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Add Redot codespell documentation correction
This commit is contained in:
@@ -56,6 +56,11 @@ repos:
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- id: codespell
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additional_dependencies: [tomli]
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- id: codespell
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name: codespell-redot-docs
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args: ['-D', 'custom_dict.txt', '--ignore-regex', 'Godot\.\w|Godot;|Godot Shader Language|highlight=Godot%20Engine%3%docs|highlight=Godot Engine:docs|github\.com\/godotengine\/godot|not Godot shaders|Godot [3|4](\.[0-9x])?|project\.godot|logs\/godot\.log|\.godot\/|org\.godot\.example:my-plugin:0\.0\.0|Godot version 4\.1 compatibility|file extension must be \[code\]\.godot\[\/code\]|directory \(\[code\]\.?godot\[\/code\]\)|\[code\]\.godot\[\/code\] folder']
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files: ^(doc/classes|.*/doc_classes)/.*\.xml$
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### Requires Docker; look into alternative implementation.
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# - repo: https://github.com/comkieffer/pre-commit-xmllint.git
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# rev: 1.0.0
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3
custom_dict.txt
Normal file
3
custom_dict.txt
Normal file
@@ -0,0 +1,3 @@
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Godot->Redot
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godot->redot
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GODOT->REDOT
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@@ -18,9 +18,9 @@
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Returns the absolute path to the user's cache folder. This folder should be used for temporary data that can be removed safely whenever the editor is closed (such as generated resource thumbnails).
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[b]Default paths per platform:[/b]
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[codeblock lang=text]
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- Windows: %LOCALAPPDATA%\Godot\
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- macOS: ~/Library/Caches/Godot/
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- Linux: ~/.cache/godot/
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- Windows: %LOCALAPPDATA%\Redot\
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- macOS: ~/Library/Caches/Redot/
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- Linux: ~/.cache/redot/
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[/codeblock]
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</description>
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</method>
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@@ -30,9 +30,9 @@
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Returns the absolute path to the user's configuration folder. This folder should be used for [i]persistent[/i] user configuration files.
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[b]Default paths per platform:[/b]
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[codeblock lang=text]
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- Windows: %APPDATA%\Godot\ (same as `get_data_dir()`)
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- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)
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- Linux: ~/.config/godot/
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- Windows: %APPDATA%\Redot\ (same as `get_data_dir()`)
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- macOS: ~/Library/Application Support/Redot/ (same as `get_data_dir()`)
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- Linux: ~/.config/redot/
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[/codeblock]
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</description>
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</method>
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@@ -42,9 +42,9 @@
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Returns the absolute path to the user's data folder. This folder should be used for [i]persistent[/i] user data files such as installed export templates.
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[b]Default paths per platform:[/b]
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[codeblock lang=text]
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- Windows: %APPDATA%\Godot\ (same as `get_config_dir()`)
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- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)
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- Linux: ~/.local/share/godot/
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- Windows: %APPDATA%\Redot\ (same as `get_config_dir()`)
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- macOS: ~/Library/Application Support/Redot/ (same as `get_config_dir()`)
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- Linux: ~/.local/share/redot/
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[/codeblock]
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</description>
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</method>
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@@ -299,7 +299,7 @@
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<param index="2" name="compression_mode" type="int" enum="FileAccess.CompressionMode" default="0" />
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<description>
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Creates a new [FileAccess] object and opens a compressed file for reading or writing.
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[b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.
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[b]Note:[/b] [method open_compressed] can only read files that were saved by Redot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.
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Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
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</description>
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</method>
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@@ -536,9 +536,9 @@
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<return type="String" />
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<description>
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Returns the absolute directory path where user data is written (the [code]user://[/code] directory in Redot). The path depends on the project name and [member ProjectSettings.application/config/use_custom_user_dir].
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- On Windows, this is [code]%AppData%\Godot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
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- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Windows, this is [code]%AppData%\Redot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
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- On macOS, this is [code]~/Library/Application Support/Redot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Linux and BSD, this is [code]~/.local/share/redot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
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- On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.
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- On Web, this is a virtual directory managed by the browser.
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If the project name is empty, [code][project_name][/code] falls back to [code][unnamed project][/code].
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@@ -298,7 +298,7 @@
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If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
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</member>
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Godot/app_userdata/<project name>[/code].
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If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Redot/app_userdata/<project name>[/code].
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See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Redot projects[/url]. This setting is only effective on desktop platforms.
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</member>
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<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
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@@ -646,7 +646,7 @@
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<param index="1" name="allow_cache" type="bool" default="true" />
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<description>
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Compiles a SPIR-V from the shader source code in [param shader_source] and returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using [method shader_compile_binary_from_spirv].
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If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Godot's shader cache is ignored and the shader will always be recompiled.
