxr/foveation_level>`.
 
-\ **Note:** Only works on compatibility renderer.
+\ **Note:** Only works on the Compatibility rendering method.
 
 .. rst-class:: classref-item-separator
 
@@ -11827,7 +11853,7 @@ If true and foveation is supported, will automatically adjust foveation level ba
 
 Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
 
-\ **Note:** Only works on compatibility renderer.
+\ **Note:** Only works on the Compatibility rendering method. On platforms other than Android, if :ref:`rendering/anti_aliasing/quality/msaa_3d<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d>` is enabled, this feature will be disabled.
 
 .. rst-class:: classref-item-separator
 

+ 1 - 1
classes/class_transform3d.rst

@@ -21,7 +21,7 @@ The **Transform3D** built-in :ref:`Variant<class_Variant>` type is a 3×4 matrix
 
 For a general introduction, see the :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>` tutorial.
 
-\ **Note:** Godot uses a `right-handed coordinate system <https://en.wikipedia.org/wiki/Right-hand_rule>`__, which is a common standard. For directions, the convention for built-in types like :ref:`Camera3D<class_Camera3D>` is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the `Importing 3D Scenes <../tutorials/assets_pipeline/importing_scenes.html#d-asset-direction-conventions>`__ tutorial.
+\ **Note:** Godot uses a `right-handed coordinate system <https://en.wikipedia.org/wiki/Right-hand_rule>`__, which is a common standard. For directions, the convention for built-in types like :ref:`Camera3D<class_Camera3D>` is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the `3D asset direction conventions <../tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions>`__ tutorial.
 
 .. note::