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doc: Sync classref with current source

And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
Rémi Verschelde 4 years ago
parent
commit
cab5064f20

+ 9 - 9
doc/classes/CollisionObject2D.xml

@@ -99,15 +99,6 @@
 				Removes the given shape owner.
 				Removes the given shape owner.
 			</description>
 			</description>
 		</method>
 		</method>
-		<method name="shape_find_owner" qualifiers="const">
-			<return type="int">
-			</return>
-			<argument index="0" name="shape_index" type="int">
-			</argument>
-			<description>
-				Returns the [code]owner_id[/code] of the given shape.
-			</description>
-		</method>
 		<method name="set_collision_layer_bit">
 		<method name="set_collision_layer_bit">
 			<return type="void">
 			<return type="void">
 			</return>
 			</return>
@@ -132,6 +123,15 @@
 				If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
 				If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
 			</description>
 			</description>
 		</method>
 		</method>
+		<method name="shape_find_owner" qualifiers="const">
+			<return type="int">
+			</return>
+			<argument index="0" name="shape_index" type="int">
+			</argument>
+			<description>
+				Returns the [code]owner_id[/code] of the given shape.
+			</description>
+		</method>
 		<method name="shape_owner_add_shape">
 		<method name="shape_owner_add_shape">
 			<return type="void">
 			<return type="void">
 			</return>
 			</return>

+ 0 - 3
doc/classes/CollisionObject3D.xml

@@ -230,9 +230,6 @@
 			The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
 			The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
 			[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
 			[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
 		</member>
 		</member>
-		<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
-			If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
-		</member>
 		<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
 		<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
 			If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
 			If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
 		</member>
 		</member>

+ 4 - 4
doc/classes/MeshInstance3D.xml

@@ -20,18 +20,18 @@
 				This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
 				This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
 			</description>
 			</description>
 		</method>
 		</method>
-		<method name="create_multiple_convex_collisions">
+		<method name="create_debug_tangents">
 			<return type="void">
 			<return type="void">
 			</return>
 			</return>
 			<description>
 			<description>
-				This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
+				This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
 			</description>
 			</description>
 		</method>
 		</method>
-		<method name="create_debug_tangents">
+		<method name="create_multiple_convex_collisions">
 			<return type="void">
 			<return type="void">
 			</return>
 			</return>
 			<description>
 			<description>
-				This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
+				This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="create_trimesh_collision">
 		<method name="create_trimesh_collision">

+ 6 - 0
doc/classes/NavigationAgent2D.xml

@@ -44,6 +44,12 @@
 				Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent.
 				Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent.
 			</description>
 			</description>
 		</method>
 		</method>
+		<method name="get_rid" qualifiers="const">
+			<return type="RID">
+			</return>
+			<description>
+			</description>
+		</method>
 		<method name="get_target_location" qualifiers="const">
 		<method name="get_target_location" qualifiers="const">
 			<return type="Vector2">
 			<return type="Vector2">
 			</return>
 			</return>

+ 6 - 0
doc/classes/NavigationAgent3D.xml

@@ -44,6 +44,12 @@
 				Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent.
 				Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent.
 			</description>
 			</description>
 		</method>
 		</method>
+		<method name="get_rid" qualifiers="const">
+			<return type="RID">
+			</return>
+			<description>
+			</description>
+		</method>
 		<method name="get_target_location" qualifiers="const">
 		<method name="get_target_location" qualifiers="const">
 			<return type="Vector3">
 			<return type="Vector3">
 			</return>
 			</return>

+ 0 - 2
doc/classes/PhysicsBody3D.xml

@@ -36,8 +36,6 @@
 			</description>
 			</description>
 		</method>
 		</method>
 	</methods>
 	</methods>
-	<members>
-	</members>
 	<constants>
 	<constants>
 	</constants>
 	</constants>
 </class>
 </class>

+ 3 - 3
doc/classes/ProjectSettings.xml

@@ -747,14 +747,14 @@
 		<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
 		<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
 			Default delay for touch events. This only affects iOS devices.
 			Default delay for touch events. This only affects iOS devices.
 		</member>
 		</member>
+		<member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
+			The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
+		</member>
 		<member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false">
 		<member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false">
 			If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
 			If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
 			[b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
 			[b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
 			[b]Note:[/b] "Fallback" text server does not use additional data.
 			[b]Note:[/b] "Fallback" text server does not use additional data.
 		</member>
 		</member>
-		<member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
-			The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
-		</member>
 		<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
 		<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
 			If non-empty, this locale will be used when running the project from the editor.
 			If non-empty, this locale will be used when running the project from the editor.
 		</member>
 		</member>

+ 1 - 1
modules/csg/doc_classes/CSGMesh3D.xml

@@ -4,7 +4,7 @@
 		A CSG Mesh shape that uses a mesh resource.
 		A CSG Mesh shape that uses a mesh resource.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
-		This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more then two faces.
+		This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>