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If [param allow_cache] is [code]true[/code], make use of the shader cache generated by Redot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If [param allow_cache] is [code]false[/code], Redot's shader cache is ignored and the shader will always be recompiled.
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</description>
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</method>
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<method name="shader_create_from_bytecode">
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@@ -2222,7 +2222,7 @@
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Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE]).
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</constant>
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<constant name="SHADER_LANGUAGE_GLSL" value="0" enum="ShaderLanguage">
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Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders.
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Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Redot shaders.
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</constant>
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<constant name="SHADER_LANGUAGE_HLSL" value="1" enum="ShaderLanguage">
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Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan).
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@@ -4,7 +4,7 @@
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The CSG base class.
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</brief_description>
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<description>
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This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.
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This is the CSG base class that provides CSG operation support to the various CSG nodes in Redot.
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[b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
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</description>
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<tutorials>
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@@ -90,14 +90,14 @@
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<param index="0" name="hostname" type="String" />
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<param index="1" name="client_options" type="TLSOptions" default="null" />
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<description>
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Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before [method connect_to_host] to have ENet connect using DTLS validating the server certificate against [param hostname]. You can pass the optional [param client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
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Configure this ENetHost to use the custom Redot extension allowing DTLS encryption for ENet clients. Call this before [method connect_to_host] to have ENet connect using DTLS validating the server certificate against [param hostname]. You can pass the optional [param client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
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</description>
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</method>
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<method name="dtls_server_setup">
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<return type="int" enum="Error" />
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<param index="0" name="server_options" type="TLSOptions" />
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<description>
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Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet servers. Call this right after [method create_host_bound] to have ENet expect peers to connect using DTLS. See [method TLSOptions.server].
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Configure this ENetHost to use the custom Redot extension allowing DTLS encryption for ENet servers. Call this right after [method create_host_bound] to have ENet expect peers to connect using DTLS. See [method TLSOptions.server].
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</description>
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</method>
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<method name="flush">
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@@ -23,7 +23,7 @@
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<return type="GLTFCamera" />
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<param index="0" name="camera_node" type="Camera3D" />
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<description>
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Create a new GLTFCamera instance from the given Godot [Camera3D] node.
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Create a new GLTFCamera instance from the given Redot [Camera3D] node.
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</description>
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</method>
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<method name="to_dictionary" qualifiers="const">
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@@ -35,7 +35,7 @@
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<method name="to_node" qualifiers="const">
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<return type="Camera3D" />
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<description>
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Converts this GLTFCamera instance into a Godot [Camera3D] node.
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Converts this GLTFCamera instance into a Redot [Camera3D] node.
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</description>
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</method>
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</methods>
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@@ -47,13 +47,13 @@
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The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's [code]znear[/code] property.
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</member>
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.309">
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The FOV of the camera. This class and GLTF define the camera FOV in radians, while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is true.
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The FOV of the camera. This class and GLTF define the camera FOV in radians, while Redot uses degrees. This maps to GLTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is true.
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</member>
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<member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
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Whether or not the camera is in perspective mode. If false, the camera is in orthographic/orthogonal mode. This maps to GLTF's camera [code]type[/code] property. See [member Camera3D.projection] and the GLTF spec for more information.
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</member>
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<member name="size_mag" type="float" setter="set_size_mag" getter="get_size_mag" default="0.5">
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The size of the camera. This class and GLTF define the camera size magnitude as a radius in meters, while Godot defines it as a diameter in meters. This maps to GLTF's [code]ymag[/code] property. This value is only used for orthographic/orthogonal cameras, when [member perspective] is false.
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The size of the camera. This class and GLTF define the camera size magnitude as a radius in meters, while Redot defines it as a diameter in meters. This maps to GLTF's [code]ymag[/code] property. This value is only used for orthographic/orthogonal cameras, when [member perspective] is false.
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</member>
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</members>
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</class>
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@@ -1,10 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFDocument" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Class for importing and exporting glTF files in and out of Godot.
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Class for importing and exporting glTF files in and out of Redot.
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</brief_description>
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<description>
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GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. This data can then be written to the filesystem, buffer, or used to create a Godot scene.
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GLTFDocument supports reading data from a glTF file, buffer, or Redot scene. This data can then be written to the filesystem, buffer, or used to create a Redot scene.
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All of the data in a GLTF scene is stored in the [GLTFState] class. GLTFDocument processes state objects, but does not contain any scene data itself. GLTFDocument has member variables to store export configuration settings such as the image format, but is otherwise stateless. Multiple scenes can be processed with the same settings using the same GLTFDocument object and different [GLTFState] objects.
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GLTFDocument can be extended with arbitrary functionality by extending the [GLTFDocumentExtension] class and registering it with GLTFDocument via [method register_gltf_document_extension]. This allows for custom data to be imported and exported.
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</description>
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@@ -42,7 +42,7 @@
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<param index="1" name="state" type="GLTFState" />
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<param index="2" name="flags" type="int" default="0" />
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<description>
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Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
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Takes a Redot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
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</description>
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</method>
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<method name="generate_buffer">
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@@ -59,7 +59,7 @@
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<param index="2" name="trimming" type="bool" default="false" />
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<param index="3" name="remove_immutable_tracks" type="bool" default="true" />
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<description>
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Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node.
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Takes a [GLTFState] object through the [param state] parameter and returns a Redot Engine scene node.
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The [param bake_fps] parameter overrides the bake_fps in [param state].
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</description>
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</method>
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@@ -92,7 +92,7 @@
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<members>
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<member name="image_format" type="String" setter="set_image_format" getter="get_image_format" default=""PNG"">
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The user-friendly name of the export image format. This is used when exporting the GLTF file, including writing to a file and writing to a byte array.
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By default, Godot allows the following options: "None", "PNG", "JPEG", "Lossless WebP", and "Lossy WebP". Support for more image formats can be added in [GLTFDocumentExtension] classes.
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By default, Redot allows the following options: "None", "PNG", "JPEG", "Lossless WebP", and "Lossy WebP". Support for more image formats can be added in [GLTFDocumentExtension] classes.
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</member>
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<member name="lossy_quality" type="float" setter="set_lossy_quality" getter="get_lossy_quality" default="0.75">
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If [member image_format] is a lossy image format, this determines the lossy quality of the image. On a range of [code]0.0[/code] to [code]1.0[/code], where [code]0.0[/code] is the lowest quality and [code]1.0[/code] is the highest quality. A lossy quality of [code]1.0[/code] is not the same as lossless.
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@@ -104,13 +104,13 @@
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</members>
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<constants>
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<constant name="ROOT_NODE_MODE_SINGLE_ROOT" value="0" enum="RootNodeMode">
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Treat the Godot scene's root node as the root node of the glTF file, and mark it as the single root node via the [code]GODOT_single_root[/code] glTF extension. This will be parsed the same as [constant ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support [code]GODOT_single_root[/code].
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Treat the Redot scene's root node as the root node of the glTF file, and mark it as the single root node via the [code]GODOT_single_root[/code] glTF extension. This will be parsed the same as [constant ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support [code]GODOT_single_root[/code].
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</constant>
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<constant name="ROOT_NODE_MODE_KEEP_ROOT" value="1" enum="RootNodeMode">
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Treat the Godot scene's root node as the root node of the glTF file, but do not mark it as anything special. An extra root node will be generated when importing into Godot. This uses only vanilla glTF features. This is equivalent to the behavior in Godot 4.1 and earlier.
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Treat the Redot scene's root node as the root node of the glTF file, but do not mark it as anything special. An extra root node will be generated when importing into Redot. This uses only vanilla glTF features. This is equivalent to the behavior in Redot 4.1 and earlier.
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</constant>
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<constant name="ROOT_NODE_MODE_MULTI_ROOT" value="2" enum="RootNodeMode">
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Treat the Godot scene's root node as the name of the glTF scene, and add all of its children as root nodes of the glTF file. This uses only vanilla glTF features. This avoids an extra root node, but only the name of the Godot scene's root node will be preserved, as it will not be saved as a node.
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Treat the Redot scene's root node as the name of the glTF scene, and add all of its children as root nodes of the glTF file. This uses only vanilla glTF features. This avoids an extra root node, but only the name of the Redot scene's root node will be preserved, as it will not be saved as a node.
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</constant>
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</constants>
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</class>
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@@ -19,7 +19,7 @@
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<param index="2" name="scene_node" type="Node" />
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<description>
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Part of the export process. This method is run after [method _export_preflight] and before [method _export_preserialize].
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Runs when converting the data from a Godot scene node. This method can be used to process the Godot scene node data into a format that can be used by [method _export_node].
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Runs when converting the data from a Redot scene node. This method can be used to process the Redot scene node data into a format that can be used by [method _export_node].
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</description>
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</method>
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<method name="_export_node" qualifiers="virtual">
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@@ -30,7 +30,7 @@
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<param index="3" name="node" type="Node" />
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<description>
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Part of the export process. This method is run after [method _get_saveable_image_formats] and before [method _export_post]. If this [GLTFDocumentExtension] is used for exporting images, this runs after [method _serialize_texture_json].
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This method can be used to modify the final JSON of each node. Data should be primarily stored in [param gltf_node] prior to serializing the JSON, but the original Godot [param node] is also provided if available. The node may be null if not available, such as when exporting GLTF data not generated from a Godot scene.
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This method can be used to modify the final JSON of each node. Data should be primarily stored in [param gltf_node] prior to serializing the JSON, but the original Redot [param node] is also provided if available. The node may be null if not available, such as when exporting GLTF data not generated from a Redot scene.
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</description>
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</method>
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<method name="_export_post" qualifiers="virtual">
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@@ -65,14 +65,14 @@
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<param index="2" name="scene_parent" type="Node" />
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<description>
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||||
Part of the import process. This method is run after [method _import_post_parse] and before [method _import_node].
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Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.
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||||
Runs when generating a Redot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.
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[b]Note:[/b] The [param scene_parent] parameter may be null if this is the single root node.
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||||
</description>
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||||
</method>
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<method name="_get_image_file_extension" qualifiers="virtual">
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<return type="String" />
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||||
<description>
|
||||
Returns the file extension to use for saving image data into, for example, [code]".png"[/code]. If defined, when this extension is used to handle images, and the images are saved to a separate file, the image bytes will be copied to a file with this extension. If this is set, there should be a [ResourceImporter] class able to import the file. If not defined or empty, Godot will save the image into a PNG file.
|
||||
Returns the file extension to use for saving image data into, for example, [code]".png"[/code]. If defined, when this extension is used to handle images, and the images are saved to a separate file, the image bytes will be copied to a file with this extension. If this is set, there should be a [ResourceImporter] class able to import the file. If not defined or empty, Redot will save the image into a PNG file.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_saveable_image_formats" qualifiers="virtual">
|
||||
@@ -97,7 +97,7 @@
|
||||
<param index="3" name="node" type="Node" />
|
||||
<description>
|
||||
Part of the import process. This method is run after [method _generate_scene_node] and before [method _import_post].
|
||||
This method can be used to make modifications to each of the generated Godot scene nodes.
|
||||
This method can be used to make modifications to each of the generated Redot scene nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_import_post" qualifiers="virtual">
|
||||
@@ -106,7 +106,7 @@
|
||||
<param index="1" name="root" type="Node" />
|
||||
<description>
|
||||
Part of the import process. This method is run last, after all other parts of the import process.
|
||||
This method can be used to modify the final Godot scene generated by the import process.
|
||||
This method can be used to modify the final Redot scene generated by the import process.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_import_post_parse" qualifiers="virtual">
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
<return type="GLTFLight" />
|
||||
<param index="0" name="light_node" type="Light3D" />
|
||||
<description>
|
||||
Create a new GLTFLight instance from the given Godot [Light3D] node.
|
||||
Create a new GLTFLight instance from the given Redot [Light3D] node.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_additional_data">
|
||||
@@ -47,7 +47,7 @@
|
||||
<method name="to_node" qualifiers="const">
|
||||
<return type="Light3D" />
|
||||
<description>
|
||||
Converts this GLTFLight instance into a Godot [Light3D] node.
|
||||
Converts this GLTFLight instance into a Redot [Light3D] node.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
@@ -57,20 +57,20 @@
|
||||
</member>
|
||||
<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
|
||||
The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
|
||||
Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Godot [SpotLight3D], the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
|
||||
Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Redot [SpotLight3D], the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
|
||||
</member>
|
||||
<member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="1.0">
|
||||
The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Godot light, this value is converted to a unitless multiplier.
|
||||
The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Redot light, this value is converted to a unitless multiplier.
|
||||
</member>
|
||||
<member name="light_type" type="String" setter="set_light_type" getter="get_light_type" default="""">
|
||||
The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's [OmniLight3D], [SpotLight3D], and [DirectionalLight3D] respectively.
|
||||
The type of the light. The values accepted by Redot are "point", "spot", and "directional", which correspond to Redot's [OmniLight3D], [SpotLight3D], and [DirectionalLight3D] respectively.
|
||||
</member>
|
||||
<member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.785398">
|
||||
The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle.
|
||||
At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
|
||||
At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Redot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
|
||||
</member>
|
||||
<member name="range" type="float" setter="set_range" getter="get_range" default="inf">
|
||||
The range of the light, beyond which the light has no effect. GLTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.
|
||||
The range of the light, beyond which the light has no effect. GLTF lights with no range defined behave like physical lights (which have infinite range). When creating a Redot light, the range is clamped to 4096.
|
||||
</member>
|
||||
</members>
|
||||
</class>
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
<return type="GLTFPhysicsBody" />
|
||||
<param index="0" name="body_node" type="CollisionObject3D" />
|
||||
<description>
|
||||
Creates a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
|
||||
Creates a new GLTFPhysicsBody instance from the given Redot [CollisionObject3D] node.
|
||||
</description>
|
||||
</method>
|
||||
<method name="to_dictionary" qualifiers="const">
|
||||
@@ -34,7 +34,7 @@
|
||||
<method name="to_node" qualifiers="const">
|
||||
<return type="CollisionObject3D" />
|
||||
<description>
|
||||
Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node.
|
||||
Converts this GLTFPhysicsBody instance into a Redot [CollisionObject3D] node.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
@@ -43,21 +43,21 @@
|
||||
The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
|
||||
</member>
|
||||
<member name="body_type" type="String" setter="set_body_type" getter="get_body_type" default=""rigid"">
|
||||
The type of the body. When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are "static", "animatable", "character", "rigid", "vehicle", and "trigger". When exporting, this will be squashed down to one of "static", "kinematic", or "dynamic" motion types, or the "trigger" property.
|
||||
The type of the body. When importing, this controls what type of [CollisionObject3D] node Redot should generate. Valid values are "static", "animatable", "character", "rigid", "vehicle", and "trigger". When exporting, this will be squashed down to one of "static", "kinematic", or "dynamic" motion types, or the "trigger" property.
|
||||
</member>
|
||||
<member name="center_of_mass" type="Vector3" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector3(0, 0, 0)">
|
||||
The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.
|
||||
</member>
|
||||
<member name="inertia_diagonal" type="Vector3" setter="set_inertia_diagonal" getter="get_inertia_diagonal" default="Vector3(0, 0, 0)">
|
||||
The inertia strength of the physics body, in kilogram meter squared (kg⋅m²). This represents the inertia around the principle axes, the diagonal of the inertia tensor matrix. This is only used when the body type is "rigid" or "vehicle".
|
||||
When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
|
||||
When converted to a Redot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
|
||||
</member>
|
||||
<member name="inertia_orientation" type="Quaternion" setter="set_inertia_orientation" getter="get_inertia_orientation" default="Quaternion(0, 0, 0, 1)">
|
||||
The inertia orientation of the physics body. This defines the rotation of the inertia's principle axes relative to the object's local axes. This is only used when the body type is "rigid" or "vehicle" and [member inertia_diagonal] is set to a non-zero value.
|
||||
</member>
|
||||
<member name="inertia_tensor" type="Basis" setter="set_inertia_tensor" getter="get_inertia_tensor" default="Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)" deprecated="">
|
||||
The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is "rigid" or "vehicle".
|
||||
When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
|
||||
When converted to a Redot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
|
||||
</member>
|
||||
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
|
||||
The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
|
||||
|
||||
@@ -23,14 +23,14 @@
|
||||
<return type="GLTFPhysicsShape" />
|
||||
<param index="0" name="shape_node" type="CollisionShape3D" />
|
||||
<description>
|
||||
Creates a new GLTFPhysicsShape instance from the given Godot [CollisionShape3D] node.
|
||||
Creates a new GLTFPhysicsShape instance from the given Redot [CollisionShape3D] node.
|
||||
</description>
|
||||
</method>
|
||||
<method name="from_resource" qualifiers="static">
|
||||
<return type="GLTFPhysicsShape" />
|
||||
<param index="0" name="shape_resource" type="Shape3D" />
|
||||
<description>
|
||||
Creates a new GLTFPhysicsShape instance from the given Godot [Shape3D] resource.
|
||||
Creates a new GLTFPhysicsShape instance from the given Redot [Shape3D] resource.
|
||||
</description>
|
||||
</method>
|
||||
<method name="to_dictionary" qualifiers="const">
|
||||
@@ -43,14 +43,14 @@
|
||||
<return type="CollisionShape3D" />
|
||||
<param index="0" name="cache_shapes" type="bool" default="false" />
|
||||
<description>
|
||||
Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node.
|
||||
Converts this GLTFPhysicsShape instance into a Redot [CollisionShape3D] node.
|
||||
</description>
|
||||
</method>
|
||||
<method name="to_resource">
|
||||
<return type="Shape3D" />
|
||||
<param index="0" name="cache_shapes" type="bool" default="false" />
|
||||
<description>
|
||||
Converts this GLTFPhysicsShape instance into a Godot [Shape3D] resource.
|
||||
Converts this GLTFPhysicsShape instance into a Redot [Shape3D] resource.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
@@ -62,7 +62,7 @@
|
||||
The [ImporterMesh] resource of the shape. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
|
||||
</member>
|
||||
<member name="is_trigger" type="bool" setter="set_is_trigger" getter="get_is_trigger" default="false">
|
||||
If [code]true[/code], indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an Area3D node.
|
||||
If [code]true[/code], indicates that this shape is a trigger. For Redot, this means that the shape should be a child of an Area3D node.
|
||||
This is the only variable not used in the [method to_node] method, it's intended to be used alongside when deciding where to add the generated node as a child.
|
||||
</member>
|
||||
<member name="mesh_index" type="int" setter="set_mesh_index" getter="get_mesh_index" default="-1">
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
<method name="get_godot_bone_node">
|
||||
<return type="Dictionary" />
|
||||
<description>
|
||||
Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.
|
||||
Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_godot_skeleton">
|
||||
@@ -39,7 +39,7 @@
|
||||
<return type="void" />
|
||||
<param index="0" name="godot_bone_node" type="Dictionary" />
|
||||
<description>
|
||||
Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.
|
||||
Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_unique_names">
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
Contains all nodes and resources of a GLTF file. This is used by [GLTFDocument] as data storage, which allows [GLTFDocument] and all [GLTFDocumentExtension] classes to remain stateless.
|
||||
GLTFState can be populated by [GLTFDocument] reading a file or by converting a Godot scene. Then the data can either be used to create a Godot scene or save to a GLTF file. The code that converts to/from a Godot scene can be intercepted at arbitrary points by [GLTFDocumentExtension] classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Godot nodes.
|
||||
GLTFState can be populated by [GLTFDocument] reading a file or by converting a Redot scene. Then the data can either be used to create a Redot scene or save to a GLTF file. The code that converts to/from a Redot scene can be intercepted at arbitrary points by [GLTFDocumentExtension] classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Redot nodes.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
|
||||
@@ -45,20 +45,20 @@
|
||||
<return type="AnimationPlayer" />
|
||||
<param index="0" name="idx" type="int" />
|
||||
<description>
|
||||
Returns the [AnimationPlayer] node with the given index. These nodes are only used during the export process when converting Godot [AnimationPlayer] nodes to GLTF animations.
|
||||
Returns the [AnimationPlayer] node with the given index. These nodes are only used during the export process when converting Redot [AnimationPlayer] nodes to GLTF animations.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_animation_players_count">
|
||||
<return type="int" />
|
||||
<param index="0" name="idx" type="int" />
|
||||
<description>
|
||||
Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These nodes are only used during the export process when converting Godot [AnimationPlayer] nodes to GLTF animations.
|
||||
Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These nodes are only used during the export process when converting Redot [AnimationPlayer] nodes to GLTF animations.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_animations">
|
||||
<return type="GLTFAnimation[]" />
|
||||
<description>
|
||||
Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Godot [AnimationPlayer] nodes.
|
||||
Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Redot [AnimationPlayer] nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_buffer_views">
|
||||
@@ -104,21 +104,21 @@
|
||||
<return type="int" />
|
||||
<param index="0" name="scene_node" type="Node" />
|
||||
<description>
|
||||
Returns the index of the [GLTFNode] corresponding to this Godot scene node. This is the inverse of [method get_scene_node]. Useful during the export process.
|
||||
[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], and not every [GLTFNode] will have a scene node generated. If there is no [GLTFNode] index for this scene node, [code]-1[/code] is returned.
|
||||
Returns the index of the [GLTFNode] corresponding to this Redot scene node. This is the inverse of [method get_scene_node]. Useful during the export process.
|
||||
[b]Note:[/b] Not every Redot scene node will have a corresponding [GLTFNode], and not every [GLTFNode] will have a scene node generated. If there is no [GLTFNode] index for this scene node, [code]-1[/code] is returned.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_nodes">
|
||||
<return type="GLTFNode[]" />
|
||||
<description>
|
||||
Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. This includes nodes that may not be generated in the Godot scene, or nodes that may generate multiple Godot scene nodes.
|
||||
Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. This includes nodes that may not be generated in the Redot scene, or nodes that may generate multiple Redot scene nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_scene_node">
|
||||
<return type="Node" />
|
||||
<param index="0" name="idx" type="int" />
|
||||
<description>
|
||||
Returns the Godot scene node that corresponds to the same index as the [GLTFNode] it was generated from. This is the inverse of [method get_node_index]. Useful during the import process.
|
||||
Returns the Redot scene node that corresponds to the same index as the [GLTFNode] it was generated from. This is the inverse of [method get_node_index]. Useful during the import process.
|
||||
[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not every generated scene node will have a corresponding [GLTFNode]. If there is no scene node for this [GLTFNode] index, [code]null[/code] is returned.
|
||||
</description>
|
||||
</method>
|
||||
@@ -176,7 +176,7 @@
|
||||
<return type="void" />
|
||||
<param index="0" name="animations" type="GLTFAnimation[]" />
|
||||
<description>
|
||||
Sets the [GLTFAnimation]s in the state. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Godot [AnimationPlayer] nodes.
|
||||
Sets the [GLTFAnimation]s in the state. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Redot [AnimationPlayer] nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_buffer_views">
|
||||
@@ -229,7 +229,7 @@
|
||||
<return type="void" />
|
||||
<param index="0" name="nodes" type="GLTFNode[]" />
|
||||
<description>
|
||||
Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. Some of the nodes set here may not be generated in the Godot scene, or may generate multiple Godot scene nodes.
|
||||
Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. Some of the nodes set here may not be generated in the Redot scene, or may generate multiple Redot scene nodes.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_skeletons">
|
||||
@@ -295,7 +295,7 @@
|
||||
The binary buffer attached to a .glb file.
|
||||
</member>
|
||||
<member name="import_as_skeleton_bones" type="bool" setter="set_import_as_skeleton_bones" getter="get_import_as_skeleton_bones" default="false">
|
||||
True to force all GLTFNodes in the document to be bones of a single Skeleton3D godot node.
|
||||
True to force all GLTFNodes in the document to be bones of a single Skeleton3D redot node.
|
||||
</member>
|
||||
<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">
|
||||
The original raw JSON document corresponding to this GLTFState.
|
||||
@@ -305,7 +305,7 @@
|
||||
<member name="minor_version" type="int" setter="set_minor_version" getter="get_minor_version" default="0">
|
||||
</member>
|
||||
<member name="root_nodes" type="PackedInt32Array" setter="set_root_nodes" getter="get_root_nodes" default="PackedInt32Array()">
|
||||
The root nodes of the GLTF file. Typically, a GLTF file will only have one scene, and therefore one root node. However, a GLTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Godot scene.
|
||||
The root nodes of the GLTF file. Typically, a GLTF file will only have one scene, and therefore one root node. However, a GLTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Redot scene.
|
||||
</member>
|
||||
<member name="scene_name" type="String" setter="set_scene_name" getter="get_scene_name" default="""">
|
||||
The name of the scene. When importing, if not specified, this will be the file name. When exporting, if specified, the scene name will be saved to the GLTF file.
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
<return type="Basis" />
|
||||
<param index="0" name="index" type="int" />
|
||||
<description>
|
||||
Returns one of 24 possible rotations that lie along the vectors (x,y,z) with each component being either -1, 0, or 1. For further details, refer to the Godot source code.
|
||||
Returns one of 24 possible rotations that lie along the vectors (x,y,z) with each component being either -1, 0, or 1. For further details, refer to the Redot source code.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_cell_item" qualifiers="const">
|
||||
@@ -100,7 +100,7 @@
|
||||
<return type="int" />
|
||||
<param index="0" name="basis" type="Basis" />
|
||||
<description>
|
||||
This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index (in the range from 0 to 23) of the point best representing the orientation of the object. For further details, refer to the Godot source code.
|
||||
This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index (in the range from 0 to 23) of the point best representing the orientation of the object. For further details, refer to the Redot source code.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_used_cells" qualifiers="const">
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
A script implemented in the C# programming language, saved with the [code].cs[/code] extension (Mono-enabled builds only).
|
||||
</brief_description>
|
||||
<description>
|
||||
This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Godot builds.
|
||||
This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Redot builds.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="C# documentation index">$DOCS_URL/tutorials/scripting/c_sharp/index.html</link>
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
High-level multiplayer API implementation.
|
||||
</brief_description>
|
||||
<description>
|
||||
This class is the default implementation of [MultiplayerAPI], used to provide multiplayer functionalities in Godot Engine.
|
||||
This class is the default implementation of [MultiplayerAPI], used to provide multiplayer functionalities in Redot Engine.
|
||||
This implementation supports RPCs via [method Node.rpc] and [method Node.rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it will fail for other object types).
|
||||
This implementation additionally provide [SceneTree] replication via the [MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the [SceneReplicationConfig] resource.
|
||||
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
Collection of [OpenXRActionSet] and [OpenXRInteractionProfile] resources for the OpenXR module.
|
||||
</brief_description>
|
||||
<description>
|
||||
OpenXR uses an action system similar to Godots Input map system to bind inputs and outputs on various types of XR controllers to named actions. OpenXR specifies more detail on these inputs and outputs than Godot supports.
|
||||
OpenXR uses an action system similar to Godots Input map system to bind inputs and outputs on various types of XR controllers to named actions. OpenXR specifies more detail on these inputs and outputs than Redot supports.
|
||||
Another important distinction is that OpenXR offers no control over these bindings. The bindings we register are suggestions, it is up to the XR runtime to offer users the ability to change these bindings. This allows the XR runtime to fill in the gaps if new hardware becomes available.
|
||||
The action map therefore needs to be loaded at startup and can't be changed afterwards. This resource is a container for the entire action map.
|
||||
</description>
|
||||
|
||||
@@ -33,8 +33,8 @@
|
||||
Can be combined with [member Viewport.transparent_bg] to give the layer a transparent background.
|
||||
</member>
|
||||
<member name="enable_hole_punch" type="bool" setter="set_enable_hole_punch" getter="get_enable_hole_punch" default="false">
|
||||
Enables a technique called "hole punching", which allows putting the composition layer behind the main projection layer (i.e. setting [member sort_order] to a negative value) while "punching a hole" through everything rendered by Godot so that the layer is still visible.
|
||||
This can be used to create the illusion that the composition layer exists in the same 3D space as everything rendered by Godot, allowing objects to appear to pass both behind or in front of the composition layer.
|
||||
Enables a technique called "hole punching", which allows putting the composition layer behind the main projection layer (i.e. setting [member sort_order] to a negative value) while "punching a hole" through everything rendered by Redot so that the layer is still visible.
|
||||
This can be used to create the illusion that the composition layer exists in the same 3D space as everything rendered by Redot, allowing objects to appear to pass both behind or in front of the composition layer.
|
||||
</member>
|
||||
<member name="layer_viewport" type="SubViewport" setter="set_layer_viewport" getter="get_layer_viewport">
|
||||
The [SubViewport] to render on the composition layer.
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
Our OpenXR interface.
|
||||
</brief_description>
|
||||
<description>
|
||||
The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
|
||||
Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.
|
||||
The OpenXR interface allows Redot to interact with OpenXR runtimes and make it possible to create XR experiences and games.
|
||||
Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized when Redot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Redot to know which render result should be output to the headset.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Setting up XR">$DOCS_URL/tutorials/xr/setting_up_xr.html</link>
|
||||
@@ -14,7 +14,7 @@
|
||||
<method name="get_action_sets" qualifiers="const">
|
||||
<return type="Array" />
|
||||
<description>
|
||||
Returns a list of action sets registered with Godot (loaded from the action map at runtime).
|
||||
Returns a list of action sets registered with Redot (loaded from the action map at runtime).
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_available_display_refresh_rates" qualifiers="const">
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="TextServerAdvanced" inherits="TextServerExtension" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
|
||||
<brief_description>
|
||||
An advanced text server with support for BiDi, complex text layout, and contextual OpenType features. Used in Godot by default.
|
||||
An advanced text server with support for BiDi, complex text layout, and contextual OpenType features. Used in Redot by default.
|
||||
</brief_description>
|
||||
<description>
|
||||
An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to support BiDi, complex text layouts and contextual OpenType features. This is Godot's default primary [TextServer] interface.
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
A fallback implementation of Godot's text server. This fallback is faster than [TextServerAdvanced] for processing a lot of text, but it does not support BiDi and complex text layout.
|
||||
[b]Note:[/b] This text server is not part of official Godot binaries. If you want to use it, compile the engine with the option [code]module_text_server_fb_enabled=yes[/code].
|
||||
[b]Note:[/b] This text server is not part of official Redot binaries. If you want to use it, compile the engine with the option [code]module_text_server_fb_enabled=yes[/code].
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/url] video format with [code].ogv[/code] extension. The Theora codec is decoded on the CPU.
|
||||
[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] extension, you will have to rename the extension to [code].ogv[/code] to use those videos within Godot.
|
||||
[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] extension, you will have to rename the extension to [code].ogv[/code] to use those videos within Redot.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
Application distribution target (release export).
|
||||
</member>
|
||||
<member name="application/export_project_only" type="bool" setter="" getter="">
|
||||
If [code]true[/code], exports iOS project files without building an XCArchive or [code].ipa[/code] file. If [code]false[/code], exports iOS project files and builds an XCArchive and [code].ipa[/code] file at the same time. When combining Godot with Fastlane or other build pipelines, you may want to set this to [code]true[/code].
|
||||
If [code]true[/code], exports iOS project files without building an XCArchive or [code].ipa[/code] file. If [code]false[/code], exports iOS project files and builds an XCArchive and [code].ipa[/code] file at the same time. When combining Redot with Fastlane or other build pipelines, you may want to set this to [code]true[/code].
|
||||
</member>
|
||||
<member name="application/generate_simulator_library_if_missing" type="bool" setter="" getter="">
|
||||
If [code]true[/code], and ARM64 simulator library is missing from the export template, it is automatically generated from ARM64 device library.
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
The Web exporter customizes how a web build is handled. In the editor's "Export" window, it is created when adding a new "Web" preset.
|
||||
[b]Note:[/b] Godot on Web is rendered inside a [code]<canvas>[/code] tag. Normally, the canvas cannot be positioned or resized manually, but otherwise acts as the main [Window] of the application.
|
||||
[b]Note:[/b] Redot on Web is rendered inside a [code]<canvas>[/code] tag. Normally, the canvas cannot be positioned or resized manually, but otherwise acts as the main [Window] of the application.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Exporting for the Web">$DOCS_URL/tutorials/export/exporting_for_web.html</link>
|
||||
@@ -19,7 +19,7 @@
|
||||
File path to the custom export template used for release builds. If left empty, the default template is used.
|
||||
</member>
|
||||
<member name="html/canvas_resize_policy" type="int" setter="" getter="">
|
||||
Determines how the canvas should be resized by Godot.
|
||||
Determines how the canvas should be resized by Redot.
|
||||
- [b]None:[/b] The canvas is not automatically resized.
|
||||
- [b]Project:[/b] The size of the canvas is dependent on the [ProjectSettings].
|
||||
- [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the web page as possible.
|
||||
|
||||
Reference in New Issue
Block a user